There was no gameplay at all and i know that but before that i think adding an basic environment will be far better then white box , how is it?
i made some asset myself but mostly i download assets and combine or make it unique in blender then add lights , prepare scene , little bit shader magic , that alll !
now next step to add a computer puzzle and next room
Trying to make something better in godot 4.7
at this point i am doing multiple projects but this idea came from nowhere and i just start working on it , i ready a prototype (without furniture in a week)
story was simple , this game was inspired by “little nightmare” i am not trying to create another little nightmare instead i want to to something else
I’m happy to finally share the current progress of my solo indie racing project.
So far, the game includes:
• 10+ drivable vehicles
• 3+ environments
• AI traffic
• Vehicle customization (work in progress)
There’s still a lot to improve, but reaching this milestone feels amazing. I’d love to hear your feedback and suggestions!
The roads finally feel alive now instead of looking like empty test scenes 😂😂.
Seeing traffic drive around while speeding through the desert is starting to feel like the game I originally imagined.
Performance has also improved quite a bit, reaching around 300 FPS on my Ryzen 3 3200G while driving through traffic.
I also changed the player car from white to black, which gives it much better contrast against the bright desert environment.
Still a long way to go, but I’m happy with the progress so far.
And yes, it’s been a while since my last post—
I was busy working on the game 😂
Connect With Me
LinkedIn: https://www.linkedin.com/in/rivaanmaurya/
Discord Community: https://discord.gg/BnKWASD8R
Now it casts shadows
Look closely at the planet. That bright spot on the ocean is the sun, reflecting off the water exactly where it should, and it vanishes the instant a cloud drifts over it. Those clouds sit above the surface and throw soft shadows onto the ground below. The rings lay their own shadow across the globe.
Now the surprising part, the same one as last time: none of this is 3D. There is still no GPU, no model, no texture, not one downloaded file. It is all flat 2D and pure maths, conjured from your word. It has simply learnt to pretend it has depth, and it pretends well enough that your eye stops asking.
Drop onto a planet now and it is actually alive with detail. Clouds drift a touch faster than the ground turning beneath them, and they shade what passes under them. Moons now circle on their own lit paths, slipping in front of the planet and then behind it. Lava worlds, ice worlds, deserts, oceans, green terran worlds, each one scanned and flagged for whether anything could live there. The lore has grown a memory too: it reads the world’s gravity, its heat, its moons, have a different story for each.
Systems are stranger than before. Some stars have a companion, two suns sharing one centre, each with its own corona. Belts of asteroids hide in the gaps between orbits.
Clicking a star now is no longer a cut. The camera dives, flying you down into the star before its system opens around, and flying you back out when you leave.
There is a jump-to-seed box in the corner if you want to leap straight to a particular universe, with your seed, coordinates and zoom always on show!
Today I replaced the sample car with my own car model and somehow it works 😂
At first everything was broken. Sometimes the car got stuck, sometimes it didn’t update, and sometimes it just decided not to work at all. I spent way too long trying to fix all of that.
After finally getting it working, I improved the 3D speedometer, cleaned up some code, and started working on a way to switch between different environments while driving.
This update was honestly a pain 😆 but seeing it all come together feels really good. The game is finally starting to look more like what I imagined when I started making it.
btw 230 to 250 FPS on Ryzen 3 3200G 😊
Today was my first day working on Asphalt Dreams, and I finally got a prototype running! 😆
Right now the game is super basic 😂. I only have a car that can move, a camera, a speedometer, and some random environment stuff to test everything.
I also added a helicopter propeller to the map because it looked cool and the world felt a bit empty 😅.
The car controls work, but they still feel a little weird and need more fixing. The speedometer also has a few problems that I need to figure out.
Most of today was spent changing settings, breaking things, fixing things, and then breaking something else again 😂.
It’s not much yet, but seeing the car drive around for the first time made me really happy 😄.
See you in Devlog #2! 🥳
After several iterations, SlackyBOT is now fully functional, deployed, and available for public testing.
SlackyBOT is an open-source Slack assistant built with Node.js, Slack Bolt, and Google Gemini API. The bot combines AI assistance, weather reports, utility tools, calculators, and entertainment features directly inside Slack.
/hbsc-help
/hbsc-ping
/hbsc-sum
/hbsc-minus
/hbsc-multiply
/hbsc-divide
/hbsc-joke
/hbsc-funfact
/hbsc-meme
/hbsc-coinflip
/hbsc-weather <city>
/hbsc-gemini <question>
This project taught me much more than Slack bot development.
One of the most interesting challenges was the weather system. Since weather APIs typically require coordinates rather than city names, I implemented geocoding to convert user input into usable location data before fetching forecasts.
A public demo workspace is available for testing SlackyBOT.
https://abhiudaymaurya.github.io/Slack-Bot/
SlackyBOT is deployed on Hack Club Nest and remains online for public testing.
The project includes:
What started as a simple experiment with Slack slash commands evolved into a complete AI-powered Slack assistant with multiple integrations, public deployment, and real users able to test it.
Building SlackyBOT gave me valuable experience with APIs, backend development, debugging, deployment, and designing software that people can interact with directly inside Slack.
🚀 Ready for review and public testing.
Today was a big milestone for SlackyBOT. What started as a simple Slack bot now supports calculator commands, fun commands, weather lookups, and Google Gemini AI.
/hbsc-help
/hbsc-ping
/hbsc-sum
/hbsc-minus
/hbsc-multiply
/hbsc-divide
/hbsc-joke
/hbsc-funfact
/hbsc-meme
/hbsc-coinflip
/hbsc-weather <city>
/hbsc-gemini <question>
The weather command was more challenging than I expected. Most weather APIs require latitude and longitude instead of a city name, so I added geocoding to convert user input into coordinates before requesting weather data.
Deploy SlackyBOT on Hack Club Nest so it can stay online 24/7 and be tested without running it locally.
This project has been a great way to learn more about APIs, backend development, debugging, and building tools that people can use directly inside Slack.
I just integrated Google Gemini AI into SlackyBOT. Now users can ask questions right from Slack. Get answers generated by AI.
It was tougher than I thought to get this feature working. I faced issues with API configuration, accessing models, Slack permissions and a few bugs in my code.. After checking logs and documentation I got it working.
/hbsc-help
/hbsc-ping
/hbsc-joke
/hbsc-sum
/hbsc-gemini <question>
Handling commands with Slack Bolt
Integrating Google Gemini API
Managing environment variables
Debugging. Handling errors
Configuring Slack. App settings
I plan to deploy SlackyBOT on Hack Club Nest. This way it can stay online all the time. Be accessible, without needing to run locally.
Gemini Documentation
Slack Documentation
StarDance Beginner Guide
Today I started building my own Slack bot and learned how Slack apps and slash commands work.
After setting up Slack Bolt and reading through the documentation, I got my first commands working:
/hbsc-ping
/hbsc-help
/hbsc-joke
The joke command fetches jokes from an external API and sends them directly to Slack.
A small step, but SlackyBOT is finally taking shape. 🚀