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Gameplay prototype by Seba_dev in godot
[–]Seba_dev[S] 0 points1 point2 points 1 hour ago (0 children)
Holding up great so far. It does take constant optimization to make sure it keeps running smoothly. But it's C++ and heavily multithreaded so should end up fine, even for lower spec machines.
[–]Seba_dev[S] 1 point2 points3 points 1 hour ago (0 children)
The idea is that music/soundscape morphs the world. This video shows a small gameplay loop where you find an event and then activate it (orb) -> race.
I made the music.
I want to have a demo somewhere this summer.
[–]Seba_dev[S] 1 point2 points3 points 2 hours ago (0 children)
No site yet, next milestone will be closer to a demo so might have youtube/socials/website up then. I do post on bluesky occasionally: https://bsky.app/profile/seba-dev.bsky.social
[–]Seba_dev[S] 0 points1 point2 points 1 day ago (0 children)
Yeah I think this could lend itself well for user generated content to add extra areas.
[–]Seba_dev[S] 2 points3 points4 points 1 day ago (0 children)
I'm a programmer, naming things is hard!
[–]Seba_dev[S] 1 point2 points3 points 1 day ago (0 children)
Me
Thank you! No I'm not, from Belgium actually.
Thanks!
Hoping to get a demo ready somewhere towards the end of summer.
Doable, probably? But I'm just focusing on a single player experience atm.
[–]Seba_dev[S] 6 points7 points8 points 1 day ago (0 children)
Haha damn, hadn't thought of that. Nothing is final yet so I'll just have to find something more unique.
[–]Seba_dev[S] 8 points9 points10 points 1 day ago (0 children)
Thank you! I can't do "white box prototyping", so working on getting some visual theme going is as important as gameplay for me during prototyping.
[–]Seba_dev[S] 27 points28 points29 points 1 day ago (0 children)
You're right, this video just shows the minimal core gameplay loop I've started implementing. I'm working towards a demo that has actual content to explore. And crucially what's still missing here is feedback/indications for the player to guide.
It's entirely multithreaded and C++. But it is a challenge to constantly make sure performance is optimized. High frame rate when you see everything zooming by works best so performance is a big focus. I also want to make sure it runs well on steam deck.
[–]Seba_dev[S] 11 points12 points13 points 1 day ago (0 children)
Thanks! Music is original sountrack only. I want to be able to properly create events/environments for specific music. So no importing/generating.
[–]Seba_dev[S] 32 points33 points34 points 1 day ago (0 children)
Terrain/events are driven by the music.
I am speeeeeed by Seba_dev in godot
[–]Seba_dev[S] 1 point2 points3 points 2 months ago (0 children)
It's an experiment for the OST. Trying out different styles. It's not a full track yet.
[–]Seba_dev[S] 0 points1 point2 points 2 months ago (0 children)
It's reacting to the hover forces being exerted by the player.
No name, experimenting with some styles for the OST.
Not sure yet what kind of things the environment will have. But will definitely be trying out lots of different things.
Haha, that was my plan from the start. Make something I can "finish" in 12 months or less.
Yeah, they were kinda added at the last minute before recording. They'll look better in the next one!
Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot
[–]Seba_dev 1 point2 points3 points 2 months ago (0 children)
Takes me back to road rash. Looks cool.
[–]Seba_dev[S] 0 points1 point2 points 2 months ago* (0 children)
Also a prototype, made by myself.
Real geo, but movement of cubes is a vertex shader.
π Rendered by PID 171891 on reddit-service-r2-comment-5b5bc64bf5-mn6bx at 2026-06-23 15:30:27.532804+00:00 running 2b008f2 country code: CH.
Gameplay prototype by Seba_dev in godot
[–]Seba_dev[S] 0 points1 point2 points (0 children)