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Pedro Pais

@cheeseriners.bsky.social
129 followers 480 following 15 posts

Developing "We Were Dumb" at @cheesy-studios.bsky.social Particularly interested in cooperative game design and including audiences in the experience.

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Pedro Pais @cheeseriners.bsky.social · 27/07/2026
The behaviour of enemies is a bit messy to design through the editor, it really needed a tool but we were already short on time. We created very small Godot Resources (called Actions) that would be used to sequentially build up an enemies behaviour. Even our designer started implementing some! 4/5
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Pedro Pais @cheeseriners.bsky.social · 27/07/2026
We were wondering how to make the game wait for an enemies action to end before moving to the next enemy. We suddenly realized all we had to do was use Await right before triggering an enemy and before executing each action. Now the game executes each enemy at a time. Very Clean! 3/5
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Pedro Pais @cheeseriners.bsky.social · 27/07/2026
The turn-based part of the game relied on the Action System. Every tick, a column is triggered, triggering each of its tiles at a time. Each enemy's ActionHandler executes the actions sequentially. However, we wanted to wait for an enemy's turn ended before executing the next enemy. 2/5
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Pedro Pais @cheeseriners.bsky.social · 27/07/2026
This #GMTKJam was an incredible learning experience. I was able to experiment with implementing a turn-based game (somehow had never done this). It featured a resource-based system to create behaviour for enemies and it tied everything together with async functions and awaits 1/5
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Pedro Pais @cheeseriners.bsky.social · 22/07/2026
A sneak peek of what we're working on for #GMTKJam: We're thinking about having tiles or rings "trigger" when a count reaches a certain number and applying this to a sort of Tower Defense game(?). It's still a rough idea, but we're starting to get hyped around it :)
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Pedro Pais @cheeseriners.bsky.social · 13/05/2026
Yesterday I was not able to make it in time for a post, but here it is! Progress for #godotwildjam 93: * Containers! (With storage ready to be used across levels) * Belts now change their arrangement when new ones are placed nearby! Today, I will work on Splitters/Mergers and Level generation!
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Pedro Pais @cheeseriners.bsky.social · 11/05/2026
Today's work for #godotwildjam 93 is not very visually engaging but I'm proud of it :) * Recipe Selection Menu (stopping/starting machines!) * All machines now use "inventory" class (for future features) Tomorrow work is on player inventory across levels and maybe level generation or belt mechs!
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Pedro Pais @cheeseriners.bsky.social · 10/05/2026
Today's work for #godotwildjam included: * Connecting buildings * Placing multi-tile buildings * Recipe buildings with multiple Inputs I am proud of what I've been able to achieve in a relatively short time. Hopefully my code will hold up as we go 😬 #godot #gamedev #factorybuilder #roguelike
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Pedro Pais @cheeseriners.bsky.social · 09/05/2026
Belts (sort of) working as well!
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Pedro Pais @cheeseriners.bsky.social · 09/05/2026
I'm participating in #godotwildjam 93 and we are making (or at least trying to) a roguelike factory builder. It's a weird combination of genre but I think we are doing something cool! For now, we have grid building working: (thanks @kenney.nl for your amazing assets!)
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