A small driving (and shooting) game, made with Unity, targeting a 64x64
frame buffer, for #LowRezJam 2016: https://itch.io/jam/lowrezjam2016
Instructions: Drive around, shoot some enemy cars. Maybe they're bad
guys?
Attributions:
- Inspiration, Techniques - Jake Gordon's 'Code
inComplete' blog : Much of the inspiration for this
project came from reading
Jake's "How
to build a racing game" tutorial. In five posts, he lays
out how to rebuild a game like OutRun in the browser. I have
structured my game differently than he did, but a lot of his
stuff was directly useful. Frequently, I'd have to re-tune the
numbers used to get something that feels right, as he was
working with a specific resolution, and the resolution I was
working at was very different. With software rendering
approaches like these, and especially scan-line techniques,
you need to do a fair amount of tinkering to get something
that feels good, rather than expecting fidelity to some ideal
model.
- Deeper Insights: 'Lou's Pseudo 3d Page' by Louis
Gorenfeld
: Jake refers to Lou's page, and there's some good material
here. To really wrap your head around this kind of stuff, it's
good to start here, and maybe go back and forth.
- Tangent: Physics of Racing : this wasn't even
something I looked at for the past decade, but if you want to
make a physically accurate racing game, it's worth reading
through this
stuff. Especially if reading stuff about physics of racing
is your thing.
- #LowRezJam 2016 : Game jams are funny things - I've
had jams catch my attention and I ended up dropping all sorts
of stuff to get something working in a short period of
time. That describes this project, certainly. Jay (below)
posted about this jam, and before I knew it, I had a little
tech demo, and I was off to the races. Heh.
- The challenge: Jay Barnson's "Rampant Games" Blog :
In
particular this
post. I don't know Jay except as a friend of a friend. Or
an ex-co-worker of an ex-co-worker. Or semething. Still, I've
been following his blog more than probably any other over the
years. Back in 2012, he posted about NaGaDeMo 2013, the
"National Game Developer Month", echoing "National Novel
Writing Month". I thought that was an interesting idea, and
I made an
RPG using PlayN, a thing I
was investing some amout of time and energy into at the
time. Later, he mentioned taking this idea of making a game in
a month, and holding on to it over the span of a year, making
one game every month throughout
2013. So I
did that, too. And then, most recently, this LowRezJam
thing. So, Jay has indirectly inspired me to make 14 games so
far. That's not bad. I should buy him dinner, or something.
- The Framework: Unity3d, running on Ubuntu Linux :
Did you know that Unity's editor runs on Linux? It totally
does, except when it hangs, freezes, and crashes. Or, if you
want a debugger. Still, if you've decided that you want to use
Unity, the current build is reasonably stable.
- The Only IDE you really need: emacs : Somebody at
work was trying to make a point, saying that in the worst of
all possible worlds, they could edit a file using
Notepad++. Well, or you could use Notepad. Presumably, that
would be even worse than Notepad++. Or, you could use emacs,
which does what it needs to do. Back when I started using it,
people sneered at it for being big and bloaty. I guess it
probably still is in an absolute sense, but the reference
points have moved. Even vi isn't vi anymore, now the cool kids
are using "vim".
- Legally mandated artistic attributions Those smears on the screen of unrecognizable pixels actually came from CC-BY licensed artwork in several cases. So, buried at the bottom of this locked filing cabinet, behind the "beware the leopard" sign, here are some artists I need to acknowledge (because if I didn't say so here, they wouldn't recognize their work).
- Albany Matt H. Wade
- New York City Photographed by: Jnn13 Stitched by: LiveChocolate
- Sea of Tranquility Neil Armstrong
- Philadelphia Parent5446
- Darnestown, MD farm Jeff Turner Grafton
- Washington, D.C. Tidal Basin Daniel J Simanek
- Origin Systems' "Autoduel", by Lord British and
Chuckles : This game's been in my head for decades. This
is the biggest project I've made nearby this work, but my
imagination's never very far away from it.