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(+2)

If you’re saying you have a pre-existing engine that you just haven’t made public yet, I think that should be OK as long as you can show that the engine is distinct from the game itself. Publishing it in a separate repository would help, even if the repository wasn’t published before the jam started.

This post contains and describes the base source archive of the quickly asdf-ified common lisp low level engine system depending solely on McCLIM Common Lisp Interface Manager asdf system.

https://lispy-gopher-show.itch.io/logos-lisp-legend/devlog/733432/pre-existing-l...

I'm now going to start the jam by writing a new high level interface for my team to use this to create game material specific to this jam, and then the game as such from there.

From two separate conversations (pers. coms.) so far, the direction is a sim-* influenced unix_surrealism story deliberately playing into the turtle mechanics. We'll add a dependency for our audio specialists to use.

In contrast, these new gui buttons are entirely new jam material, see the post-

https://lispy-gopher-show.itch.io/logos-lisp-legend/devlog/733605/highlevel-engi...

The new gui for this jam is a distinct package-inferred-system file that incrementally (hot-) clobbers and reinitializes its way to a more obvious interface

Yes it's messy right now. No video yet. I think it's clearly separate to my existing engine bit though obviously they're related. This is the new interface built on the existing engine for making game content for this jam.