I finished 9th in the Weekend Jam! Here’s a bit of a devlog and thoughts on the jam.
new additions - electric bolt and fast lanes


I’ve updated the game now as I’ve been itching to update my itch as I knew they was loads of things that i could have sorted out with a bit more time.
2 days is not long. I knew i wouldn’t have time to muck about with sprites and so I went for shape painter. I took the top down racing template as Ive been wanting to make a top down racer for a while. I had an idea about using Read Pixel extension to test collisions and so that’s what I did. I spent the first 4 hours working out how to create a procedurally generated track with shape painter and then spent a further 4 hours on the animation of the arrow. AI logic soaked up quite a bit of time and with family commitments time was fast running out. And so I dedicated about 10 minutes to sorting out the playability, but this was more than made up for with some dazzling particle effects.
Read Pixel as a collision system …don’t bother!
It makes it way too laggy. I needed to reduce it to testing 4 points every .1 seconds in order to make it playable.
The version that’s up now uses a sprite object collisions and distance from instead but I still view this as a worthwhile experiment!
What now - well i like it but I’ve got loads of games that I’m working on. I’m going to add weapons and power ups and track and AI options. I’m sure I should sort multiplayer out but the thought of spending a few days mucking about with ownership logic knowing full well that there’s virtually no chance of two people choosing to play this at the same time …well frankly I’d rather fry my face with garlic