We’ve been seriously hard at work here at the (virtual) Lispy Snake Towers. This blog post will capture some of our work so far, and show you where we’re at. Importantly, we’ll discuss what the next steps look like. Oh, and there’s the usual smattering of pretty metrics and videos. We’re currently still focuse on the engine side of the equation, however it’s almost fleshed out enough right now to allow us to start building the first technical demo of the game. Le gasp.
OK, what did you do?
So far we’ve got to a point where we have a tight game loop and input management. On top of that, we’ve added a cool
subregion support to enable very cheap bliting of tilesheets and ensure texture deduplication. The engine currently supports an Entity Component System
pattern in order to simplify our initial work. Thus, we have a graph structure for each scene with compositional components:
As one can see, entities are added to the scene. Component siblings can discover one another through entity lookup APIs, allowing the
Sprite component to know where
Position component wishes it to draw. The new texture cache takes advantage of the new dynamic array type in
libls, using a cache-local dynamic array of structs
with preallocated size, vs a constantly growing list or array of pointers to structs.
See It In Action
The demo below shows what we’ve been working on lately. Yep, it’s super simple. And yes, it kinda looks like a really poor clone of Space Invaders. But it does demonstrate working ECS tree, texture caching, use of spritesheets, input management and rendering 60fps on 4k.
Cool. What’s next?
Next on the radar we’re going to begin fleshing out the initial technical demo. We’re in discussions with an artist right now, and providing
there are enough Lifetime License sales, with your help, we’ll fund that work very quickly! As the technical demo begins to grow, we’ll
add features and alter the API of
lispysnake2d to suit. The API, being C, clean, and modern, will allow us to add scripting APIs
in future too (no, we’re not creating a language, we like bindings.)
We’re taking a “go big, or go home” approach here, so while the ECS approach that we’re providing for developers of smaller games is nice, it’s not going to cut it for our technical demo. We’re going more with a data driven approach, thus the emphasis will be on multithreading, cache locality, and buttloads of renderables. We want loads of ships in our demo. And particles. Everyone loves particles.
Teh Game Rayzer
So far, 7 of you amazing souls have supported Lispy Snake through The Game Raiser campaign. That’s helping us pay for the GitHub organisation, G Apps for Business, and the odd coffee. Basically, keeping the lights on, and we love you for it. As we’ve said before, we’re happy to reinvest contract work into the game development as and when it comes along. Buut, with your help, we can get our technical demo and then final game out so much quicker!
You can support the development of awesome games, and a more awesomer game engine (so portable, we need to port it to Windows from Linux) that will be open sourced for the benefit of all indie game developers. We want the tools to build AAA quality titles, without AAA prices.
If you’ve already bought your Lifetime License, entitling you to free lifetime access to all of our upcoming 2D titles, then please reshare our posts and the Game Raiser page wherever you can! More blog posts will be coming in the next week as we begin landing more and more features to support the first demos.
Buy The Game Raiser Lifetime License
Buy a Lifetime License for lifetime access to all of our upcoming 2D game titles. This support will vastly reduce time-to-market, as well as getting the engine open sourced much sooner. Cheap price, good results, and open source improvements. Winning. Remember, we will only issue 1,000 licenses in total.