Making a Game Again?
A developer plans to participate in the Ludum Dare game jam, detailing the tools and libraries they'll use for game creation.
Jonas Hietala is a writer and developer who blogs about programming, Neovim, Rust, home automation, and hands-on tech projects like 3D printing. With long-form series and personal reflections, he shares practical experiments and lessons from 15+ years of blogging.
163 articles from this blog
A developer plans to participate in the Ludum Dare game jam, detailing the tools and libraries they'll use for game creation.
A programmer's personal reflection on improving focus by dedicating a week to a fun Perl IRC bot project.
A Vim user's personal journey and initial thoughts on learning Emacs to adapt to a school environment where it's the standard editor.
A student reflects on learning Ada programming and the concept of being a 'great programmer' after a teacher's provocative question.
A programmer reflects on juggling multiple unfinished tech projects and personal goals, discussing the challenge of focusing on a single 'top idea'.
A developer automates game idea generation by creating a tool that randomly combines words to produce 50 creative, one-line game concepts.
A game developer reflects on feedback and ratings received for their Ludum Dare game jam entry, analyzing scores across categories like innovation and graphics.
A developer's postmortem analysis of creating a simple game, 'Beebop The Island Hopper,' during the 24-hour Ludum Dare game jam competition.
A developer's late-night entry for the Ludum Dare 17 game jam, creating a game called 'Beebop The Island Hopper'.
A developer outlines planned improvements to their personal website, including code refactoring, new features, and UI tweaks, before starting a new game project.
A game developer discusses taking a break from game making to learn new tools like Vim and Haskell, and how exploring different programming paradigms improves skills.
A developer reflects on shutting down a phpBB forum they didn't build themselves, preferring the satisfaction of using their own custom-built tools.
A developer shares lessons learned from creating seven experimental games, focusing on iteration, execution, and goal-setting.
A developer's postmortem analysis of a personal game project, 'A Geek Valentine', covering development time, graphics, and simple AI implementation.
A developer creates a Valentine's Day-themed game about a geek avoiding girls using traps and a time machine.
A developer investigates why their C++ game executable file was unexpectedly large, discovering that debug flags and lack of optimization were the culprits.
A developer's postmortem analysis of their first shooter game, 'The Chronicles of Bim: The 100 Fake Afros', discussing development time, features, and shortcomings.
A game developer introduces the new year's theme '100 Things' for the Experimental Gameplay Project, focusing on creative constraints.
A developer's postmortem analysis of creating 'Jonas IceCream Stand,' a game built in 7 days, covering GUI challenges, art, and gameplay balance.
A developer's postmortem analysis of creating 'Bugger,' a speed-typing game about fighting programming bugs, covering development time and tools.