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