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Releases: manynames3/doodle-rally

Doodle Rally — Cat Racers 1.3.5

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@manynames3 manynames3 released this 23 Sep 03:22

Doodle Rally — Cat Racers 1.3.5

Character Select now keeps the supplied core-pack artwork when a racer is selected. Previously, the selected card replaced its current art with an older procedural 3D cat and kart, which made Zizi look different from the latest asset. The selected card now spins its own high-resolution transparent select_sprite.png on a simple unshaded turntable, still completing one smooth 360° rotation every six seconds. The normal card image is hidden during the preview so each racer appears only once.

The core pack provides one selection angle per cat, not full turnarounds. The back half of the spin therefore shows that supplied cutout from its reverse side, rather than a separately modeled rear view. The seven non-selected racers and gameplay racer models are unchanged.

Verification: 574 functional checks across seven source suites, six course/mode world builds, three temporal collision replays, a signed Universal macOS export, and 27 native packaged-app cases with fresh captures. The turntable checks cover source-art selection, six-second timing, constant angular speed, loop boundary, Reduced Motion, and switching characters. The native captures include the front, quarter-, half-, and three-quarter-turn poses. See docs/test-results/1.3.5/, screenshots/1.3.5/, and BUILD_STATUS.md. The app is locally signed and is not Apple-notarized.

Doodle Rally — Cat Racers 1.3.4

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@manynames3 manynames3 released this 23 Sep 02:54

Doodle Rally — Cat Racers 1.3.4

Character Select now shows one image for each cat. The focused racer's supplied cutout is replaced by the existing 3D cat and kart preview, which turns smoothly through a complete 360° every six seconds and continues without stopping. The preview follows the current selection. Seven unselected racers keep their supplied transparent artwork. Reduced Motion holds the preview still.

The native release checks cover both the front-facing pose and a half-turn, and the menu's automated test checks the full-period return, steady rotation, loop boundary, and switching the selected racer.

Verification: 571 functional checks across seven source suites, six course/mode world builds, three temporal collision replays, a signed Universal macOS export, and 27 native packaged-app cases with fresh captures. The turntable's unit tests check its six-second period, steady angular speed, loop boundary, reduced-motion behavior, and selection changes; the packaged tests capture the front, quarter-, half-, and three-quarter-turn poses. See docs/test-results/1.3.4/, screenshots/1.3.4/, and BUILD_STATUS.md for results. The app is signed locally and is not Apple-notarized.

Doodle Rally — Cat Racers 1.3.3

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@manynames3 manynames3 released this 23 Sep 02:15

Doodle Rally — Cat Racers 1.3.3

This release integrates the supplied Cat Racers Core Gameplay Asset Pack without changing race controls, AI, course logic, or saved racer indices. The pack's eight individual character folders and Shared_VFX are extracted unchanged into game/assets/characters/core/; Godot .png.import settings keep the transparent art lossless, mipmapped, and alpha-border safe. No composite asset sheets are used.

Character Select now shows each racer's selection/select_sprite.png on a common 166×190 layout and uses the matching portrait. The same portraits identify cats in the race HUD. The Garage plays the numbered idle, drive, boost, and brake frames in order for all eight cats; dust, blue boost flame, and skid smoke remain independent effect layers. The source asset manifest, instructions, and character identities remain with the imported files. Redundant sheet-derived front sprites and former cat HUD portraits were removed, while Track Select retains its eight rear-view cutouts.

The pack contains side-view kart frames only. The chase-camera race therefore continues to render the existing 3D cats and karts, and the rear-facing Track Select still uses the established rear art. This avoids a second kart or ghost wheels in the playable scene. A future rear-view frame pack or rigged 3D models would be needed to use the new 2D frames during racing itself.

Verification: ZIP integrity, per-character asset and alpha geometry checks, all seven source regression suites, six course/mode world builds, three collision replays, Godot import/export, signature verification, and native packaged-app screenshots. Character Select and Garage captures were inspected for all eight racers' lineup alignment, Zizi's relative size, clean cutout edges, and separate boost/brake effects. See docs/test-results/1.3.3/, screenshots/1.3.3/, and BUILD_STATUS.md for the recorded outputs. The Universal Mac app is locally signed rather than Apple-notarized.

