So, I usually don’t do game reviews, but this time it’s kinda special to me. I’m a bit late to the party as the game come out quite some time ago already, but that’s mostly because I didn’t plan on getting it. Honestly, I was too afraid to play this remake, as I cherish my memories with the original game on the PlayStation Portable.
I’m pleased to announce that most of my libraries for fennel are now shipped as single files! It was a long-standing issue with Fennel for me, as there was no clear way to ship both macros and functions in the same file, but after some experimentation, I figured out a way.
Well, It’s unfortunate, but I couldn’t make the game in these 4 weeks. August is just too much of a pain in terms of the amount of different events - maybe even the busiest month in the whole year, for me personally. Judging by the commit history, I was able to work only for 11 days out of the 28 days given to me by the challenge - and I tried to do at least some work every day and commit everything I did.
Why is it the third week that I finally gain any interest in actually working on the game? Now, when I think of it, this may be the whole reason I couldn’t get into game dev during earlier attempts in the past years.
Didn’t have much progress on the Game2 this week. Mostly worked on some additional assets, and rendering the world into an isometric grid.
In the last post, I mentioned that it is very hard to come up with floor tiles that leave enough colors for things to be seen.
First week, second game!
This time I opted to go with plain Lua. Don’t get me wrong, I like Fennel, but I wanted to get a bit more authentic experience. Apart from having a nicer standard library, Fennel doesn’t add anything to the table in the case of the TIC-80 environment.
Lately, I’ve been working on async.fnl in my spare time and realized that the previous code that I used to schedule timers was terrible. Well, realized isn’t an appropriate word here, because I knew it back when I first implemented it, I just didn’t bother to make it better until I had a fully working library.
Well, this was fun! A bit exhausting, actually. The first of five months of the challenge has ended and here are the results:
Play Game1 on itch.io The game isn’t really complete, but I did my best to make it feel as complete as possible in the time constraints I had.
This post is midway through the last week I have to work on the game in a platforming genre. And it’s a bit of a shame because currently, I’m having a blast - now that the physics and camera are in place the game already feels like a playable thing.
Who knew that writing a post about how I’ve procrastinated for two whole weeks instead of following my own challenge would be so motivating? Immediately after I posted the previous post on Monday, I regained interest and started working on physics integration. Well, making a platformer without experience turned out to be harder than I thought, though I got stuck on things that are not platformer specific.