It is time to add user input to my little Arduboy Memory game. And an animated cursor such that it is easy to see which game card the player is currently able to select.
You can find the source code for this dev log on GitHub.
Continue reading “Arduboy Memory Game #4: User Input And Cursor”
In this dev log, I create the game board for my Arduboy Memory Game.
The game board is randomly generated using the random function in the Arduino library.
Continue reading “Arduboy Memory Game #3: Randomized Game Board”
In the last dev log, I started the project for my little Arduboy Memory Game.
This time I have prepared the sprites for the game cards.
All the graphics for this game is from the ‘1-Bit Pack’ from Kenney. I used Pixen to cut out the sprites from the sprite sheet and then use this image converter to convert them into hex values.
Continue reading “Arduboy Memory Game #2: Preparing Sprites”
I recently rediscovered my Arduboy, and quickly decided to make a few little games for it and document the development process.
My main motivation is to have a small side project that is not too complicated (initially at least 😉 ) and to experiment with a few new coding styles/patterns. You can always find the newest public version of my source code for these projects here on GitHub.
The first game I’m making is a simple Memory Game. I’m using this game to setup the basics of my ‘engine’ and to re-familiarize myself with the Arduboy library. The public version of the source code for this Memory Game will be updated here on GitHub.
Continue reading “Arduboy Memory Game #1: Getting started”
I’m currently working on an Arduino Space Invaders Game using a 0.96″ OLED as display.
In this post you will find a list of the parts I’m using for this project. I will also show you both an illustration and the schematics for the first prototype.
If you haven’t already, you might also like to read the first dev log about the project, where I give an introduction to the project and the project scope.
Continue reading “Arduino Space Invaders Game Dev Log #2: Parts and Setup”
I’m currently working on an Arduino Space Invaders Game. This is the first of several Arduino Game projects I have planned, and mainly serve as a warm-up project to get me back into Arduino and microcontroller programming again.
In this blog post you will find an introduction to the project including a section on the project scope. I’m not going to make a full detailed DIY on how you can make the game yourself, but instead write about the thoughts behind the development.
This Arduino Game Dev Log will hopefully also help others get started with similar projects by showing the process instead of only the result. Continue reading “Arduino Space Invaders Game Dev Log #1: Introduction”
Some months ago, I challenged myself to make three games in six months.
It is now two months since I wrote an update on this challenge. The last post was when I finished the first game, Bionic Carrots.
Continue reading “3 Games in 6 Months: What I learned and why I quit”
Last week I finished and released a small puzzle game called Bionic Carrots. The game is one of three little games I’ve challenged myself to make before September.
This week I’ve been taking a break from Unity and my small game challenge. Instead I’ve been looking into another voxel project.
I have implemented very basic voxel engines before, where each voxel was rendered as a cube made of triangles. This was to get an initial feeling of what voxels are and what might be interesting research further at a later time.
Continue reading “Tales From a Voxel World, part 1: Introduction and editing a texture at run time”
I finally got everything done on my last to-do list for Bionic Carrots. Which means that I’m ready to release the game.
Bionic Carrots is a Minesweeper-inspired puzzle game with a theme inspired by research from MIT on how plants can be altered to detect explosives.
Continue reading “3 Games in 6 Months, part 5: Releasing Bionic Carrots”
In the last post I wrote about the inspiration for Bionic Carrots. After designing the gameplay I moved into the final polishing phase of the games development.
This step was about improving game feel by giving better feedback to the player after each interaction, and also making the world feel more alive.
The video below shows the game before I started improving game feel. Continue reading “3 Games in 6 Months, part 4: Improving Game Feel in Bionic Carrots”