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GEMTrak

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Devlog

  • Desktop Ahoy!
    October 15, 2021 by fljohnson3#desktop, #at last, #development build
    I have just made a development build of GEMTrak available for the three major desktop/laptop OSs : macOS, Ubuntu Linux (may work with other distributions, like Fedora) , and 64-bit Windows (tested on... Continue reading
  • To the Phillytron, Robin!
    October 11, 2021 by fljohnson3
    The challenge of the upcoming Philly Game Mechanics' Indie Arcade event spurred me to develop this further, giving it the name GEMTrak (ground-effect machines) . Rest assured, that for the real deal,... Continue reading
  • Now THAT'S a proof of concept!
    September 28, 2021 by fljohnson3
    A few adjustments here and there, and I've FINALLY got a demo that can be played from a webpage. Currently, I'm not sure if I'll keep the stun mechanic. If I do, I'd have to balance by one or more of:... Continue reading
  • "Great driving. You've qualified to roll"
    September 28, 2021 by fljohnson3#graphics, #modeling, #Blender, #Unity
    In a prior racing adventure, I used modular track segments-this proved more complicated than it would seem. As such, I drew a course in a vector graphics program and imported the SVG file into Blender... Continue reading
  • A lesson in how NOT to solve it
    September 27, 2021 by fljohnson3#overcomplicated code
    I introduced a stun-shot mechanism yesterday, only to find that it kept blowing up the player. It took me a while to understand that I had to not only deal with the stun's OnCollisionEnter() as having... Continue reading
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