When I was drawing car upgrades I've realized that there is no "boost engine" on RC cars. But there is "boost capacitor", so I reworked the entire energy flow. Driving now drains battery, boost drains capacitor and then it's recharged from the battery. #indiegamedev
Posts by Assembler Bot
Sorry for longer video but that water doesn't pump out itself :-D ..also dynamic mud and skid marks are in! #indiegamedev #pixelart
I don't know. It's my free time project and I have usually one hour or less per day to work on it. It takes forever.. ๐
Added some water collisions, I just wanted to share progress. #indiegamedev
This is first visualization of my new dynamic water system, no collisions yet just simulation over terrain. #indiegamedev
I've added in-game display that shows made up manufacturers of upgrade pars. They will be used also as sponsors of tournament teams.
These days I'm working on UI controls. It's already possible to play without mouse. Multiple players on same PC is my next goal. #ScreenshotSaturday #indiegamedev
Another circuit has been painted, still not final though. I've improved the navigation and breaking.
I'm planning to add some kind of charge station asset, more animated assets and more interactivity to all maps.
#ScreenshotSaturday #indiegamedev #pixelart
New update:
- menu (far from final) is working, including quick race and tournament
- sneak-peak of a new race circuit
- new feature: boost recharge station .. AI is now a bit too fast to enter it ๐
I'm using Vulkan 1.3 SDK as it is, directly calling it's functions. It compiles and runs without problem on both Windows and Mac. I don't have single platform specific ifdef in code related to graphics API or even shaders. Of course Vulkan needs to be installed on target machine, but that's all.
Vulkan is very hard to learn, but I like it. Now I can play with custom stuff like vertex-less meshes, compute shaders etc. Besides I compile in on windows and mac. I'd like to run my game also on SteamDeck, so it should run on linux too.