One tiny thought about writing your own games, is that playing them isn't as much fun as playing games written by other people. This applies even if you're pleased with how the game turned out, and the main reason is that part of the attraction of playing a game is to see what comes next. In Sim City you keep building a population to see what rewards you get; in Transport Tycoon it's to see what new vehicles appear; in Arkanoid it's to see what new level designs and bonuses await. When you write your own game, you're already aware of what awaits you, even if your game is sufficiently difficult that you can't get there.
With Barkout, I know what levels I created, I know what bonuses there are, and I know what the final boss looks like and how to defeat him.
Knowing these things does take a lot of the fun out of the game, even if the mechanics themselves are spot on.
After a few months of not looking at it, I've recently been working on making a few old-school improvements to Barkout, namely a continue code-style save game mechanism, and a new power up in the form of a multi-ball bonus, common in most other Arkanoid clones.
Above, the multi-ball powerup in action.
Below, using the Continue screen to enter a code.
The purpose of Barkout all along has simply been to get some practice in C programming. Initially, it was so I could help a family member who had started a C programming course at university, but it then evolved into doing it just because I enjoyed it. C is a great language to program in. It's also just a nostalgia trip for me; trying to program the sorts of games that I played on my first computer in the 80s: an Amstrad CPC6128.
Anyway, the fruit of my effort is that Barkout version 1.2.0 has now been released and can be found by following the "Free Games!" icon in the top menu.
This week I released a new game: Barkout!
It's a very vaguely dog-themed Arkanoid / Breakout clone coded in C making use of SDL for graphics, sound, and input.
If you've played Arkanoid, you know what to expect: balls, bricks, bonuses and baddies.
Why make a 2D game in 2024? Well, I like to make the sorts of games I used to play as a child in the 80s and 90s, and Arkanoid was one of my favourites, and one of the few I actually owned a genuine copy of for my Amstrad CPC6128.
Barkout is available in source code form, as well as a Windows 64 bit installer, from the game homepage which can be found by following the "Free Games!" link in the top menu or right
here
(This has nothing to do with Welsh)
About
Around 12 years ago I wrote and released a small PC game called "Help Hannah's Horse". It was essentially a variation on Pacman - collect the coins scattered about the maze while avoiding the ghosts and gathering the moving carrots and the powerups that appear from time to time. A few people played it and it got included in the Debian Linux repositories.
Recently I got thinking about that game again and thought it would be nice to give it a bit more polish and change the music. The music particularly has always niggled me; not because it's bad (it's great!) but because I found it online and just used it. I never credited the composer and never checked if it was free for non-commercial use. I have no idea where I found it, so unfortunately I can't correct this now. I don't even know the name of the piece as I renamed the file to just "bgm1.ogg". I needed to either find royalty-free music that fit the mood of the game, or write a piece myself. I took the latter approach.
Anyway, after a couple of weeks of tidying code, fixing bugs, composing music and redrawing some graphics, I have released version 1.2 of the game!
Screenshot
Here's Hannah merrily running around level 1 collecting the gold coins and moving carrots and avoiding the ghosts. The green potion makes Hannah invulnerable for a short time if she collects it.
Download
It's available on my Sourceforge page (
http://hannah.sourceforge.net) for Windows and in source code form for other platforms, if you're so inclined. There's a Makefile for Linux included.