Doodle Rally 1.3.2 — Competitive racing

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@manynames3 manynames3 released this 23 Sep 00:51

Doodle Rally 1.3.2

Cat Racers Track Select now has visible Easy, Medium, and Hard choices below the course cards. The rear-facing cat lineup gently moves its visible tails and turns its heads toward the highlighted course; Reduced Motion in Options stops the idle tail motion. Course and difficulty can be changed with keyboard, controller, or mouse before starting a race.

Easy keeps the previous default rival behavior and player handling. Medium and Hard progressively increase rival pace, acceleration, catch-up ability, and item use without increasing the player's steering penalty. Hard is designed to make a clean race competitive rather than produce an automatic win. The deterministic comparison starts each tier with the same random seed; pickup and item events can still diverge as the racers move differently.

The three-course scripted replay moves the player-versus-rival gap in the intended order on every course: Easy retains a comfortable lead, Medium narrows it, and Hard puts leading rivals ahead of the scripted player. These are repeatable balance checks, not a guarantee of finishing position for every driver.

Verification

  • 346 functional checks, six course/mode builds, three temporal collision replays, and the three-course difficulty replay passed. Logs are in docs/test-results/1.3.2/.
  • 22 packaged Mac cases passed, covering launch, menus, Hard track/race selection, Garage, all three courses, both rosters, driving, and results. Screenshots are in screenshots/1.3.2/.
  • The Universal arm64/x86_64 app is version 1.3.2, build 6, locally signed and verified. It is not Apple-notarized.

Doodle Rally 1.3.1 — Smoother racing

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@manynames3 manynames3 released this 22 Sep 23:53

Doodle Rally 1.3.1

This Mac update targets the low frame rate visible during racing, especially in Block Quarry. Smooth motion is now the default graphics setting. It renders the 3D scene at a resolution suited to the window, then uses Godot's FSR 1 spatial upscaler while leaving the HUD crisp. The scale also adjusts after a window resize. It uses two shadow cascades and disables screen-space ambient occlusion in that mode. Nearby scenery is grouped into spatial batches so Godot can cull more of what the camera cannot see. The 60 Hz driving simulation and interpolated kart/camera transforms are unchanged.

Options now offers Smooth motion, Balanced, and Full detail. Full detail restores native 3D resolution, four shadow cascades, and ambient occlusion for Macs with more GPU headroom. The visual tradeoff in Smooth motion is softer distant detail, most noticeable in Quarry at large window sizes.

Verification

  • On Apple M1, the short eight-racer Quarry benchmark improved from 22.706 to 14.289 ms median at 1280×800, and from 32.566 to 18.283 ms median at 1920×1080, comparing Full detail with Smooth motion. The four reproducible benchmark logs are in docs/test-results/1.3.1/.
  • 331 functional checks passed across simulation, menu, roster, integration, world, and audio suites; the three temporal collision replays also passed.
  • 20 packaged Mac cases passed, covering launch, the graphics menu, character selection, all three tracks, both rosters, driving, and results. The screenshots are in screenshots/1.3.1/ and the export/native logs are beside the benchmark logs.
  • The Universal arm64/x86_64 app is version 1.3.1, build 5, locally signed and verified. Long-session and Intel performance have not been measured.

The screenshots are native captures from the game, not the supplied cinematic references. The previous 1.3.0 release documents the character and scenery pass.

Doodle Rally 1.1 — Collision and visual update

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@manynames3 manynames3 released this 14 Sep 01:59

Standalone 3D kart racing for Mac, with Cat Racers and Minecraft Racing.

  • Fixed cars passing through each other during bumps, sudden camera jumps, and AI pileups at the starting grid.
  • Refined kitten models, buggies, portraits, racing HUD, track materials, trees, mountains, waterfalls, and lighting toward the supplied renderings.
  • Passed 229 functional checks, 3,600 temporal collision samples, and ten native screen/driving checks in both modes.

Download Doodle_Rally_1.1_Mac.zip below, unzip it, and open Doodle Rally 1.1.app. The Universal app supports Apple Silicon and Intel Macs; native runtime testing was performed on Apple M1. Godot is not required to play.

The source archive and SHA-256 checksums are included. See README.md and BUILD_STATUS.md for controls, rebuilding, verification details, and the remaining visual and hardware limitations.