Inspiration

  • brawlhalla, super smash bros ## What it does
  • 1v1 2d fighting platformer game where you fight an AI to stay on the platform ## How we built it
  • Using the badge dev kit and Lua Stack
  • Claude for implementing and debugging (the irony)

Challenges we ran into

  • Limited memory footprint on the badge
  • Original this would have been a real-time multiplayer game where you could bump another person's badge to 1v1 them, but the hardware restrictions prevented that from happening. The board does not have enough RAM to support real time BLE + a running game
  • unlike other badge games. This DOES NOT require you to flash and delete the default configuration of the badge. You can use this natively on the existing badge

Accomplishments that we're proud of

  • Cool game that's really fun to play (if I do say so myself)
  • Complete scene rendering by exploiting the rectangle widget. Everything in the scene is derived from a rounded rectangle
  • Complete AI player engine with scalable difficulty optimized down an incredibly small memory footprint.
  • Fluid cutscenes and animations also heavily memory optimized to maximize visual effect without the high data requirements

What we learned

  • What it was like to develop games back in the day when you had hardware restrictions to think about. It was fun to have to be mindful of them

What's next for Humanity's Last Fight

  • distributed peer to peer Agentic B2B SAAS for the enterprise

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