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.
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