Brian Gilham

Engineering leader, husband, and father


Work continues on my Sokoban clone, codenamed Apollo. The last few days have been spent doing a fair bit of codebase cleanup, implementing music and sound effects, and throwing together a quick win state.

Next up is figuring out how to best save state to disk, implementing a proper menu, and continuing to build out level layouts.

Implemented a quick test title screen, along with some general state management. “Apollo” is the project’s codename. I’m really enjoying the constraints of the retro, 1-bit vibe.

Starting to explore GUI for displaying level number, crates remaining, and move count. I enlarged the space available for each level, allowing a bit more variety.

As my exploration into Lua and Love2D continues, I’ve been working on a small Sokoban clone.

I have a lot of the basics figured out. I can load in level data (created in Tiled), draw the grid, handle collisions, push crates around, and track win/loss state.

Next up is global state management, more of the GUI, and lots of other niceties.