Skip to content

Adventures in Game Development

Insights, tutorials and discussion of game development

  • Home
  • About
  • Contact
  • Play Witch Game

Author: nick

Posted on 16th October 2018 by nick

Initial game loop

Leave a comment

My design for the initial game loop is simple, but we need to break it down a bit into two parts: Main character is gathering herbs, and a building is producing herbs. Herbs we’ll for now store as a simple field in the main game model – the model being a structure that contains the
Continue reading Initial game loop

Posted on 13th October 2018 by nick

More languages: Nim and Elm

Leave a comment

This week I’ve been looking into other languages. Nim I started with Nim which  has a python-style syntax, and compiles to C or JavaScript. I’m not a huge fan of space-is-important languages since I think it makes it harder to make your code pretty, but I am actively trying to do something new here. Perhaps if
Continue reading More languages: Nim and Elm

Posted on 8th October 20188th October 2018 by nick

More ClojureScript Discussion

Leave a comment

I had a read through of the Clojure website today while thinking about how I would move forward in making a game using ClojureScript. Keeping in the functional model, roughly what we’d be doing in this game is running a loop that effectively takes the current state, applies a transform and stores the new state;
Continue reading More ClojureScript Discussion

Posted on 7th October 20188th October 2018 by nick

ClojureScript Experiments

Leave a comment

ClojureScript was one of the options that piqued my interest when I saw it on the list for several reasons: It’s a modern but fully featured language It’s functional (as opposed to imperative) My sister programs in Clojure so I’ve heard a bit about it I don’t know it at all, so it would be an
Continue reading ClojureScript Experiments

Posted on 3rd October 20183rd October 2018 by nick

Deciding on a Programming Language

Leave a comment

I thought this would be easy, but this is proving to be a bit more trouble than I expected. From my criteria in the last post, there are a very large number of languages/platforms that I could use, for example just a few of these are: JavaScript TypeScript Nim Haxe CoffeeScript Elm ClojureScript Kotlin Unity
Continue reading Deciding on a Programming Language

Posted on 3rd October 20183rd October 2018 by nick

Deciding a Theme and First Design Steps

Leave a comment

I’m both lucky and unlucky here when it comes to theme. I can choose literally anything…which means I don’t have any guide as to what I can pick. So I just have to not be stuck with indecision. Given my game type, I need a theme that I can discuss with friends and family, so
Continue reading Deciding a Theme and First Design Steps

Posted on 25th September 201826th September 2018 by nick

First steps

Leave a comment

Welcome! So I’ve set up the blog, which wouldn’t normally be the first step in making a game. But I’m hoping that this will help to focus my activities and give a purpose. Because I want to document the whole process, I’m going to start from scratch, so the first steps are to make some
Continue reading First steps

Posts navigation

Previous Page 1 … Page 4 Page 5

Search

Tags

actions actor stats balance build tools clojurescript css design elm examples explore game loop icons kotlin language maths modifiers nim npm off topic planning probability programming progress report random react release resources review rituals serialisation setInterval setTimeout spells storage story string parsing style technical testing theme tutorial ui unlocks upgrades web worker

© Adventures in Game Development 2023
Theme: creativefocus by Mladjo.