Early editor + race mode


Here's a short development update to SpaceRaceWF, my lil' hobby project, made in old Visual Studio C# 2005.

Quick recap:

SpaceRaceWF is planned to be casual space racing game with editor readily available from the very beginning.

It is developed in the oldest Visual Studio which I was able to run on modern Windows (VS2005), in old C# 2.0 and .NET Framework 2.0. Rendering is done through .NET Framework built-in GDI+ and Windows Forms libraries (hence WF suffix in the game name).

Today, when AI is barking at us from every corner, we have high-level engines like Unity or UE, where even simple games are quite hogs due to engine overhead, I'm finding a refuge in legacy & retro programming tech.

The game is in very early stages of development, but one concept is there from the very beginning: editor. The editor will be part of the game (no separate executable) from earliest builds, so apart from playing premade tracks, creative players can make their own tracks, fast & easy.

What can editor do now:

- adding placeholder "objects" (red squares), waypoints and player rocket
- select/unselect, move objects, delete them
- pan&zoom around your edited track
- at any point of editing you can either freely drive around your creation or enter race mode
- race mode has now very simple logic: count down, pass waypoints in correct order, then it's race finish

You can see this early concept of the editor (with placeholder graphics) in the following animation.

Early editor, race mode - IndieDB

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