@Zer0zEr0ZeR0 Mouse support? Do you mean like mouse controls of car? Anyway, mouse works in menus, as expected. Together with keyboard and later - controller.
@aaronmharrisamh@Celsusboltfire Local multiplayer on the same screen for up to 3 players is already working. I'd like to implement also network multiplayer but I've never done that, so cannot promise anything. Music is there I just didn't grab it ๐
@Emberheartgames Hi, I don't have Steampage yet, first version will be probably free playable demo on itch, just to check if everything works and to get some feedback on controls and overall experience.
@lauriewired you are absolutely right! on a paper it looks brilliant! .. and then it hits reality of input lag, waiting queues, under powered gpus, overpriced subscriptions, disappearing games ...
๐จGRAVELORD 1.0 IS OUT NOW!๐จ
- 2 New Episodes!
- 12 New Levels!
- 11 New Enemies!
- 3 New Weapons!
Time to put the fun back in funeral!
#indiegame
First track with shortcut! I've also implemented emergency mechanics for AI cars that allows them to "rethink" path if they missed the desired one and they are also capable of trace back if entered completely wrong area. #gamedev#indiedev
@scionti_design This looks better and has specific character. Maybe a bit of CRT-style filtering would improve it even further. For me it looks far more interesting than the generic realism we see everywhere these days.
When I was drawing car upgrades I've realized that there is no "boost engine" on RC cars. But there is "boost capacitor", so I reworked the entire energy flow. Driving now drains battery, boost drains capacitor and then it's recharged from the battery. #gamedev#indiedev
@Roobar_Plays Nothing right now, but I want to add interactive objects to all tracks. Ideally with gameplay changing mechanics. Dynamic water is just the first step to that direction.
@lauriewired A reference selector? Interesting ... I've never used it but may come in handy in some weird cases. It should print 42 99 new line after that.