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[blog] Gamedev from scratch 1: Scaffolding

Welcome to part 1 of this narrative series about writing a complete video game from scratch, using the PICO-8. This is actually the second part, because in this house (unlike Lua) we index from 0, so if you’re new here you may want to consult the introductory stuff and table of contents in part zero.

If you’ve been following along, welcome back, and let’s dive right in!

[blog] Eevee gained 3367 experience points

Eevee grew to level 34!

I super almost forgot to write one of these!

What a very, very long year. I went back through my dev journal to see what I’d done and could not believe most of this happened in the past year. Even stuff from August feels like it must have been at least a year ago.

[blog] Gamedev from scratch 0: Groundwork

You may recall that I once had the ambitious idea to write a book on game development, walking the reader through making simple games from scratch in a variety of different environments, starting from simple level editors and culminating in some “real” engine.

That never quite materialized. As it turns out, writing a book is a huge slog, publishers want almost all of the proceeds, and LaTeX is an endless rabbit hole of distractions that probably consumed more time than actually writing. Also, a book about programming with no copy/paste or animations or hyperlinks kind of sucks.

I thus present to you Plan B: a series of blog posts. This is a narrative reconstruction of a small game I made recently, Star Anise Chronicles: Oh No Wheres Twig??. It took me less than two weeks and I kept quite a few snapshots of the game’s progress, so you’ll get to see a somewhat realistic jaunt through the process of creating a small game from very nearly nothing.

And unlike your typical programming tutorial, I can guarantee that this won’t get you as far as a half-assed Mario clone and then abruptly end. The game has original art and sound, a title screen, an ending, cutscenes, dialogue, UI, and more — so this series will necessarily cover how all of that came about. I will tell you why I made particular decisions, mention planned features I cut, show you the tradeoffs I made, and confess when I made life harder for myself. You know, all the stuff you actually go through when doing game development (or, frankly, any kind of software development).

The target audience is (ideally) anyone who knows what a computer is, so hopefully you can follow along no matter what your experience level. Enjoy!


This is part zero, and it’s mostly introductory stuff. Please don’t skip it! I promise there’s some meat in the latter half.

[blog] Old CSS, new CSS

I first got into web design/development in the late 90s, and only as I type this sentence do I realize how long ago that was.

And boy, it was horrendous. I mean, being able to make stuff and put it online where other people could see it was pretty slick, but we did not have very much to work with.

I’ve been taking for granted that most folks doing web stuff still remember those days, or at least the decade that followed, but I think that assumption might be a wee bit out of date. Some time ago I encountered a tweet marvelling at what we had to do without border-radius. I still remember waiting with bated breath for it to be unprefixed!

But then, I suspect I also know a number of folks who only tried web design in the old days, and assume nothing about it has changed since.

I’m here to tell all of you to get off my lawn. Here’s a history of CSS and web design, as I remember it.

[blog] Goodbye, Twigs

Twigs lounging in a cat tree, while a bright sunbeam illuminates him from behind

I did not expect my return to writing to be like this.

Twigs, our nine-year-old sphynx cat, has died.

He is survived by Pearl, his lovely niece; Anise, his best friend and sparring partner; Cheeseball, his wrestling protégé; and Napoleon, his oldest and dearest friend.

[blog] Cheezball Rising: Collision detection, part 1

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I bash my head against a rock. Sorry, I mean I bash Star Anise against a rock. It’s about collision detection.

Previously: I draw some text to the screen.
Next: more collision detection, and fixed-point arithmetic.

[blog] Cheezball Rising: Opening a dialogue

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I draw some text!

Previously: I get a Game Boy to meow.
Next: collision detection, ohh nooo

[blog] Cheezball Rising: Resounding failure

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I cannot get a goddamn Game Boy to meow at me!!

Previously: maps and sprites.
Next: text!

[blog] Cheezball Rising: Maps and sprites

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I get a little asset pipeline working and finally have a real map.

Previously: spring cleaning.
Next: resounding failure success?.

[blog] Cheezball Rising: Spring cleaning

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I tidy up some of the gigantic mess I’ve made thusfar.

Previously: writing a main loop, and finally getting something game-like.
Next: sprite and map loading.

[blog] Cheezball Rising: Main loop, input, and a game

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I fill in the remaining bits necessary to have something that looks like a game.

Previously: drawing a sprite.
Next: a little spring cleaning.

[blog] Cheezball Rising: Drawing a sprite

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I figure out how to draw a sprite. This part was hard.

Previously: figuring out how to put literally anything on the goddamn screen.
Next: the remaining bits necessary to have something game-like.

[blog] Cheezball Rising: A new Game Boy Color game

This is a series about Star Anise Chronicles: Cheezball Rising, an expansive adventure game about my cat for the Game Boy Color. Follow along as I struggle to make something with this bleeding-edge console!

GitHub has intermittent prebuilt ROMs, or you can get them a week early on Patreon if you pledge $4. More details in the README!


In this issue, I figure out how to put literally anything on the goddamn screen, then add a splash of color.

Next: drawing a sprite.

[blog] A geometric Rust adventure

Hi. Yes. Sorry. I’ve been trying to write this post for ages, but I’ve also been working on a huge writing project, and apparently I have a very limited amount of writing mana at my disposal. I think this is supposed to be a Patreon reward from January. My bad. I hope it’s super great to make up for the wait!

I recently ported some math code from C++ to Rust in an attempt to do a cool thing with Doom. Here is my story.