Getting back in the swing


1.

I've been working on bigger projects for a while, I think in an attempt to take myself more seriously. I've done a couple of showcases, showing my work. In both cases, I had a lot of fun making the project, crunched to finish a "demo" to show at the event, promised myself a short rest before I went back and finished the game, and promptly never touched it again. Oops!

I'm not quite ready to chalk this up to anything in particular. My community are serious people who are working on serious projects and sticking with them. I'm regularly inspired by them. I've stolen their ideas to put in my own games! Our conversations make me better at doing gamedev.

2.

Glorious Trainwrecks has come in front of me a few times as a community.

> Glorious Trainwrecks is about bringing back the spirit of postcardware, circa 1993. It's about throwing a bunch of random crap into your game and keeping whatever sticks. About bringing back a time when you didn't care so much about "production values", as much as ripping sound samples from your favourite television shows to use in your game, or animating pictures of yourself making goofy faces on your webcam. Where every ridiculous idea you had, you would just sit down and code. When you would make up a "company name" to legitimize dorking around on the computer with your friends.

This appeals. It matches how I like to work. I'm not a big fan of editing. I like dorking around. I don't take myself too seriously, usually. As I look back at all my creative work across different mediums, the only stuff anyone brings up to me anymore is the funny stuff (for some reason people want to hear Burger Time more than my black metal album).

I enjoy making stuff like this! I'm not convinced I enjoy having made things like this. Type 1 fun, type 2 embarrassment? Embarrassment is a horrific word for this because I'm still proud, I love my old shit, I will make more silly shit. I momentarily lapse into moments of self-seriousness. Maybe not so good!

3.

So, having not touched game code in months, I needed something to get my joie de vivre back, and a glorious trainwreck inspired piece seemed to fit the bill. And you know what? It rocked.

I gave myself 2 days to make a tetris clone, because, well, I don't know. That's just what I decided early. When deciding what features to implement, I just kind of did what I wanted. I let my code be shit and not forward-looking because to be honest it was more fun to write it that way. I ran into quite the trouble with my line clearing logic! I just deleted it all and wrote it again.

Wall kicks are absent in this! Mostly because to implement it the Tetris Guideline looked like a fucking pain. There's hardly an algorithm! There's just a table to implement for every rotation! 

I'm running out of steam here. I had fun with the aesthetics of this, and I'm happy to have mostly made tetris in 2 days. I'm going to work on something else small and silly next, and I hope it has a goblin in it to be quite honest.



Oh, also, you can pause the game with escape now.

Files

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15 days ago

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