I may have a new side project 😇
Finally took time to see how dev on the #playdate works (specially 3D !)
I've successfully rewritten the code in C (in the video above it was lua): I will need a direct access to the 3D API and the best performance for the idea I have
And now I go to sleep 🥱

This is REAL 3D made by REAL polygons

#playdate #gamedev #indiedev

It wasn't easy, the tunnel is in fact working since the beginning of the week **inside the simulator**, and when I uploaded it to the real device it crashed 🥲
It took me the last two days of trials and crashes to make it work: I was cpu bound (and so the device kill the app), I needed to split the game init between multiple frames

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 ☝

#playdate #gamedev #indiedev

Working with a tiny device like the playdate and its constraints take me back when I was doing games for my casio calculator during school, I loved making them!
And I was sending my creations to my friend directly with a cable, it was so cool

Finally a beginning of something that looks like a gameplay
(I'm using the crank to rotate)

#playdate #gamedev #indiedev

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)

#screenshotsaturday #playdate #indiedev #gamedev

I fixed the issue I had preventing me from drawing images (an uninitialized pointer...), so now I have a title screen! Meet 𝗦𝗨𝗣𝗘𝗥 𝗧𝗢𝗕𝗢𝗚𝗚𝗔𝗡 𝟯𝗗 😋

#playdate #gamedev #indiedev

I'm happy I've finally found a way to manage my memory allocations to be able to bring more variety into the obstacles patterns (maybe you noticed it was looping in the last video I shared...)
Never thought to like this much coding with C x)

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

#godotengine #gamedev #indiedev

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

#playdate #gamedev #indiegame