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    <title>DEV Community: Poochita Poochita</title>
    <description>The latest articles on DEV Community by Poochita Poochita (@poochita_poochita_7197484).</description>
    <link>https://dev.to/poochita_poochita_7197484</link>
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      <title>DEV Community: Poochita Poochita</title>
      <link>https://dev.to/poochita_poochita_7197484</link>
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      <title>Copilot motivated me to continue my abandoned game project!</title>
      <dc:creator>Poochita Poochita</dc:creator>
      <pubDate>Sat, 30 May 2026 17:44:30 +0000</pubDate>
      <link>https://dev.to/poochita_poochita_7197484/copilot-motivated-me-to-continue-my-abandoned-game-project-1kdm</link>
      <guid>https://dev.to/poochita_poochita_7197484/copilot-motivated-me-to-continue-my-abandoned-game-project-1kdm</guid>
      <description>&lt;h2&gt;
  
  
  What I Built
&lt;/h2&gt;

&lt;p&gt;I built &lt;em&gt;Vital Flame&lt;/em&gt;, a 2D Godot action RPG prototype with exploration, combat, quests, farming, items, bosses, merchants, crafting, and LAN multiplayer.&lt;/p&gt;

&lt;p&gt;The project started as a rough RPG idea where I wanted the player to explore different areas, fight enemies and bosses, gather items, grow crops, complete quests, and slowly progress through the world. It already had a strong foundation, but many systems were unfinished, hardcoded, or disconnected.&lt;/p&gt;

&lt;h2&gt;
  
  
  Demo
&lt;/h2&gt;

&lt;p&gt;Before&lt;br&gt;
&lt;a href="https://youtu.be/if3JXl8WAN4" rel="noopener noreferrer"&gt;https://youtu.be/if3JXl8WAN4&lt;/a&gt;&lt;br&gt;
After&lt;br&gt;
&lt;a href="https://youtu.be/PVNdv-XviZE" rel="noopener noreferrer"&gt;https://youtu.be/PVNdv-XviZE&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;Screenshots:&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcelhxby6m8qi0o7bjwc9.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2Fcelhxby6m8qi0o7bjwc9.png" alt=" " width="345" height="699"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4wnqz65megngih7czc35.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F4wnqz65megngih7czc35.png" alt=" " width="566" height="336"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;p&gt;&lt;a href="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F984sbxxdv1fdfrh5jwxw.png" class="article-body-image-wrapper"&gt;&lt;img src="https://media2.dev.to/dynamic/image/width=800%2Cheight=%2Cfit=scale-down%2Cgravity=auto%2Cformat=auto/https%3A%2F%2Fdev-to-uploads.s3.amazonaws.com%2Fuploads%2Farticles%2F984sbxxdv1fdfrh5jwxw.png" alt=" " width="333" height="677"&gt;&lt;/a&gt;&lt;/p&gt;

&lt;h2&gt;
  
  
  The Comeback Story
&lt;/h2&gt;

&lt;p&gt;Before, &lt;em&gt;Vital Flame&lt;/em&gt; was a promising but unfinished Godot RPG prototype. It had movement, combat, enemies, items, and exploration, but many features still needed polish. Farming only had a simple planting loop, weapons did not yet feel unique enough, LAN multiplayer did not fully sync important visuals, and NPC systems like quests, crafting, and merchants were still limited.&lt;/p&gt;

&lt;p&gt;For this challenge, I focused on finishing and polishing key systems.&lt;/p&gt;

&lt;p&gt;I improved the quest system with a cleaner quest log, quest progress tracking, better save integration, and a more stable quest accept flow. I polished farming by adding crop growth visuals, planting feedback, harvest animation, and scaling that works with my 64x64 crop setup. I also improved combat feedback by adding floating damage numbers, making battles easier to read.&lt;/p&gt;

&lt;p&gt;After these changes, the game feels closer to a playable RPG instead of just a prototype. The loop is clearer: explore, fight, gather, farm, complete quests, improve your character, and continue progressing through the world.&lt;/p&gt;

&lt;p&gt;The game still uses some free placeholder assets, but the systems are now much more complete and easier to expand.&lt;/p&gt;

&lt;h2&gt;
  
  
  My Experience with GitHub Copilot
&lt;/h2&gt;

&lt;p&gt;GitHub Copilot helped me move faster by generating first drafts of several systems I wanted to add.&lt;/p&gt;

&lt;p&gt;For the quest system, Copilot helped create the first version of a quest notification and improved quest log system. I then debugged it by fixing broken Godot API calls, repairing save integration, cleaning corrupted UI symbols, and stabilizing the quest accept flow.&lt;/p&gt;

&lt;p&gt;For farming, Copilot helped generate a first pass for crop growth visuals, planting animation, harvest animation, and growth progress feedback. I then fixed a stack overflow issue, warning-as-error problems, and adjusted the visuals so they worked with my actual crop scale.&lt;/p&gt;

&lt;p&gt;For combat, Copilot helped generate the first version of a floating damage number system. The first version had resource and typing errors, so I fixed the scene preload, repaired the &lt;code&gt;.tscn&lt;/code&gt; reference, added explicit typing, and made the system actually run in-game.&lt;/p&gt;

&lt;p&gt;Copilot was useful as a fast brainstorming and scaffolding partner, but I still had to understand the code, debug it, and adapt it to my project. That became the main comeback story: using Copilot to get momentum, then finishing the work by making the generated systems stable and game-ready.&lt;/p&gt;

&lt;p&gt;Big Creditss to free assets I found on Itch.io&lt;/p&gt;

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      <category>githubchallenge</category>
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