1GAM - Blow up stuff!

Since the last post I…

Obligatory screenshot

It’s now finally starting to shape into something that could be called “playable”, except without much of a goal or challenge. Because of that, I made a new Windows build, which you can find on the brand new project page, at the bottom. Please try it out!

1GAM - I knew this wouldn't work

So classes started. And with that went the whole 1GAM thing. It may be obvious from the lack of updates I haven’t really been working on it lately. I still want to complete my game though, so I’ll march on. But the month-end deadline is busted.

The only new things I did since the last post were adding performance counters (to help trackdown performance hiccups on my laptop) and a fancy procedural starfield background:


Pretty nice huh?

That’s it, I just wanted to post something here, the lack of updates was making me depressed.

1GAM - Day 4

Today I spent most of the day travelling, so I didn’t get that much done. I did implement a few things though:

No screenshot because there aren’t any changes that would be visible on it. Find the latest binary on the project page. I’d be very grateful if you test it and let me know if it works or not via Twitter.

1GAM - Day 3

So after about a day of semi-productive work, I have a something implemented of my new game idea. Things I managed to add in this timespan are:

If you want to try it out, binaries can be found on the project page. The source is over at GitHub. Controls for now are arrow keys and X to shoot.


This one has been much quicker to get up to speed due to having the framework from the previous game already in place, though I had to chase a particularly annoying bug in my SpriteBuffer class that didn’t manifest earlier which took me the greater part of yesterday. Frustrating.

I hope to be able to keep making progress at this rate, even though I know it won’t last, specially with my university classes starting back again next week.

Update: People had trouble running it, so I decreased the required OpenGL version to 3.0. This should increase compatibility a bit, specially when I later compile it for other platforms. Download it on the link above.

1GAM - Day N+1

So I’ve been working on my 1GAM January game since the last week of 2012. The original plan was to create some kind of physics arcade game: gems would rain down and bouncing them off the paddle and against each other would net you points.

Eventually, after several days of developing framework code, learning that rolling your own physics is harder than I thought at first, relaxing by drawing some stuff and doing gamedev-y things, I arrived at a semi-playable version of my idea:

Pong Prototype

And after playing with it for a while… decided to abandon it. I thought about it for a while, but in the end decided that the gameplay seemed too random due to being so physics based, and I didn’t have any good ideas to tame it either.

Considering my first attempt a failure, I turned to an older idea of mine: a space exploration, combat and trading game. The grand idea is a mixture of dog fighting with RPG elements, enabling upgrading of your spaceship and trading of goods. Given the constraints imposed (with good reason!) by the 1GAM challenge I will obviously not be able to execute the whole idea, so I will focus on the combat aspects for now. Hopefully by the end of the month (or a bit later) I should have a decent “space brawler”, if you will.

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