https://github.com/tokenrove/fobwart
#1GAM March
https://github.com/tokenrove/fobwart
Last synced: 6 months ago
JSON representation
#1GAM March
- Host: GitHub
- URL: https://github.com/tokenrove/fobwart
- Owner: tokenrove
- License: gpl-3.0
- Created: 2015-03-05T03:47:59.000Z (over 11 years ago)
- Default Branch: master
- Last Pushed: 2015-03-09T23:10:12.000Z (over 11 years ago)
- Last Synced: 2025-04-03T19:47:06.374Z (over 1 year ago)
- Size: 145 KB
- Stars: 0
- Watchers: 2
- Forks: 0
- Open Issues: 0
-
Metadata Files:
- Readme: README.org
- License: LICENSE
Awesome Lists containing this project
README
Fobwart is (perhaps) my March #1GAM game. It's a game I've been
trying to finish for some time. This version will be much less
ambitious than earlier versions.
Included for ironic amusement is the last rousing motivational readme
I wrote for this, in 2011:
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Fobwart
A massively multiplayer 2D action game
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Julian Squires / 2011
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This game is the result of many years of hard slacking. I originally
wrote an implementation (with naïve frame-locked network code) in 2000
or so, I'm not even sure, it might have been before then. It was
written in C with Lua scripting (long before Lua had become really
popular as a game scripting language). There were ripped sprites from
all sorts of NES games, and it was a real mess. I think the output
was done with SVGAlib! Still, I managed to convince poor Retsyn to do
quite a bit of great original art for it before I finally decided to
scrap it and rewrite.
The rewrites have happened a few times over the past decade, in C, ML,
Common Lisp, Flash, and possibly others I've forgotten. I did get
another set of amazing art from Retsyn after we expanded the scope of
what would be required, art-wise, and that bundle of art is probably
what causes me to revive this project every few years.
Just recently I thought it would be interesting to revive this as a
browser-based game (using Flash (actually haXe, but targetting Flash))
with Erlang on the server-side. The scripting language, wart, had
been a Lisp-like language through the last decade of non-rewrites, but
I decided Smalltalk/Slate were a better model for the
prototype-oriented environment I envisioned. Unfortunately, after a
fair bit of hacking, I discovered that doing low-latency communication
with Flash was going to require way more effort than I was willing to
put into something that should have been trivial.
In my fury, I started writing this version, with the client in C,
because damnit, if there's one thing that remains true throughout
history, is that you can do it in C.