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i make games and silly code demos.

some of my games:
https://2darray.itch.io/

free gamedev tutorials:
https://demoman.net/

alright, Trackminia is now available!

store page:
https://play.date/games/trackminia/

trailer: https://www.youtube.com/watch?v=3NAtRmIOikc

Trackminia for Playdate

A drifty 3D precision-racer.

trackminia has been approved for sale on the official playdate catalog!

probably releasing...in a few months, i don't have a date yet and it pretty much depends on their schedule

finally got my video-exporter to output audio as well, so now i'm ready to record trailer footage
got a third car mesh from a guy on the playdate discord (named choosh, i dunno his handle here!), also made some improvements to the greyscale exporter so it handles low-alpha stuff better (shadows, faded ghosts)

fun fact, the greyscale export operates by sicko-mode rules: it renders each frame of gameplay 32 times with different dither-pattern offsets, then blends them all together to get a final greyscale image (this is also where that scanline effect comes from)

since the game is optimized to run on a small handheld, when it's running on a PC it can do this in realtime - so the software renderer is hitting like 1000 fps (while also writing 30 files to disk per second)

the game's heavy dithering looks good on the real device, but not so good when viewed fullscreen on a computer monitor - so i've been preparing for trailer stuff by getting the game to export greyscale footage
added a replay-viewer mode with some procgen camera angles:
- chase cam: random world-offset from the car, as if a drone is following it
- rigged cam: random local-offset from the car, as if a camera is attached to it
- tripod cam: random upcoming wall position, as if a bystander is watching the car go past

making a weird bonus-renderer for little prize-scenes, for players who do well enough in the campaign mode (pre-render a gbuffer offline, do user-controlled lighting/fog/sky on the device)

i'm keeping the actual scenes a secret since they're player rewards, so here's a temp tester-scene instead

a neat thing here is that the actual triangles never make it to the device, so polycount doesn't affect performance or the game's download size. in this scene, each monkey-head is 60k+ triangles!

been working on options-menu stuff - the latest part is a car-select screen, but i only have one car model so far, so i had to make an extremely high-effort placeholder to test the UI with a second car
added a final obstacle-layout type to let me get to my campaign-mode target of 24 tracks: three pylons in a little row, so you have to do a "thread the needle" maneuver to get past them cleanly