Hi! This is a racing game thingy I'd started for the jam (though I'm now thinking of expanding it to something else). It uses sprite scaling for everything, and renders the road almost like the Power Drift arcade from SEGA.
For now there's not much to it, I just implemented some of the "driving" stuff, but I'm planning on making it something like an "endless racer" - the road being generated on-the-fly with objects and all, I can see some ways to go along.
One of the ways I'm thinking of doing is something like a time-attack thing with random handicaps, I'll probably be trying this first, gameplay-wise.
Added a title screen! And fixed a few things with collision (though it's not there yet '^^) including adding a "hit" SFX
I've been sitting on this update for a year or more, though.
Fiddled around with values for acceleration and braking, started doing collision stuff (rocks stop the car dead on it's tracks, borders make the car stay inside bounds, brake the car a little and mess up with acceleration while the car is on "grass"
yeah, I still need to calibrate a lot of things - and implement a lot of it too =S
I've implemented two types of horizontal curves there, one that can be done at high speed and another that should force you to slow down before - I'm thinking of how to do something like a co-pilot that announces what's going to appear next, to make the curves part of the game mechanics
I can see it needs a little calibration but so far, it's a fantastic graphics demo. I love the way it shows hills and slopes.
p.s. the way it handles sound at the moment is practically a random music note generator. Sounds like experimental jazz or something.
@hseiken yeah! I had meant to do a game with sprite scaling in ages, but this one just sprang up designing itself out - I'm glad it's transmitting that same nice vibe =D
@Connorses thanks! =D I had to iterate for quite some time on those hills, the first (thankfully not public) versions had a bit of a jittery feel due to the way I was calculating the curve's gradients. I'm glad it turned out pretty nice-looking - even though the curve now is probably the correct way to go about it, I kind of came by it through fiddling around with lots of interpolation.
About the feel of the sound, I think it's the product of the way PICO-8 handles notes, lacking any subdivision at all between semitones... and I forgot to set the volume lower too =P Though it's actually a sfx looping between two samples at the highest speed available, and me poke()ing addresses 0x3200 and 0x3202 with some proportionally varying values.
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