trivial-gamekit's future27 May 2019
Thanks to everyone who participated and I’m especially grateful to authors of
above games for their trust in
gamekit. Any jam is a stress and having solid
tools during this time is very important. Thank you for giving
I’ve received a couple questions about
trivial-gamekit future and what
direction it is heading.
Here’s my answer.
With latest additions to
gamekit (gamepad support and customizable rendering
and logic update rates) I think its API is rich enough while still quite simple
to use. Backward compatibility is a very important goal: no change will be made
gamekit API that would break existing projects based on it.
All this means it is unlikely
gamekit itself would see any substantial API
changes in the future. I think it serves its purpose very well right now and
will in the future. In no sense this means
gamekit is abandoned - if there are
bugs or you think it still misses an essential feature - fire an issue or
contact me directly and we will resolve all those problems together.
At this point you might have thought that this is a bit sad news -
so much potential. You are right! And here goes new chapter in
Instead of extending
gamekit API indefinitely (making it less and less
suitable for simple games, much harder to understand and derailing it farther
away from its initial goals), new features, experimental or not, are going to be
implemented as plugins!
One day while looking into ways to handle complexity in
gamekit-based games I
discovered it actually is quite extendable. Just inherit a class in
form with special functionality you need, hook into
gamekit instance methods
#'pre-destroy), provide some
:default-initargs and you can go far in extending its functionality.
So here I present a new way of extending
gamekit - kinda plugins. And first
of the kind I found useful for jam games:
- Simple finite-state machine implementation for handling state transitions in
- Utility class for switching and controlling input in
trivial-gamekit- handy for enabling and disabling different control schemes at any point of time, especially when transitioning between game states (menu->play->pause->play etc)
- Shader-based post-processing in
gamekit! Also allows you to change resolution of the underlying framebuffer, meaning you can render your game undersampled (true unblurred 256×224 resolution on HiDPI displays anyone?) or supersampled (8k on FullHD displays - let the world burn in gpu heat)
More to come! :)