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What strategies do you have going in?

A topic by syn9dev created 69 days ago Views: 450 Replies: 5
Viewing posts 1 to 6
Submitted(+1)

From previous experience I know that I need to improve my debug tools for inspecting memory during development. I'd like to make a simple IDE to help me keep track of stack and variable state, as well as having the ability to set interpreter breakpoints.

I'll be using C++ with raylib so that I can rip out and reuse utility code from other projects, including past runs through the wonderful Crafting Interpreters book.

Game-wise, I'm thinking something NES or ATARI level of gameplay and graphical complexity. For pixel art I use Aseprite and for fonts I use BMFont. My favorite gamepad for these type of games is the 8bitdo SN30 pro which works great with raylib.

(2 edits)

Inspired by games like Baba Is You, and Braid, I'm trying to build as much synergy between my language and game as possible, making the developer tools and player experience one and the same.

Submitted

I will design the game first and will let the game determine what kind of language i would need to implement it.

Submitted

I know the language I want to build, and the game. Still, it is unclear whether I will have a working game. Usually I do not finish my projects. If I can get people to try, and like this one that will be fun. I am planning to work on this tomorrow then three hours a day.

Submitted

I have very little spare time for this, maybe 10 hours, so my goal will be to build something complete and working from scratch. Language, Compiler, Game Engine, Game. I'll scale the complexity of the language and the game down as much as it takes to get something working.

As for me, being woefully amateur to the point of staring unblinkingly at the prompt, I will wait around and see what y'all come up with and pass on contributing to this one. :D