Andrey Listopadov

Tags / tic80

Earlier this year I published a guide on how to implement slopes in AABB collision resolution using bump.lua. The resulting system worked, but was a bit hard to use in-game and had a few issues, so I wouldn’t consider it a viable solution.
This year I decided to participate in the Spring Lisp Game Jam. It’s an annual event, where you have to make a game in any kind of lisp in a limited time, usually a week. I’ve been putting this away for several years, because every time the jam started I wasn’t ready to spend time on it, because of work or other duties I had at the time.
Recently (again, bored on a vacation), I started working on a game I’ve planned for a long time. I wasn’t satisfied with my existing implementations of a player controller1, so I started working on a new one. After a bit of fiddling around, I came to something I’m satisfied with, for now, at least, but while working on it, I wanted to add something I haven’t done in any of my projects yet - I decided to add slopes to my game.
You might be wondering why there were no posts on the game development marathon I’ve been doing. Maybe you’d thought that I gave up after the admittedly underwhelming game3 having no actual game just some basic movement. And yeah, I felt burned up a lot, and considered skipping a month maybe - but then this happened.
I’m working on the next game, although I gave myself an extended period of rest. After failing to complete the last one I needed to distract myself a bit from this activity, so I worked a bit on Fennel stuff, played some games, and I think I’m back in business by now.
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.
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.
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