Ludum Dare 30: Sandbox Battle

And here we are again. Ludum Dare. Taken directly from their about page…

Ludum Dare is a regular accelerated game development Event. Participants develop games from scratch in a weekend, based on a theme suggested by community.

More specifically, the goal is to make a game from scratch in 48 hours. You’re allowed to use publicly available frameworks and code libraries, but no art or other assets. Previously, I missed the original start time. So although I made my game in 48 hours, it didn’t qualify. This time around, I’m starting on time.


Cracker Barrel Peg Game, Part 2

Hey, remember that post a few days ago about the Cracker Barrel peg game? Right at the end, I mentioned that there would be a part two, all about how to bend the puzzle at least a bit to your advantage. Basically, rather than finding the first solution to the peg game, we’re going to find all of them. From there, we can determine which moves are easier to win from, which are harder, and which are downright impossible. Let’s do it!


Racket Roguelike: Post-mortem

Almost four months ago, I started writing a series on how to write a roguelike in Racket. I believed then as I believe now that Racket is an excellent all around language and that I would like to see more done with it–particularly in games.


Racket Roguelike 9: Daedalus' wrath!

I think by now it’s well past time that we got to adding a bit more content. So far, here’s what we have (bolded entries we actually used in day 8):

  • entities: rat, goblin, bomb, bomber goblin
  • armor: leather, chain, plate, enchanted
  • weapons: club, dagger, battle axe, longsword, magic sword
  • potions: health potion
  • coins: copper, silver, gold, platinum
  • levels: forest, caves

We can do better than that though!