Devlog

ChipWits Has a Steam Store Page!

Devlog

Hey everyone, I have some exciting news – ChipWits’ Steam Store page was approved today. Check it out! The page includes a trailer and several real gameplay screenshots. If you’re reading this, please wishlist our game on Steam if you haven’t already done so. This makes a really big difference for us in visibility in […]

Forth Code for Electrocrabs in 1984 ChipWits Deciphered

Devlog, Nostalgia

The ChipWits team has been in major Nostalgia mode for the past month or two while we extract data from some old 5.25″ and 3.5″ disks containing the original Forth code for ChipWits. Thanks again to our many fans, including this one who had his own copy of the source code, our efforts are beginning

Update: More Original Code Disks Found!

Devlog, Nostalgia

The last two weeks have been a flurry of archaeology! First, a fan found a Mac Diskette With the 1984 ChipWits Source Code. While we were researching and discussing how to read old Mac-formatted disks, Doug Sharp, the original creator of ChipWits, recalled where he was keeping the original Commodore 64 disks with all of

Why is Random COINFLIP an OP?

Devlog

When Mike and I developed ChipWits to the point where we could play it, we realized that we needed to add some randomness to IBOL. Let’s see why it was important to add the random COINFLIP operator, and get a preview of the dev gameplay while we’re at it! Without a bit of randomness, ChipWits

Mission Selection Scene: Mission Pack Support

Devlog

We’ve been doing some work on our mission selection scene, to support the concept of “mission packs.” Whereas before we had a single linear sequence of missions, we’ve now broken them into categories, each of which can be a sequence or a mission pack. Sequences are displayed in order while mission packs have the notion

Finding Our Game Audience

Devlog

One of the most challenging aspects of developing ChipWits has been finding our game audience. As we’re nearing a trailer and playable demo, we’d like to take some time to start building our list of journalists, streamers, influencers and other people who will help us reach the people who want to play our game. We

Robot Music With Carusoid

Devlog, Nostalgia

ChipWits is both a serious and a light-hearted game. Serious about teaching computer science. Light-hearted because our ChipWits wear roller skates and drink COFFEE and perform robot music. We included Carusoid (a musical robot) in the original Commodore 64 version of ChipWits in 1984. A ChipWit is not a mech firing mega-lasers at enemy mechs.

???? Our Beta Waitlist is Open! ????

Devlog

Hello, fellow gamers! We are thrilled to announce that we have reached a milestone of 100 mailing list subscribers interested in our game! This is a huge achievement for us and we couldn’t have done it without your support and enthusiasm. Thank you so much for joining us on this journey and for sharing your

UnityWebRequest to Game Server

Devlog

In the past two weeks I’ve been experimenting with different ways to talk to the ChipWits game server from our game, and found that using protocol buffers with UnityWebRequest is the best way forward for us. In this devlog post, I’ll discuss a few things I tried and why we arrived at this choice. Warning: