Wednesday, December 28, 2016

Game Making Struggle

John B. Marine | 1:28 AM | | Be the first to comment!
The game-making struggle is real, folks. Most of my creative energy recently has been spent making game prototypes and learning game programming. I've had the furthest progress using Lua and Löve2D. So that is what I am using to make games. The ultimate goal is to make my first true game I have nothing to share at this point with you all, but I will offer thoughts on my journey of making my first game of any kind.






The Game Making Struggle


Let me go into a bit more detail about my work.


Putting the Games Together.

I am using Notepad++ to put together code for my games. I am using Löve2D for coding, a game-focused Lua interface. When I get around to audio, I will be using Linux MultiMedia Studio (LMMS) mostly. Most of my art has been done with Paint.NET. To try to make material for games, I am taking inspiration from various games. Most of my concentration is on simply making some kind of game rather than the most spectacular material right away. You got to take baby steps before making big leaps.


Why Ask Why?

So...

Why Lua/Löve2D?
I am using Löve2D because it is the programming language I have most successfully been able to make prototypes of. I have no formal training in computer science or programming, so I am mostly relying on various online resources to program with. A lot of people use Löve2D for which to make games with. And while many others will fancy something like C++ or Java instead, you can quickly make progress using Löve2D.

I have been playing with Unity3D, Unreal Engine, and Godot. Since my concentration is on 2D games, it seems a good bit awkward using a 3D engine for making 2D games. I think I even looked at Blender to try to make a pixel-perfect 2D game. Programs like Construct2 and Game Maker are for easy making of games. For some reason, I feel it is better to work with proper programming languages for better porting of material to different platforms and more programming control.

Why Paint.NET?
While Photoshop is more powerful and has many more features, I am using Paint.NET mostly for comfort and for a lightweight solution for making art. You can do a lot more in Photoshop, but the Paint.NET usage is primarily for making some quality material without having some massive program.

Why LMMS?
It has been the best sort of program for making music. Most of all, like many of the other things featured in this post, it's free. It has been the program I slowly learned and enjoyed to make music with. You probably have heard some of my music in my YouTube videos and even on my Weebly site.


Admitting Problems.

One of the things that upsets me is when you have very few quality resources. And sometimes, the ones that are suggested best usually are not the very best. An example includes a video of something that ultimately is not very good because of poor quality expressing it. Or maybe you find some website or blog with a tutorial, and you end up not having the same results as what someone else put together. All of this leads to frustration.

Another weakness is in not being able to properly know how to put certain games together. I've been looking at all kinds of methods to try to build games and game levels. I have yet to make some kind of game I am proud of to share and to build. Part of the reason is because I am not as adept at programming. I don't have any comfort level to confidently build a game from scratch. Being so compelled by various programming languages, I often don't know what methods and functions I can apply to any programming language or know what programming speak is exclusive to one specific language.

I have also struggled trying to come up with a proper suite to parse levels. Methods have included trying to put together PNG images to even trying to make game level data based on an image. I have not been successful making a proper parsing system for which to design levels easier.

Not everyone is some kind of one-person studio. Despite my issues, I mostly want to try to do this alone. I think there is greater accomplishment in trying to get things done your way and on your own. Is it intense? You bet! However, I feel there is greater gratification in being solo. You are making something to how you perceive to be incredible.


Game Building Methods.

I mentioned methods of making games. Let me explain a bit further.

Let us take making game levels for instance. Some people design levels using a series of images- maybe a static background image, then have that image with various overlays of hand-drawn levels. Or in the case of game engines, a decent set of tiles to make a 2D type game. People have designed levels of 2D games using a bunch of PNG layers or even a Photoshop PSD file. Some games are even built upon CSV files, XML files, Inkscape SVG images, even Excel spreadsheets. There are methods in designing levels in layers from the artistic aspects to the collision layer. I have yet to actually perfect any aspect of this.

As for game mechanics, I am playing games that I see either as good or bad. Sometimes learning from bad games (as you see them) can sometimes be the easiest to learn from since they aren't all that good. It is sometimes the worst titles where you feel you could most make something better. There is that feeling where you have a chance you can make something better than what some other developer made. With some titles I've played, I either want to make something as fun as a good game or make a not-very-good game better. You learn to take concepts from other titles and try to make your own quality content.

The game mechanics themselves can boil down to learning how to make certain titles and how to take certain dynamics to apply into your own work. For example, you can examine the code of a player in a platformer game to apply and modify in your own work. This is certainly something I am looking into as I am trying to develop my own kind of game and/or game prototype. I don't have as many quality resources to look at and try to utilize into my own work. I certainly don't want to completely copy somebody else's work as my own (plagiarism).

I haven't given it much thought, but I have also considered the user interface (UI) as part of my game design adventures. It is something I haven't given much thought to since I am more focused on trying to build the game first and foremost before thinking of making a certain interface.


