Author name: Mark Roth

@TeaLeavesProgramming YouTube Interview Feature Image

Interview by @TeaLeavesProgramming

ChipWits, Devlog, Team

We’re honored to have Peter B. (Host of the Tea Leaves Programming YouTube Channel) amongst our fans of the game. Peter picked up on our post about FORTH Programming Language and generously offered to do a ChipWits interview on his channel. In the interview, we cover lots of topics, including: Here’s some information about Peter’s

Surprising Diagonal Movement Challenges

ChipWits, Devlog

In a recent devlog post, we discussed Rotating 45 Degrees. Given a rectangular grid, the original game design allowed for diagonal movement rather than restricting to horizontal and vertical movement. This poses some surprising challenges. First, a tiny math refresher… For those who need a refresher on the pythagorean theorem, the diagonal of an isosceles

Rotate 45 Degrees

ChipWits, Devlog

ChipWits wouldn’t be nearly as interesting if your robot couldn’t turn. Doug Sharp and Mike Johnston, the original designers of ChipWits, made two important decisions that affect the gameplay: The operator that causes ChipWit to rotate 45 degrees left or right looks like a skate: When paired with a left-45 or right-45 argument, your robot

Robot Claw

ChipWits, Devlog, Nostalgia

Perhaps the most important way your ChipWit interacts with the world is to pick up items. This is done using the “PICKUP” operator, which extends a robot claw and picks up whichever item is directly in front of the robot. Picking up good items such as pie, coffee, oil cans or disks can recharge your

Happy Pi Day!

ChipWits, Devlog

ChipWits wouldn’t be the same without Pi[e]. Enjoy Pi Day (3/14) and be sure to check out https://chipwits.com/ and subscribe to our mailing list for a ???? an exclusive preview of our new title theme ???? and to be the first to know when the game is released! Happy Pi Day!

Original Game Design

ChipWits, Devlog, Nostalgia

Before we start walking through our development progress on the reboot of ChipWits, we’d like to introduce (or review, for those who have already played) the game design of the original version of the game. Robots in Our Lives When the game debuted in 1984, the manual claimed that robots were just starting to become

Game Design Blog: 3/4 Perspective?

ChipWits, Devlog

Creating a new game can be overwhelming. There are many decisions to make, some of which become increasingly hard to reverse as development progresses. In our ChipWits game design blog we’d like to share some of the decisions we’ve made along the way and get your thoughts, reactions and feedback. One of the earliest game

Unofficial Windows Version by Klaus Breuer

ChipWits, Nostalgia

In 2006, Klaus Breuer, a German-Canadian programmer, author and traveler, released his own unofficial Windows version of ChipWits. This was a passion project of his after being inspired by reading this review in Creative Computing (more reviews here). Klaus saved the review for 15 years and finally decided to rewrite the game after finding a

Modernizing the ChipWit Robot

ChipWits, Devlog

The ChipWit in the current early access version is admittedly a bit boxy and dated. We’re looking to modernize it in such a way as to keep with the original spirit of the game but bring it into the modern era (other game assets, like the tilesets will follow). Our team is still without a

ChipWits Game Devlog Intro

ChipWits, Devlog

Creating Games With Friends It took me a while to realize that creating a game becomes even more fun with friends. Before I met Doug Sharp, I was a private admirer of his work and created my own clone of ChipWits. Though it was in Visual C++ for Windows 3.1, I had a lot of