Play it on Itch!
A game built in two weeks for BOSS BASH JAM.
Built using zig + odin + Raylib (using my template). Pixel art done in Aseprite. Hero image rendered in Blender. Music written and recorded during the jam.
Download and install odin (make sure it's in the path).
To build for desktop (tested on Linux/Windows):
$ zig build run
$ zig build -Dtarget=x86_64-windows # cross-compile to Windows from linux
To build for web:
$ zig build -Dtarget=wasm32-wasi --sysroot ~/src/emsdk/upstream/emscripten/
$ python -m http.server
Then navigate to http://localhost:8000/game.html
in a web browser.
- (As usual) I had more fun focusing on aesthetics than gameplay. I only had the boss level in progress for most of the jam and very little gameplay until the last two days. This isn't a good situation to be in, but I don't like making gameplay with rectangles and circles :|
- Started working on a brand new animation pipeline, then realized that was a bad idea and threw it out. Don't do that during a game jam, man. Cmon.
- For the pixel art, I just picked a palette from lospec and got cracking. I redrew the boss a few times and really liked doing some of the particle effects.
- The music was pretty standard "orchestral-ish-into-boss-rock" that I've done before. Getting a snare loop I liked took some time.
- Odin worked well. I continue to plan to use it for gamedev (no other languages can quite compete with the convenience)
- It's basically as nice as Python for game code and the type checking really helps.
- Much safer/easier to debug than C.
- Being able to statically allocate everything from the start is nice.
- I hit a bunch of issues since the odin compiler just compiled to a
.o
file and zig linked it all together so odin didn't own the entrypoint. I fixed it part way through the jam when I realized the runtime needed to be initialized explicitly. - Hit a bug with an out of date odin compiler on Windows that would miscompile passing structs and segfault.
- Zig made the compilation story nice (especially on Windows which is always a mess).
- Code got more spaghetti-ish towards the end as usual. I need to figure out a consistent way of dealing with one-off events and rate limiting in the future. State machines are still great.
- Hit some issues when compiling for web.
- Had to mess around to figure out the correct combination of flags in
build.zig
to actually get it running. - Then it wasn't picking up inputs because order of input/rendering matters on web (rendering has to happen after, but it doesn't matter on desktop)
- Then a bunch of stuff was broken because the default allocator on Odin + web doesn't allocate because memory allocation on WASM is weird. I just removed all dynamic allocations from the game.
- Then I was relying on
GL_REPEAT
wrapping for parallax cityscape and that doesn't work on webgl. So I rewrote it to render the texture twice and auto wrap back around.
- Had to mess around to figure out the correct combination of flags in