Thanks!
I'm actually trying to make a no-code text-rpg engine (of sorts) which would allow me to make more of these in a short amount of time. Though it would take awhile before getting anything working out of the box.
Thanks! Glad you enjoyed it.
The nitpicks are valid criticism tho. And I actually originally tried to address some of those, but couldn't figure out how to animate them properly. I'll get back to develop it further eventually but real life is giving me more pressing matters right now so I'm leaving it like that for now.
I actually wanted to implement a Tagalog language. But with time constraints and also the lack of readily available open-source non-english dictionaries make other languages harder to work with.
I'm looking for a team as well. I'm 26 and trying to build myself up to a better game developer since I want to make it my career.
I've only develop one game which is very recent on a month long game jam as a solo but now looking to upgrade.
I can do UI, Data, and writing. I also have a background in psychology which may be relevant in this jam's theme. Wanna team up?
Yes. But word lists, technically. But I took the master list off from an open-source dictionary and converted it to a custom resource w/ a string array. Then divided the master list into multiple lists for performance. The game checks the list based on its initials so it doesn't have to check the entire word list. It was a pain to get right.
"Also how do you check if its a valid word? And do you make sure there are always valid words on the board?"
Not really. The words validate after the player finalizes it in runtime. I made an algorithm to basically make sure that letters are randomly generated from a pool of letters. Each letter generally being proportional to how often they occur in basic words (so that the Zs, Ws, and Vs, only occur once per set so they don't clog the grid). But it is possible to have multiple copies of them in-game if you ignore them on the grid long enough.