Thanks! It was inspired by your voxel graphics entry.
SkyBerron
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I agree. I always wanted to make games but found the process too steep because I couldn't manage big projects efficiently and ended up losing motivation. With this kind of limited scope projects, I'm able to build many games in a short time and the constraints push me to focus on the main concepts and features. I tend to overcomplicate things and found this is a good exercise to improve my problem solving skills and complexity management. I also love maths and procedural generation. Both of them are very useful when you try to make big things with little code.
Thanks! Yep, too many subsystems working, each one taking their toll of compressed bytes. Voxel landscape had to be tweaked to leave some CPU for the game. With this kind of perspective view it's difficult to aim to enemies and sometimes it's a bit confusing. Although I think I solved depth sort cleanly with all entities in the same table, 3d games usually require a lot of code, so many planned features had to be dropped to get down to 1024 compressed bytes. I think I left collision detection a bit buggy, but it's not a big issue. No difficulty ramp is maybe the worst issue.
Thank you for your nice words, as always. I wasn't sure about edge and off road behaviour. Going off road reduces speed a lot, but I think it allows for a fast recovery most of the times. As I didn't have enough bytes for skidding particles/smoke, sfx was the cheap option. I look forward to your entry!
Thanks! Development came along very well so I didn't have to resort to (very) dirty tricks to gain some extra bytes. AI is simple: they adjust angle to go straight to the next waypoint but they take their foot off the accelerator a bit when they are turning. So, they are very fast on straight sections but slow down on curves. I tried this simple logic and tweaked the parameters a bit. Surprisingly, it was enough for a decent AI. Different cars have slightly different parameters and different waypoint offsets, so most of the time they differ in their path.
Thanks! In the 80s and 90s some very good top down racing games were made: Super Sprint, Hot Rod, Super Off Road, Slicks, Badlands, Super Cars, Death Rally, Micro Machines, .... just to name a few I can remember. I played many of them a lot when I was young. This is a tribute to all those fun old games.
Last year, PICO-1K Jam 2023 took place in September. I don't know if it will repeat dates this year. It's a bit different approach as 1024 compressed bytes is huge compared to just 500 chars.
And yes, resetting score when missing a putt is achievable in 500 chars. I can't remember why I didn't implement it. Maybe because I found it was too difficult to chain successes with no difficulty ramp in place or because I had plans to include sfx.
Thanks! Sorry, it's my fault for not explaining how the tilt indication works. Arrows indicate direction of inclination. The larger the arrows, the greater the slope. It's a bit frustrating when the distance to hole is very long, but I didn't have enough chars to include increasing distance and a difficulty ramp. Anyway, I think an average player could make a hole about a quarter of the time.
Sorry, the highscore save was standard in the 560 character and 1K limit, but I'm having a hard time including it in 500 character games. As for "why do stars turn into barrels when they fall to the ground?", no one knows. I bet scientists will continue studying this great mystery for many years to come. Thanks! 😉