@allcitykitty.bsky.social
Hobby game dev and bike enthusiast 🕹️ https://allcitykitty.itch.io
The fantasy could be something like: bored people racing their scooters around their neighborhood while dreaming of going up to the big wipeout league, that they watch on tv, one day.
I did set the whole thing up with one big loop in mind. But, it’s fairly long with almost a minute for one lap. There are enough interesting routes to take, though. Should be possible to use for a few smaller courses that build up to the big one.
Blocking out a level. Rough sketch after gathering some elements I wanted to build. Rough layout. Then move some chunks around because I wanted to break lines of sight and foreshadow one of the areas earlier.
The Unilateralis Bufo Draco is a sly & dangerous creature. They creep up on their victim attaching themselves parasitically, then use the hosts body to spawn their brood & defend their tadpoles. Warning, trying to remove these fiendish toads causes quite the explosion with their dragon bloodline.
Alingard knight. Fought with this one a bit but I think I’m happy with how it turned out ⚔️
This is a small detail which I think can achieve pretty cool results with this style. I force the normals with vertex colors to create a threshold for the outline renderer. So I can draw lines on a flat surface with a flat color to break up patterns a little. It's more geometry, but should be fine.
Trying to make the scooter more predictable to control and efficient to move in a small area. Also adding a bit of a wave race mechanic in there with those pylon-bouy thingies.
Made a little hover scooter. No plans, just wanted to try making it and reuse that outline renderer. Surprised the physics part mostly worked out as I imagined.
Cleaned up some light stuff. The player receives a subtle shadow. The scooter shadow is now projected as a decal. So I can have objects receive the player shadow, but not cast shadows on themselves. Which makes it look cleaner.
Made a little hover scooter. No plans, just wanted to try making it and reuse that outline renderer. Surprised the physics part mostly worked out as I imagined.
#ScreenShotSaturday Happy birthday side pocket! 🥳 Feliz aniversário p caçacpa do meio! #indiegame #gamedev #godot
Wallrides are back on the menu, folks! Next is to update the animations. The code for them was a mess. I want to move more towards just adjusting weights of the rig. Should make it cleaner and easier to edit.
Got frustrated with how inefficient the built in spline animations are. 😾 Even my unoptimized visual scripting solution is much smoother, although taking up a little more compute time and still being a little rough.
Was able to speed up the city creation by quite a lot. It’s not noticeable in game anymore. Also, I hope I finally found a solution to avoid overlaps more reliably.
It’s been satisfying to go through the project and get rid of overly complicated things, where I just didn’t know better when I first made them. City creation and traffic is now fairly robust so I can try and build on top of that now.
There's still a game breaking bug somewhere … other than that, this is the least chaotic state the game has ever been in. Only took a few years 😸
Performance is still a little meh. I get some awfully slow frames sometimes and still looking for what is causing them. Otherwise, it works well so far.
Gahhh, implemented object pooling and stuff and was wondering why it was still so god damn slow. Apperently the steam client was streaming some video in the background 🙀 It’s better now. Not great, but better.