Finally took time to see how dev on the #playdate works (specially 3D !)
I'm having a really great time on this project โค๏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
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 ๐ฎโ๐จ
Next: level design
New obstacles type: pillars!
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 ๐)
@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.