I may have a new side project ๐Ÿ˜‡
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 ๐Ÿฅฑ

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 ๐Ÿฅฒ
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 โค๏ธ
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 โ˜

#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 ๐—ฆ๐—จ๐—ฃ๐—˜๐—ฅ ๐—ง๐—ข๐—•๐—ข๐—š๐—š๐—”๐—ก ๐Ÿฏ๐—— ๐Ÿ˜‹

#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 ๐Ÿ˜ฎโ€๐Ÿ’จ
Next: level design

#playdate #gamedev #indiegame

New obstacles type: pillars!

#playdate #gamedev #indiedev #screenshotsaturday

Audio balance is always the hardest part of gamedev ๐Ÿ˜“
Okay, I'm very proud of the idea I had for the cover art (the one you saw in the #playdate menu), but I will not show it here, you will have to see to yourself when released ๐Ÿ‘€
(it's only a matter of weeks)

Something I wanted to do for a while: using the accelerometer to add an effect when tilting the playdate. It's not my first try to get it right, I struggled with the maths, but today's implementation pleases me!
It's only used in the menu so it won't distract during the levels (they are hard enough ๐Ÿ˜‡)

#playdate #gamedev #indiedev

My initial plan was to release a first version on itch and then wait for a slot to publish it on the playdate catalog (can take months). But I learned today I will not be able to use the leaderboard API for the itch build, so I'm now thinking of skipping the itch release ๐Ÿค”
@pikario For my game, I've thought of creating my own online scoreboard system, but in the end I was too lazy to start it and made a distinction between the local scoreboard and the Catalog one, in the same file to avoid building two versions of the pdx. https://gitlab.com/Desmu/les-trucs-qui-tombent/-/blob/main/source/main.lua?ref_type=heads#L973
source/main.lua ยท main ยท Desmu / Les Trucs qui Tombent ยท GitLab

Jeu conรงu pour la console Playdate de Panic sortie en 2022, remake d'un jeu conรงu en version web en 2013.

GitLab
@desmu I see it's clever to just check if there is an error fetching the scoreboard to see which version it is ๐Ÿ‘
I don't remember did you release on itch and on the catalog at the same time?
@pikario Nope, it was available on Itch in December and Catalog in January. I didn't code functions related to Catalog until Panic approved it but I've thought of it in the initial structure. Once approved, it took me almost no time to add the missing functions and test them with registered simulator and console.
@desmu okay! I'm a little (too) curious: in terms of copies sold, I assume the catalog release wins?

@pikario It depends, on Itch I've set the price tag at "pay-what-you-want-or-can", and there are 38 downloads (with the help of Uncrank'd Advent Calendar). On Catalog I've got 33 purchases (11 during last sales).

There's a secret spreadsheet on the Catalog Squad Discord with sales for each game for developers who want to share them. Without giving too much away, most games sold between 100 and 1000 copies on Catalog.