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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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New gameplay video

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Just a short gameplay video of a new track I'm playing with, which contains more variations than the previous ones.

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Thanks! As I've said in previous entries I'm not using an existing engine, I developed my own using OpenGL, mainly because I'm interested in it and for learning purposes. Glad you liked it :)

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This is my first entry I have read of yours! I'm very visual so i tend to lean in the direction of pictures and videos! Which most people don't do ! Anyway great job and excited to see more

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Wo ! I'm a fan of the wipeout/F-Zero series and I'm a bit hard with all clones usually. But your game seems really fun and I'm not joking.
It reminds me more of the F-Zero series (rigid gameplay, small tiles for the track) and that's fine because the feeling of speed is well rendered and the game has a unique design.

I think you should add more elements from F-Zero X like (a lot) more enemies per race, larger track and some crazy tracks. Also it should be nice to give some tools to the players to take sharp bends if you don't increase the width of the tracks because in a game like this it's frustrating to lose some speed.

If you have never played F-Zero X you should definitely try it :)

Well done ! :)

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