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PAF... It's The End!
It’s over. Today marks the last day of our end-of-year project for Télécom Paris… and what a day (and, for part of our team, night) it was!
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PAF Postmortem: to C or not to C?
Note : this post was originally intended to be written shortly after the PAF ended, but its writing had been postponed several times due to life happening. I left the original date not to overshadow the last team blog post. Anyway, one month later (2020/08/09), here it is!
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On Map Generation (part 2): integrating everything
The end is nigh and I did not sleep much last night, because I was too busy integrating the entire map generation code to the main project. Fortunately, I managed to do it, here it is in action:
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Integrating Piney's Foes
AI development has reached a point where it could not continue without being integrated with the rest of the game. And since integration was proclaimed main goal of the day by @yberreby, here goes!
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Packing maps with blood, sweat... and Rust :)
Time marches on relentlessly as the deadline draws closer, but between obscure compiler errors, linker issues, and hard-to-integrate changes, there is light. And by light, of course, I mean opportunities to write Rust code! Introducing:
podpacker
, our map compression tool. -
PAF Day 9: The Clock Is Ticking
Only three days left, it’s now game jam time. It is possible to make a decent game in less than three days after all!
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Making Pear Jaw come true
Following up on Ametheek’s introduction to the wonderful (well, no longer) world of Piney and his foes, here is how far I got with implementing enemies.
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Lore and first enemies
Let’s make a little detour into the lore of Piney’s world, and meet his first enemies!
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PAF Days 6, 7, 8: Back from Pains Perdus HQ
Before we dive into the technical side of things, and because what makes a project is the team behind it, it is worth mentioning that the last few days were a bit special. Until then, two-thirds of our six-person team had been collaborating IRL in an Airbnb we rented specifically to work on this project. Our goal of smoothening out the development process by providing an enjoyable collaborative environment shared with some of our dear competitors/friends from Team Rocket was achieved, but all good things must come to an end, and on Friday, we said goodbye to what would henceforth be known as Piney’s birthplace, and crawled back into the familiarity of our student apartments as we mentally prepared for the last sprint to the Thursday deadline…
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On Debugging
After fighting with my code for over four hours, lo and behold, I finally managed to have functional collisions!
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PAF Day 5: Halfway through
Today we are exactly halfway through this project’s allocated time − time really flies when you’re having fun! Anyway, here’s today’s program: struggling with Jekyll, struggling with gbdk-2020, map generation, more character movements, and graphics.
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Some explanations on graphics
Even though our project is based on The Binding of Isaac, we decided to create our own visual identity, with an original main character.
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PAF Day 4: IT'S ALIVE!
One of today’s major goals was to get a character moving on the screen with some animations, and we are proud to say that this goal was achieved!
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On Map Generation (part 1)
The replayability of roguelikes comes from one important factor: procedurally generated maps. In The Binding of Isaac, maps are made up of connected rooms and only the layout is randomly generated − the rooms being sampled from a set of handmade rooms.
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PAF Day 3: The Inception of the Murderous Pineapple
Today, our team decided to
go rock climbing with Team Rocketbuild on yesterday’s creative momentum. Our efforts were focused on tooling, character / weapon design, and maps. This last point is mostly the result of @ChatPion and @RoussyE’s efforts, and will be covered in an upcoming blog post. -
PAF Day 2: A Foray Into Game Design
Here be dr…, uh, I mean lots of learning.
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Our workflow
This post is intended to lay out the fundamentals of our workflow, the reasoning behind it, as well as to provide a refresher on git fundamentals.
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Setting up Jekyll with Github Pages!
Since I had trouble setting up this devlog, I’m leaving here some notes for my future self.
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PAF Day 1: Hello world!
I hereby declare that this devlog is open! What is this devlog about? We, team Kirby, are going to make a The Binding of Isaac-inspired game for the original Game Boy and we will talk about our ideas, plans, difficulties and progress here.