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A twice-a-month meetup where grocery store workers build tools, solve real workflow problems, and explore software together. No experience required — just curiosity.
Meeting #17
A two-person Project Big Mart working session that moved the game from its design outline into concrete class and component architecture. Most of the meeting went to sketching a UML-style class diagram — Player and GameState as orchestrators, plus UI, Enemy, and Items classes and reusable Movement, Animation, and Stamina components — alongside a running debate about composition-over-inheritance in Godot, where UI state should live, and how to structure the codebase now so a later multiplayer pass stays additive rather than a rewrite. The rest was a hands-on Godot walkthrough: touring the scene tree, inspector, and @export wiring, reading through the proto controller script, consolidating the loose controller into a dedicated Player scene with stamina fields, and committing the day's work to a personal branch. It closed on a long tangent about how refreshing it felt to design and code without AI, and where that leaves developer craft and identity.
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