Loading...
14
Game
SpaceRaceWF
2 months ago

SpaceRaceWF, my lil' hobby project, early in development, made in old Visual Studio C# 2005. Editor will be integral part of the game from the very beginning. Here's a short showcase of the editor with simple racing logic ( and with placeholder graphics).


Quick recap:

SpaceRaceWF is planned to be casual space racing game with editor readily available from the very beginning.

It's developed in the oldest Visual Studio which I was able to run on modern Windows (VS2005), in old C# 2.0 and .NET Framework 2.0. Rendering is done through .NET Framework's built-in GDI+ and Windows Forms libraries (hence WF suffix in the game name).

Today, when AI is barking at us from every corner, we have high-level engines like Unity or UE, where even simple games are quite hogs due to engine overhead, I'm finding a little refuge in legacy & retro tech.

The game it's in very early stages of development, but one concept is there from the very beginning: editor. The editor will be part of the game (no separate executable) from earliest builds, so apart from playing premade tracks, creative players can make their own tracks, fast & easy. You can see concept of the editor (with placeholder graphics) in the animation.

Quick what's new:

- added waypoints (placeholder graphics)
- objects select/unselect, delete, move
- race mode, with very basic logic (countdown, pass waypoints in order, finish)



0 comments

Loading...

Next up

RTG Flashback - Marzo 2021 Después de 11 meses de desarrollo finalmente tenía todo preparado para hacer primeros niveles. Todavía sin sonidos, sin música, sin relato, pero lo más importante: gameplay y puzzles, ya fue posible. https://store.steampowered.com/app/4032050/RTG

Flashback - Noviembre 2020 Una escena donde probé varios aspectos de mi algoritmo ray-trace. Al día de hoy, este algoritmo está presente en mi juego RTG, un sci-fi puzzle/platformer que está disponible para wishlists. P.F. 2026! https://store.steampowered.com/app/4032050/RTG

RTG Flashback - Marzo 21 #3 Otro nivel de RTG, mi juego de puzzle/plataforma sci-fi. Este es uno de primeros niveles con ascensores. Aquí se puede ver que cada pequeña luz es un emisor real que ilumina entorno y proyecta sombras. https://store.steampowered.com/app/4032050/RTG

Doki Doki Literature Club is celebrating Monika's birthday and the 8th anniversary of DDLC with exclusive stickers, avatar frames and backgrounds on Game Jolt! 

Head over to the shop to collect yours 👉 https://gamejolt.com/#shop

RTG Flashback - Marzo 21 #2 Otra animación de los primeros niveles de RTG, mi juego puzzle/plataforma sci-fi con CPU ray-tracing. Aquí se puede ver un poco de reflexión en el suelo con luces en fondo proyectando sombras. https://store.steampowered.com/app/4032050/RTG

Mae Borowski is the main character of Night in the Woods! It's an adventure game that tells the story of her return to her hometown of Possum Springs. She was confirmed as canonically pan in a social media post by the game's creator Scott Benson.

RTG Flashback - Marzo 21 #4 Interruptores, muchos interruptores, y cada uno tiene su emisor de luz, para dejar brillar el algoritmo de trazos de rayos. A quién lo gusta -> wishlist. https://store.steampowered.com/app/4032050/RTG

RTG Flashback - March '21 #3 One of the first levels with elevators. Here, you can see, that thx to my ray-tracing algorithm, every tiny light in the game is actual emitter which illuminates its environment and cast shadows. https://store.steampowered.com/app/4032050/RTG

The Knightling launches on August 28! Wishlist it now so you don't miss out: https://bit.ly/KnightlingSteam

To celebrate the game's impending release, we've added The Knightling Pack and The Knightling Community Pack back to the Shop!

RTG Flashback - April 2021 Test level for testing my collision system. Game mechanics where player needs to manipulate with boxes in order to solve puzzles is essential in RTG, thus simple collision system was needed. Here it is. https://store.steampowered.com/app/4032050/RTG