Welcome back players! This month we don’t have glamorous screenshots to show, but more progress happened under the hood instead.
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What’s up?
Things are not too bad lately. The vacation I took earlier this month definitely helped me getting back on track and refreshing a few ideas. Some lingering issues still persist but this month I’ve been trying to dedicate my time entirely on game development, so to get things done. I will resume looking for a rent at a later date- it’s really exhausting to do and I need a pause from that.
V-Speedway
Once again V-Speedway manages to get in the way of DTC, but this time for important reasons. If you remember, some time ago I found out that Chinese players from Pico and Qiyu platforms couldn’t connect to leaderboards at all. Shortly after, I also casually discovered the game was running at very low resolution on the recently released Pico 4. I wasn’t happy to discover that so I decided to spend some time between October and November to fix all these issues, plus improving Discord implementation, adding the option to invert the accelerator/brake triggers, and fixing a few general bugs. This took me quite some time, but now players from all over the world are able to play V-Speedway the way it was meant to be. I just hope nothing else breaks out of the blue…
Quick reminder for V-Speedway: leaderboards are split between Meta, Qiyu, Pico International and Pico China, no cross-platform is happening. This is because due to the free nature of the game, I had to rely as much as possible to each platform proprietary leaderboard systems which are always free to use in a platform-exclusive way. DTC will be completely cross-platform though.
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Downtown Club
Some of the changes made in the latest version of V-Speedway were ported from the latest DTC developments, most notably the new cool Discord implementation and some connectivity improvements. We’re still a bit behind with the graphic progress, but I worked on plenty of other things in game code, under the hood. A few highlights:
- Implemented five different control schemes
- All control schemes can be used with physical or non-physical controls
- All control schemes support inverting pedal and/or gear buttons
- Unlocking items by buying them in the Shop or after reaching certain criteria
- Found a workaround for FFR no longer working
- Experimenting with Vulkan API for a couple of additional optimisations
- Testing multiple hardware SDKs together in a single project
Plus a couple of points I will discuss later in more detail:
- Major update to mirrors and reflection systems for more general use
- Testing neural networks to generate city skyline backgrounds
Most of this doesn’t sound like much, but it still plays a major part in the game as a whole. On a different note, I’d like to remember something I mentioned in the Discord server some time ago: despite all the optimisations I’m fitting into the game, DTC will run at 72 fps with a maximum of 8 cars on the track. Given how much more detailed the game is compared to V-Speedway, it’s no longer possible to keep it at 90 fps with 12 cars on track- basically all of the original extra performance room has been used and more is needed.
One last note- you might have noticed another hardware vendor mentioned on Commuter Games website, and in fact Downtown Club will be released on YVR devices too!
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Wrapping up
Development continues despite everything. I’m still working to complete that internal Alpha version I mentioned last month, for private use and feedback. Later on, once the game reaches a more completed state, I will launch a closed Beta (details about this coming in due time) and I’m planning on a key giveaway too when the game is released. That’s all for today, thanks again for your patience!
Danjel Ricci “SkyArcher”