For the past month or so, I've been working on a single-screen racing game (because my previous dragon game project is still too big for me). Slightly old gameplay video of me (the red ship) playing against three AIs (that have far better ships).
Right now, the game has ten tracks (most probably very much irritating to play), it should have support for 1-3 players (keyboard + two joysticks) but I haven't tested if that works properly or not. I've been spending far too much time on thinking what type of campaign/career mode the game should have (Super Off-Road or Super Mario Kart come to mind as potential examples), so I haven't started with that.
The physics are a bit Asteroids-like except there's no friction and to slow down, the ship has to thrust in the opposite direction. No brakes, weapons or boosts similar to nitros. The way I implemented the AI doesn't allow for tracks with crossings.
There's something wrong in how I handle the interrupts; I'll try and isolate the problem further before bothering you fine folks with that.
Current main task list:
- better visuals (results screen, coloured track tiles, thruster flames)
- career/campaign mode
- simple sound effects (I can't write music, so I'll skip that)
- "track hazards" (attraction/repulsion fields, bouncers)
- better tracks that use the track hazards
No download yet, I'd rather try and get the interrupts working right and the visuals touched up at least a bit.