Open-sourcing a few reusable Play date #Lua gameplay systems from #Airborne! PD
Spent some time extracting and cleaning up a few reusable Lua #snippets from Airborne! PD for Playdate.
Mostly focused on:
- animated sprite mechanics
- object pooling
- data-driven wave systems
- per-frame sprite accounting
- datastore persistence
- lightweight rendering tricks
- achievement persistence system
These are small engineering notes and reusable gameplay patterns developed while building a performance-conscious Playdate project on constrained hardware.
Thought some of them might help newer #Playdate #developers getting started with optimization and gameplay systems.
Public repo:
github.com/DaveLeonard/airborne-public
