My indie project - TrackWeaver

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DoomJedi
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My indie project - TrackWeaver

Post by DoomJedi »

Hi,

I've mostly moved from modding to indie game making.

I want to introduce my big indie project (and my dream project since my teens) currently in advanced development stage (in Godot) - it's a crafter for retro pseudo3D racing, with ability to craft everything, really everything - themes, road sides (treated separately, with 2 separate strips on each to mix and match) cars, skies, road surfaces, scenery, player cars - and even road stops, powerups/pickups and new game modes.
With easy presets and archetypes - and advanced features for more advanced crafters.
Combine crafter tracks, share tracks, create worlds of tracks, in the future - share and play online.

Engine has all the cool ideas from old-school retro racers (incoming traffic, crossing traffic, tunnels, cliffs, 2-layer parallaxed backgrounds, bridges, pedestrians, powerups, money system, fuel system, nitro system, weather and shading effects, police alert system (with road stops, tire spikes....) and more.
You can even easily craft Keen driving in Shadowlands or on Mars with it :)

Engine built from scratch in Godot.

All crafters are already working, game is fully playable, but still needs alot of polishing and debugging gameplay-wise and crafting-wise (and an online component)

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If you like it - please show support in indiedb, this would be very nice and important.

https://www.indiedb.com/games/trackweaver

Also - if you're an experienced coder (experienced in Godot - advantage) who wants to join and take coding lead on this (currently working alone on this) for some share of future profits - PM me.

NOTE: To whoever this is important for - AI was involved in creating/debugging of this game.
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Roobar
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Re: My indie project - TrackWeaver

Post by Roobar »

Wow! This looks incredible! Even though you're using the fucl godot, which I hate, this looks impressive. I especially like the city backgrounds. And the tunnels and some other aspects remind me of games such as Grand Prix Circuit and Test Drive 2. :pogo
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DoomJedi
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Re: My indie project - TrackWeaver

Post by DoomJedi »

Wow! This looks incredible!
Thank you so much pal! :p
Working on it hard, daily, for many hours a day.
(today worked on adding and wiring many sounds for the game for various road events and scenarios)
Roobar wrote: Tue Jun 30, 2026 18:10 Even though you're using the fucl godot, which I hate
I respect your hate - but again, it's just a tool helping me to express myself and makes my ideas and concepts a reality an actual game. And somehow I love it and GDscript more than Unity and such.
Look at the idea, at the artist, not the tool :)
this looks impressive. I especially like the city backgrounds
Thanks, those indeed looks blissfully wonderful, no argue here (and have I many many 2 layer parallaxed skies ready (43 sky sets), from generic (snow, desert, clouds...) to even of famous world cities..and even hell and it's hell-cool to drive in hell, LOL :) ), but eventually, for final game - I think this sky has too close-looking layers.
For me - in general and as inspiration from retro racers - sky needs to look as far as to look logically not approaching you no matter how long the track is, it's what creates the "this is so large and so far, and so desire-able" - about parallaxed skies (that fascinated me from my early DOS retro racers days).
So my guidelines for proper skies - not to have singular trees but forest lines, not detailed houses but house-zones (like far mushrooms...)

This sky was made before I had those guidelines in mind.
Yes, closer skies look better and more fascinating - but far-looking skies look more...real, real-word larger but faraway, mysterious, desireable and over vast distances. Skies you can fill in with yourself and your imagination.
What insp0ried me - I try to inspire others with. My own fascination playing Lotus in the 90, and my life-long fascination with driving and driving game genre.
Close sky are a bit eye poking and how you can't get to them any closer though you drive and drive. Maybe I'll decide on StarWars SNES sky game approach, heh :)
And the tunnels and some other aspects remind me of games such as Grand Prix Circuit and Test Drive 2. :pogo
This is sure flattering.
But TBH main inspirations are not those games, but mainly "Lotus III - Ultimate Challenge" (and its track generator)
Alot here is "Lotus inspired" - incoming traffic, tunnels, cliffs, bridges, airjump treelogs and much more, that game was revolutionary and still best retro racer for me.
On second spot probably "Top Gear" (SNES/Megadrive) - nitro, skies of particular countries and cities...
On 3rd inspiration spot is "Outrun", though can't point out what specifically I took from that one...I think mostly ability to set for player car uphill/downhill frame sets. ...And how cool sea theme is, with sailboats and sea waves.
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DoomJedi
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Re: My indie project - TrackWeaver

Post by DoomJedi »

First indiedb article and first videos:

https://www.indiedb.com/games/trackweav ... ld-builder

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