Yarpa, v0.0.1a


  • Player movement and direction

It isn’t a lot, but we’ve got a lot of ground to cover and babysteps are also going forward!

Todo for next version:

  • draw other entities to screen
  • interaction with entities


Presenting: YARPA

I’ve started a long term game project. So far I’ve only done short games, mostly in the context of a Ludum Dare or as small prototypes, but that’s going to change. Presenting: YARPA, “yet another RPG attempt”. Yes, it should be YARPGA, but that doesn’t really flow, does it?

I haven’t got a real course outlined yet, I’m going to make it up as I go. One continuous development project where nothing is planned and the points don’t matter. It might not even turn into an RPG a few months into the development, but that’s ok, because I want a project for years to come!

Why an RPG? Because I like RPGs.

The foundations for a codebase have already been laid. I’ve not made a repository for it yet. Way too early for that, there’s only a white square and a green triangle shown on the screen. And a HUD overlay. More later 🙂

Ludum Dare 24 – [00] Getting ready

Rejoice game devs, it’s Ludum weekend! And I’m entering once more. I’m nearly ready for my third participation. My “I’m in” post.

Things on my To Do list:

  • get some raw ideas in my head. The last theme selection went up and I’ll need to see if I can come up with some simple ideas based on those themes.
  • decide on which genre/game mechanic I want to go. I’m undecided between a board game approach and a more arcade approach using only a mouse as an interface.
  • stock up on food and drinks.
  • linux screenshots for my timelapse.
  • check out launch4j.
  • check out some music programs.

I learned quite a bit from previous ludums. First of all, keep going. Second of all, keep going. Third, stupid fixes to bugs/errors are usually the best. Fourth, keep the code clean as possible. The first Ludum was a pretty codebase gone ugly. My second Ludum was an ugly codebase gone even more ugly. I plan to make the codebase for my third entry a pleasant one. I’m stressing the verb “plan”.

I should also do a bit more on the preparations side beyond coding. Or at least not the night before it begins…


Things I’ll do better than last time:

  • collision detection. I figured out how to do it “elegantly”. Still not there yet, but a whole lot better than what i did for LD22 or for LD23
  • coding. Didn’t you hear? Groovy is awesome.
  • deployment. This time, it’ll work everywhere else.
  • making my game fun.

A fun game, you say? Why didn’t I think of that? Well yeah, last times I went with what I had. But this time, I’m going to go somewhere.


My planning:

  • Friday-Saturday night; try to wake up at 3 AM to read the theme. Go back to bed and dream about it.
  • Saturday noon; basic gameplay, placeholder art and sfx/bgm
  • Saturday afternoon-evening-Sunday morning; advanced gameplay
  • Sunday noon-afternoon; art and sfx/bgm
  • Sunday evening; submission

I haven’t planned it, but somewhere in between there should be a spot or two for some panicking, anxiety and tranquility. Isn’t Ludum Dare fun?


Have fun,