Jul 17 2025
Note: we’re just getting started - everything is supposed to look like shit at this point :-D
Progress
- Render ground chunks with variation (see below)
- Implemented first interactable object
- Objects can now “talk back”, so my interactable can tell that it whish to give the player score
- Objects can mark themselves ready for destruction
- Bug fixes in platforming physics, so we now can detect if you are grounded or not
- Player animations adjusted, walk on ground, jump in air, and so on…
- Started implementing player physics (work in progress)
Ground chunks with variation
In order to avoid repeating patterns, I implemented a variant that will take a bunch of ground tiles, and randomly place them based on spatial mapping (i.e. to get a psuedo-random number based on x and y position). In my sample I used 6 different dirt tiles, this is how it looks:
Pressing shift
will render in debug mode, where you can see the distribution of the dirt tiles more clearly
And at the end, I put a grass tile on top
Interactable
Also did basic implementation of an Interactable object
to battle test the system. You can now collect these pickups, they will play a sound and increase your score.
Very good progress today!
Jul 16 2025
Note: we’re just getting started - everything is supposed to look like shit at this point :-D
Progress today
- All visible objects now belong to a
screen struct
- You can define multiple
screens
- Implemented screen transitions
- Bobby run animation (temporary)
- Bottom UI (temporary)
- Crude localization - switch between Swedish and English
Jul 15 2025
Note: we’re just getting started - everything is supposed to look like shit at this point :-D
Progress
- Re-structure of code (as always)
- Decided on scale and window size (more on this below)
- Implemented a menu screen (pretty low on priority, but I was blocked for a few hours)
- Generate a level usding
std::rand()
, super naive, and a bunch of things break. Still funny
- Started getting animations in there
Ola (who implemented all the platform physics) is now working on a system for player and enemy behaviours.
Scale and Size
We have very limited time, so we’re gonna take the easy way out.
- Baseline size will be 1024x768, with scaling of multiples of two (or there’ll be a ton of blurry artifacts)
Take it easy =D
Jul 13 2025
Me and my brother has decided to - for the first time - try to collaborate and see if we can make a game together. We will attempt to make a sequel to my first “real” game, Super Bobby World, originally released in 2003 (i.e. 22 years ago). The image above is from that game.
This time we’ll do it in c++ instead, and with a very limited time scope… so we’ll see how it goes. Let’s keep a short dev log about it here to keep track.
Done so far
Mostly the boring boiler plate and setup-stuff:
- Creating a window, handle input, game loop (using SDL)
- Load and draw bitmaps and colored rectangles
- First pass of custom platform physics (collision detection and response)
- Drawing text
- Playing music and SFX
- Very simple screen management
Not much to look at yet, but still managed to get a lot of the nessecary stuff out of the way.
And remember that you can play the original game here, free and in your browser:
https://games.salomonsson.se/bobby/