Retro Gamedev Is Hard
Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I create a tilemap system.
24 posts tagged Game Development
Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I create a tilemap system.
Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I actually make a game! For once I actually finish something.
Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I make a joystick work by building a joystick interface for the Agon Light. Then I program it to add it to my game.
I’m creating a game engine from scratch. Last time I wrote about the entity component system and how that works. This time I want to explain how the entities get created.
Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I get thoroughly distracted and accidentally make a Pong style game idea while figuring out how to add collision detection to my game engine. I implement the AABB Axis Aligned Bounding Box algorithm.
Welcome to the next edition of Gamedev The Hard Way, my attempt at programming a game from scratch for the Agon Light, using nothing but C. This time I throw away a ton of code and replace it with a shiny new Entity Component System.
Let’s make a game engine properly, rather than beating on it until something works. This time, I’m creating an entity component system.
Welcome to the next edition of Gamedev The Hard Way, my attempt at writing a game from scratch for the Agon Light, using nothing but C. This time I attempt to put the “engineering” back in “software engineer”. Instead of blindly hacking away at my code and hoping for the best, I am now more thoughtfully designing a system.
In this abridged video, I walk you through the process of building a text adventure game from scratch on the Agon Light. Rather than a deep dive into every line of code, this video focuses on explaining the overall structure and design choices behind the project.
Welcome to the next edition of Gamedev The Hard Way. This time I’m programming some basic enemy behaviours to test out my game’s entity handling code. Things don’t go to plan however and I discover some quite major problems with the physics and tilemap code.