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Guaraná Horizon

  • 7 Devlogs
  • 31 Total hours

a game based on starfox, but multiplayer

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4h 49m 8s logged

devlog #7 => added bots and tweaked physics

physics of the airplane tweaked due to a bug that kept the plane rising up.
added bot AI
started to implement the weapons system

currently i plan to add multiplayer support and sound

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4h 29m 57s logged

devlog #6 -> rewritten camera system and 3d model rendering

new rewritten camera system without the mouse, based on chase camera method
using currently this 3d model. all credits to designer soup
added obj mesh rendering of the plane
added rendering different plane colors

currently i plan to add enemys, projectiles and multiplayer support

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9h 39m 46s logged

devlog #5 => better physics engine and new rendering method

on this devlog, i added better physics more focused in gameplay (still not perfect but better than before)
added flat shading with directional light
added new physics engine
added restriction to not go above floor

currently, i plan to add enemys, projectiles for the plane, 3D model of the plane, be able to switch the plane.

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5h 25m 23s logged

devlog #4 => rendering the plane and controlling it

in this devlog, i finally got the plane rendering properly and responding clearly the controls without getting the velocity infinite.
added green lines on the ground to make it like 3D
currently, it has the simple static camera following the plane, but in the future it will be variable, to give the sense of the plane moving and not only the background.
i added input ramping for the keyboard controls to give fluidity to the plane (previously it look like that the plane was moving too fast).
i switched from the Euler angles to quaternions, because in the euler angles, when pitch reaches +/- 90 degrees yaw and roll become the same degree of freedom and the representation breaks.
currently, i plan to add enemys, projectiles for the plane and multiplayer support, maybe custom planes.

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2h 5m 6s logged

devlog #3 => rendering

now the game has a basic SDL3 window and renderer, i replaced the old keyboard input (get async keystate) with SDL3 events, connecting pitch, yaw, roll and throttle controls.
its still just a triangle with controls for now, but finally it’s taking shape now
(https://imgur.com/a/D3RhBLy)

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1h 39m 48s logged

devlog #2 => from simulation to flight

from this devlog, i started turning the flight simulation into something actually controllable, i added a separate input system for pitch, yaw, roll and throttle, keeping the controls independent from the aircraft physics.
its still running in the console for now, but the aircraft can finally respond to player input.
for the next devlog, i want to implement rendering and camera
(https://imgur.com/a/xCKDbTZ) for gif

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3h 8m 50s logged

devlog #1 - starting GuaranaHorizon

i’ve started working on Guarana Horizon, a multiplayer flight game inspired by star fox. im making it from scratch in C, without using a game engine. right now im mainly focused on getting the aircraft physics working before moving on to graphics and gameplay.
in the beginning, the physics engine kept becoming unstable and eventually getting the values to extraordinay values out of reality but now the aircraft can now accelerate, generate lift, climb and experience drag and gravity without the simulation spitting nonsense.

now it only runs tests programs to check if the physics is alright.

next i want to add actual flight controls (WASD) and then start working on rendering (probably SDL2).

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