Relentless Logic




The only things left to do are adding sound (Which I HOPE will be easy… It looks easy. Though, I’ve had more than a few experiences where the C++ compiler deceived me in how “easy” something is… Hmpf.) and adding one or two easter eggs which a friend of mine made up. SO CLOSE!


This is awesome! I’m almost done with the core part of my game, the actual game itself. It was a substantial amount of work, but I’m glad I got through it. It’s fun to see the game evolving from a state where it only consists of a few fading squares and some debugging variables, to the point where some people say “Hey, this is actually fun to play.”. The two hardest parts of the past three days were tying all the different game components together (the level generator, the character, etc.), and making seamless transitions between gameplay and menus.

So, here are two screenshots (Yes, yeah, I know, #screenshotsaturday was yesterday. Problem?) of what the game looks like.

You uncover the spots as you walk over them, one by one.

You uncover the spots as you walk over them, one by one.

There are nice transitions between the menus and the game, and the game has some animations (which I’m, somehow, very proud of) but that’s not visible on the screenshots.

A pause screen because, well, you obviously need to be able to pause it. Duh.

A pause screen because, well, you obviously need to be able to pause it. Duh.

I never expected to actually come close to finishing this game, haha. The to-do list keeps getting smaller and smaller. Some of the things that I still need to add are for example the possibility to change the difficulty, sound (I already found samples so it shouldn’t be too much of a problem) and I want to add a few gimmicks. I don’t expect the finishing touches to be a big hassle, but oh well, you never know right?

I expect to finish Relentless Escape somewhere this week. Or at least, I hope I do!

– Bob

Hey everyone! I haven’t been posting much in the past month, due to an important test week. But now that the test week is over I’ve got time for coding again! Luckily I haven’t been sitting still in the past two days, so I can proudly show you a screenshot of the progress I’ve made lately:



Okay, it doesn’t look like much. But it’s something, and that’s what counts! Right? This is the main game screen, where you walk through the “minefield” to get to the exit in the bottom right. The decoration of the room is generated randomly. With Dijkstra’s algorithm (a dutch algorithm, f*ck yeah!) the game makes sure that there always is a solution so you won’t get stuck. It doesn’t account for the difficulty though, so it’s not perfect. I also made other things like a menu, a gamestate machine, a little menu animation and an intro screen, but I’m not going to post that all in this post. You can check those things out when I release the game ;-).

So if I’m right, I’m about halfway finishing my game. The hardest part is (hopefully) done by now, so I think I’m on right schedule since we’re already halfway january. Essentially I only need a furniture detector and a character with whom you can walk around. But, that’s a different task for a different time. Or maybe a task for when I wake up in a few hours. We’ll see, I have a day off so who knows what might happen.

– Bob

1GAM Logo

1GAM Logo

So, as you might’ve read somewhere else on my blog I’m participating in the One Game a Month challenge. The headline of the site explains it best: “Make games. Not excuses”. The One Game a Month initiative challenges programmers and designers alike to release an indie game every month of the year 2013. Why participate in such a challenge? Well, mostly because I want to be a good programmer when I grow up, preferably a game developer. If you want to be a good (game)programmer, you need to practice. A lot. And above all, you need to practice more things than just programming.

This means trying to get a grasp at design, graphics (when you can’t find an artist this is a very useful skill – though I will never get any further than pixelized apples) and handling feedback will help me become a better game developer. There’s also another reason that I haven’t mentioned: a good game developer finishes his projects. You don’t want to know how much (small & overambitious) projects I started, to only get bored and throw them in the recycle bin two weeks later. The One Game a Month challenge will help me learn the most about the hardest part of game developing: actually finishing my binary brainfarts.

With the end of 2012 and the start of the 1GAM challenge slowly but steadily approaching I’ve been preparing myself. I’ve been thinking of game ideas, and have some (partially) worked out. The idea I’m working on the most right now is my january game: Relentless Escape.

A screenshot from an oldschool game, Relentless Logic,

A screenshot from an oldschool game, Relentless Logic.

Relentless Escape is based on a very old game you might’ve played: Relentless Logic. In Relentless Logic you have to guide a soldier through a minefield. But without knowing where the mines are, how will you get through? You are given a special detector which can detect mines! Downside is, it can only detect the number of mines around you, but it doesn’t tell in which direction. This might remind you of something. In particular, a little game that comes with every copy of Windows: Minesweeper. In my opnion this game is in short just a first-person minesweeper. However, when I wanted to play Relentless Logic, it was a bit difficult to find a playable version. That’s when I decided I should make my own clone of Relentless Logic, and so my january game idea was born.

I’ve been working on the game since I got the idea half december. First only typing in a document to figure out what the game should look like, and later on gathering (and making) assets. The asset I’m most proud of is the main menu background:

Isn't it beautiful?

Isn’t it beautiful?

Altough it’s not much, I’m still kind of proud of it. I guess because I managed to K.I.S.S.: Keep It Simple Stupid! Sometimes I go overboard when I have to make my own graphics (on the other side, I tend to go overboard with anything I do. But that’s not the point.). So that’s a great mental victory.

I’ve got some more ghaphics and sounds which I will use for my game, but I think I will save those for later. I’m not going to waste everything on one blogpost, haha. To make the background I used two sites. The first one,, for the Courier Noir font. This site is a great, comprehensive font database with flexible licenses, but most importantly: completely free! Another site which I visit frequently is, another fantastic site which makes it easier for me to find good assets when I get remembered of the fact that I’m 100% incapable of making good visuals.

Awesome, right?

That’s it for now I guess. Soon I’ll be posting more about Relentless Escape, One Game a Month and other things I find interesting. Until then, remain calm and keep coding!

– Bob