Devlog

FORTH Programming Language (Going FORTH)

Devlog, Nostalgia

Why was the FORTH Programming Language used to create ChipWits? Long, long ago in an ancient era (1984) when microcomputers were a new thing, Mike Johnston and I fell in love with the Macintosh and bought one (for $4,700!) on which to create ChipWits. We immediately ran into a big problem—we didn’t have enough money […]

Rotate 45 Degrees

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

History of ChipWits Part 1: The Title

Devlog, Nostalgia

How the Heck Did Mike Johnston and I come up with ChipWits? Hi, Doug Sharp here. Mike Johnston and I designed ChipWits, coded it, and published it in 1984. I’m proud of the game and thrilled we’re rebooting it. I’ll talk about the history of ChipWits in this series of Dev Log posts. Today I

Robot Claw

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!

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

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?

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

Modernizing the ChipWit Robot

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

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