Samplay - Pulp game devlog journey

Pulp race progress #7 : Resetting, teleportation, designing levels by testing

Since I created in pulp resetting room have been an issue. When I was doing Playposterous Hub, I had a screen that print all the tile in form of swap « tilename » at xval,yval

And created a function for resetting in the good position per level call… I had an only room so used it to reconstruct the room with is still by the function In Bullet Shoot Chronicle : Crazy Mobs Mania I just block the level already done (or pass them)

Here in Pulp Race , we can see there is no so much that disappear when the race is finish perhaps in enigma mode, key and door for exemple disappear By emit, variables (name, x,y) per room went use I managed to get back position of the tile that could disappear.

levelenigmaplentykeydoor

By calling register variable in function by swapping them at exit function of the room the tile saved are resetted
I have done that for 40x3 variable (x,y , name)(so around 120 function around 1 to 3 line) but it can be replicated for getting more if needed. When I’m sup of 41 variable I have a say function that’ll tell if I created more bigger design.

resetkeylevelswitch
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I created teleportation within level, done firstly for two place (A to B) by emit and use the direction of the player, when we met a teleport tile then by emit the function it transport de player and also the cpu to next teleport
bugbutnotinconsole
I had an issue, the cpu can bug in the emulator but not in the playdate device ! it show that the coding should be test also in device even if it bug on the virtual console.. it also can say wait 0 as not exactly the same behavior in device and in virtual...

Another level example with multi teleport:
examplemultiteleport

Done it also for more teleport (C1,C2,C3,C4,C5) was emit is quite powerful and handle by certain event is nice. Because call emit periodically is not a good idea (emit call the function on each tile) but punctually would be ok. Created an enigma level with teleport also so it some new level design type I could use..if the player get stop on a teleport tile the player will be block, so it have to never be the case so the level have to be test to make it impossible.

levelteleportenigma

I’ll get a name chosen but still not final..idk... we will see :
a first title screen:

———————————
:::::: PULP RACE ::::::::
Daft Enigma Fighter
———————————

Continuing , cooking :playdate_new:

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Pulp race progress #8 : Release, update and stabilisation + Mention of play jam 8 and participation in Ware-wolf Campfire Stories with sound and music of one of the game.

Today is the release of Pulp Race: Daft Enigma Fighter.

I’m super happy to release that almost one year game development.It was quite challenging, and a lot of pulp script.Firstly I updated graphics by adding water, flower and tree and the tracks :

I had a new system that make you boosting , and recharge the boost by cranking on a dedicated area

playdate-20251130-181024

There is also a race mode where your boost is always available, but you’ll need to buy infinite booster
on the after race area to participate.

You can name yourself on a room by racing on it :

There is a new wave mode for fighting surviving and a lot of buyable also.The CPU is able to do all type of race, can be configurable in initiate on race on the code, no blocking on some dead end anymore…I release a trailer few day ago to :
Trailer Pulp Race: Daft Enigma FIghter

Also had a system of fan base on your position per tracks within a top board:

playdate-20251130-181850

This topboard was challenging to create and implement :
I needed to do race chrono my own with criteria of how I drive, how my car was efficient etc
Per tracks with infinity mood (5 level) and normal mood (12 racer with car more or less efficient) with around 30 tracks around 1m to 2m , take around a month to play it with the playdate device.

I had to save all time, per chrono, do an algorithm to decay the top when you get in, count fan you get per tracks and mod… and obviously how to show it with a string that show well.

a lot of line in pulp for that

By eating on the bar you car could be more efficient car on criteria.

I try my best to get a game challenging and with replay value.

Some music theme was fun to create with the idea of futuristic goofy 8bit and speed in mind.

Come check on this first Pulp racing game !

In September I did the play jam 8 : Climb Ascender (playjam 8) by Samplay

During October I participate to another project, I did the music and sfx of one of the one of sub-game of Ware-wolf Campfire Stories : a collaborative Pulp Halloween project run by ledbetter (the Orkn one) :
I love the aesthetics and the idea, so I made a little song on pulp script and send to him and we decide I could made some sound and song within this sub-game in the game
Was enjoyable to just be on the music and sound of a project with theme of halloween, needed to be spooky but enjoyable as it a shoot em up, I had also in mind of the witch twin theme of Zelda OOT also for the principal theme.

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