I implemented "game over" and "restart" logic for my #playdate game. But I forgot that the terrain logic for recycling the ground sprites doesn't have a way to go backwards, only forwards. So when you jump back to the start, this happens... #nim#indiedev#TheLongArc
It's been a while since I've posted an update on Pits of Playdatia, my #playdate#roguelike currently in development.
I made no real progress in December (focusing on Advent of Code) and January was slow.
This month I'm finally focusing on it again with a goal of a playable vertical slice ready for the Buffalo Game Space developer meetup at the end of the month.
The major gameplay change since last post is adding food + gold. Procgen also now uses template files to make iterations quick.
I’m (de)making another Save NY to learn #playdate dev since it also uses Lua, so I can port some of my work from Pico-8. I'm quickly realizing you have to make everything bigger than feels right, because the device is so dang small + no backlight. I love the challenge of drawing in #1bit#pixelart.
Since I’ve just been reminded that Mastodon exists (hi everyone!) I thought to slide in real quick to let you know that we recently published a demo of Voidblazers, our upcoming shmup for #Playdate ✨
The demo, consisting of the first five levels of our game, can be downloaded for free from our itch page (https://tkers.itch.io/voidblazers). We greatly appreciate any feedback, and look forward to sharing the full game with you all!
Okay bye, Jazzie out (hoping you’re all doing super well)! 🚀
In case you're wondering why I haven't posted about my #Playdate games or #tic80 raycaster in a while: I've caught the #7drl bug again and I've been steadily working on my JavaScript Roguelike engine to use in the challenge. It'll probably be inferior to #rotjs in every way, with one big difference: I'll understand how it works and how to use it.
It's not a very visual thing, so no screenshots or updates so far.