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The Shindig: Day 8 - Get smooth

· 3 min read
beho

As part of the PiCoSteveMo game jam I'm building a deck builder game where you host a great party.

The last time (see day 7) I worked on building out the base gameplay to support guests with special abilities.

I made a lot of progress today and I'm almost getting to the point where it can be play tested. We now have the victory conditions and title screen added so it's technically possible to play through from start to end.

It's important that I finish this before Demon School comes out (probably impossible).

The Shindig: Push for v1

· 4 min read
beho

As part of the PiCoSteveMo game jam I'm building a deck builder game where you host a great party.

The last time (see day 6) I looked at a framework for managing scenes and then had a play with the music system.

There are just two weekends left in November. Today is free and I have a cup of coffee in my hand so today I'd like to push for something that is end to end playable.

The Shindig: Music?

· 3 min read
beho

As part of the PiCoSteveMo game jam I'm building a deck builder game where you host a great party.

The last time (see day 5) I worked on showing more than a single row of guests and introduced the planning "scene". I ran into some issues setting up the concept of a class in lua and left it at that.

Since last working I've made some progress on the planning scene. I managed to reuse some of the concepts from the party scene whilst resisting the urge to refactor out common logic.

The Shindig: Building a cursor

· 5 min read
beho

As part of the PiCoSteveMo game jam I'm building a deck builder game where you host a great party.

The last time (see day 4) I worked on adding interactivity to show guests on the screen as they arrive at the party. I'd like to start working on showing a cursor to allow the party to be interactive.

The Shindig: Getting to something that feels fun

· 3 min read
beho

As part of the PiCoSteveMo game jam I'm building a deck builder game where you host a great party.

The last time (see day 3) I worked on getting the main screen rendered in PICO-8 as a sprite sheet and trying to reduce the size of my sprites.

I've often been told that a fun thing about working in the PICO-8 is that you can very quickly get to a prototype of the game that you can play test. Today I'd like to focus on getting to a version of the game that I can play test and see if it is actually fun.

The Shindig: Day 2

· 2 min read
beho

As part of the PiCoSteveMo game jam I'm building a deck builder game where you host a great party.

This is my second day of working on this (see day 1). Follow along with me as I try to build this out.

PiCoSteveMo

· 2 min read
beho

Yesterday I learned of the PiCoSteveMo game jam on Topic Lords and was immediately inspired to have a go taking part.

The premise is that you make a PICO-8 game inspired by a Steven King work over the course of November.

PiCoSteveMo artwork

This will be my first game on the PICO-8. I've had a go with making games with PICO-8 after hearing how great it is for having a quick feedback loop and forcing you to keep things simple.

When I've played with it in the past I've still felt overwhelmed by how open it is. You start with methods like RECTFILL but without a clear idea of what you want to make it's hard to know hard to move past drawing rectangles to the screen.

Jagpie dev log - day two

· 7 min read
beho

Yesterday I wrote about my experience trying to make a video game in one day.

I didn't finish the game but I had a lot of fun working on it. Today I'll be continuing work on the game with a goal of releasing it by the end of the day.

Let's summarise some of the things I want to achieve today:

  1. animations for hopping and flying paces
  2. UI to show the current date and word count
  3. a title screen
  4. add scrolling images for the rest of the terrain