Devlog #1 : Pixels, Pixels Everywhere


The Time Engine

For the Punk Dev Jam I quickly decided that Steam Punk was the way to go. I always appreciated H.G Wells' The Time Machine so I quickly took the opportunity to make a steam punk game heavily inspired by it. 

This dev log will actually cover about 3 days of development.

Day 1 : "Getting my bearings"

 Literally the day that the dev jam started I had started to pick pixel art back up. I had ever so briefly touched is several years ago and then got busy. When I told my friend, Tor, that I was thinking of making a game he suggested the dev jam. The first day I read up on Pokitto and asked my friend who has two of them more about it. I then tried to get FemtoIDE running on my Mac but with no luck, so I stuck to the online Python editor. I think later I'll switch to my desktop which runs Mint and try again. I looked into the Pokitto API, and decided to use Python. The game should be quite simple so I didn't see a compelling reason to use C++, plus I haven't touched Python since college. 

Day 2 : "Pixels and more Pixels"

After getting and idea of the hardware, restrictions, API and tools I started to study up on the pixel art which is my greatest weakness. I found some great tutorials online by Pixel Pete and started making some 16x16 tiles and sprites.

Day 3 : "Hey that looks like a tree!"

The next day I stayed up until sunrise, again, learning up on pixel art. I finally started to make some art that actually looked halfway decent. Now that I have a feel for the artwork I'm going to focus on getting the intro animation and tile map created. I want to move my little character around the steam punk future.  Tomorrow I'll focus on creating my initial tile map and rendering it in TAS mode.

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