Chichi Munga

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Aug. 2, 2026, 2:50 p.m.

WASD Dwarf

Chichi Munga

I'm surprised to find myself so engaged in this Godot game project. I didn't think my gaming time would ever be less than my game dev'ing time but here I am.

Since you've last heard from me, I created a grid layout for the player and enemy to traverse. So now I have two grids I'm working with: the player inventory and the level map. Throughout the codebase I have them named inventory_tile and map_tile to easily distinguish the difference. I've already tripped up once on confusing these two.

A 2D pixel dwarf sprite moving along a grid and dying.

As you can see, I added pixel art! Not mine, of course. I grabbed this free tile set from Kenney and am using it as a placeholder until I learn how to create my own pixel art. For now, my lil' dwarf guy will be the player. He spawns in the first open tile that has at least one adjacent open tile to move to, can move to other open tiles but bumps into walls, has health, turns red on hit, and rotates 90ΒΊ on death. Oh, my!

I think you're now able to see how I'm imagining this game working. It's still a very loose idea in my head but, in some form, when the player moves, it advances the turn and also advances the active column in the player's inventory. These items will either perform an auto-attack immediately after moving, or you can use them as long as you do not move again. I was able to decouple the turn number from the active column with little Claude help. I was ecstatic.

By this time, I had hoped I would have the player and enemy interacting on the map, but I underestimated how many extra things I had to learn to implement just the above. But now I know what an Event Bus is and I dipped my toes in tweens. I will have the player and enemy interacting this time next week! I'm interested in how to wire up the enemy behavior πŸ€”

You just read issue #3 of Chichi Munga. You can also browse the full archives of this newsletter.

← Newer A Little Refactoring and Tidying Up Older β†’ Prototyping the Inventory Management Mechanic

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