Finally took time to see how dev on the #playdate works (specially 3D !)
I'm having a really great time on this project ❤️
I've been able to add some states (menu, in game and pause), with some UI (I draw everything myself, event the font), an object floating in the tunnel (it's a test for the future player character). I also greatly improved the graphics: I found a wireframe mode from the SDK but I wasn't happy with so I rewritte some parts. I didn't except to have so much fun writing C!
Next focus: the gameplay ☝
The draw order was a headache (the obstacles were not hidden by the tunnel), at the end I draw all of them (tunnel + obstacles) as the same object, it solves a lot of things x)
The first time I ran this version on real hardware, the framerate was low (below 20fps), I've implemented sort of a LOD system for the tunnel and now I stay around 30fps, I think it will be my target (although the playdate can go up to 50)
I've made a tool in godot so I can design the tunnels more visually, I can import and export an array of points as text. I can just copy/paste from/to my playdate code in C
Last week I focused on the technical side, I now have a stable 20 fps and I can generate obstacle patterns easily 😮💨
Next: level design