Rallisp
An attempt at a turn-based racing game.
Controls
To enter your acceleration/braking and steering, click on the bottom-right corner: y axis indicate acceleration/braking, and left axis for steering.
Technical aspects
Game written in Guile Scheme using Hoot to generate web assembly.
Code and assets licensed under Apache License 2.0.
| Status | Prototype |
| Platforms | HTML5 |
| Author | Lizzie Crowdagger |
| Genre | Racing |
| Tags | 2D |
| Code license | Apache License 2.0 |
| Average session | A few minutes |
| Inputs | Mouse |
| Links | GitHub |
Download
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rallisp.tar.gz 311 kB

Comments
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Really neat! I checked out this game because of the description of a "turn based racing game". I love racing games so I was curious how a turn based version would work, and this was an interesting take! It took a bit of fiddling around with the grid but understood how things worked pretty quickly! If you continue working on this, I'd be interested to see what layers of complexity you add to this.
I also read the devlog, and wanted to ask what a wedge product is? I tried researching on my own but the explanations went over my head. From the formula you wrote AB ^ AP / |AB| , I understood " The vector AB wedge product with the vector AP , divided by the length of the vector AB", is that correct?
Thanks ! Yes that's correct. The wedge product is basically the cross product, except the cross product is limited to 3D, so in 2D it's basically x1y2 - x2y1
Much appreciated for the explanation! Thanks!