Having said all of this, the struggle to try to make something of quality is real. You all know I will share my work with you all when I come up with something I think you all will like. I am not sure how I would distribute my content. To test the waters of making and distributing games, I may look to resources like Newgrounds, Kongregate, and even itch.io as sources. I may also set up a Google Site exclusive towards featuring some of my games.




Would I Consider Game Jams? (Bonus Section!)


To me, no. I am too much of a perfectionist to try to make a game from start to finish in only two days or shorter. I am not as keen to make a mistake-ridden game that I can ultimately learn from to design future games with. I am a casual person who has a professional mindset on certain things. I feel things must be of acceptable quality as I deem acceptable. Also, I am not too good at trying to work with themes.

The appeal of doing a game jam will help people to try to manage their time and realize what all is important when building games. I am not ready for that kind of stuff yet.





All you have to know from this blog post is that the struggle to make games is real. This is why I have mostly seemed idle in making content. You do, though, at least know that I have been trying to develop content as best as I can. This concludes another post of my creative works blog- "John's Creative Space." Thank you for reading! Take care and be well.

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Wednesday, November 30, 2016

Voxel Character Starter Pack

John B. Marine | 10:51 PM | | | | Be the first to comment!
My voxel characters made in MagicaVoxel are now offered as a Starter Pack! This one features nine of my first voxel characters. All of them are static models in their raw VOX format. I decided to offer this package online to give people some voxel characters to use for games and other projects. I also want to showcase my voxel art talent to the world by offering this package.

Here is a look at the characters:

Voxel Character Starter Pack
^ from: (my Facebook Fan Page) - The original nine characters I made with my first character pack are now available for download. Get it now!

* base model - wears a white tank top, blue jeans, and black shoes.
* a teenage girl with a bright scarf, black top, and indigo jeans tucked into brown boots.
* a middle-aged woman in a sweater over a blouse, skirt, and pumps.
* a man in an open shirt with a T-shirt underneath and jeans tucked into dark brown boots.
* a young adult lady in a yellow dress and hot pink pumps.
* a Black male in a football jersey, dark blue jeans, and orange lug boots.
* a man in overalls and wears a baseball cap.
* a teenage boy in a varsity jacket, a T-shirt, blue jeans, and brown shoes.
* a college-age girl in a sporty tank top, and yoga legging pants tucked into sheepskin boots.

I am looking to rework my regular models and offer some more advanced options for those looking to animate my models. I will keep you posted here on "John's Creative Space" and elsewhere in media. All I want you to know here is that you will now be able to use my original models. If you think you can make better-looking models using my base model, the original VOX models are all concluded as they were from MagicaVoxel.


For More Information...

Want to download this package? Choose to support me on OpenGameArt, Voxel Art Store, or both! Links:

Voxel Character Starter Pack on OpenGameArt
Voxel Character Starter Pack on Voxel Art Store

Please also support me on Patreon. Visit www.patreon.com/johnbmarine and make a pledge. Your support can help me to provide more content and even gain funding towards performing other projects. Other than that, enjoy! :)





That concludes this blog post. Thank you for reading! Take care and be well.

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Tuesday, November 29, 2016

Block Breaking Block Pack

John B. Marine | 10:22 PM | | Be the first to comment!
UPDATED: December 6, 2016)

Recently on @opengameart, I offered my first #gamedev asset. This asset offered is for block breaking fans. Think Breakout or Arkanoid here. I devised a set of blocks that can be used for block breaking games the likes of Breakout or Arkanoid. There are 12 blocks in 25 different color combinations. Each block is pure pixel art- no vectoring, no pre-rendered graphics... just a four-color scheme with dark outlining on the bottom and right sides of each block. Here is a preview of my block breaking game asset:

block breaking Breakout Arkanoid
^ from: (my Facebook fan page) - 25 colors, 12 block packs, one great pack of block breaking game assets.

Here is a look at each of the color combinations (and some rules if you want to use the blocks):

01: red
02: orange
03: yellow
04: green
05: blue
06: violet/purple
07: pink
08: teal
09: aqua blue
10: crimson
11: sky blue
12: lavender
13: white
14: cyan
15: turquoise
16: forest green
17: Game Boy© Green
18: Virtual Boy© Red
19: brown
20: bronze*
21: silver*
22: gold**
23: sunset
24: alpha map
25: onyx***

* = takes two hits to destroy
** = takes three hits to destroy
*** = can not be destroyed

This package is offered in three different varieties. I am offering them separately. Click on the links below to find this asset in the different variations:

Block Breaking Block Pack (SD Version)
This is the basic block back. Each block is 16 pixels wide and 8 pixels tall.

Block Breaking Block Pack (HD Version)
This is the same pack as the Standard model, only upscaled and retouched. Each block is 32 pixels wide and 16 pixels tall.

Block Breaking Block Pack (HD2 Version)
(December 5, 2016 Update)
This is the enhanced HD pack at double the scale of the HD version. Each block is 64 pixels wide and 32 pixels tall.


Get the Block Breaking Block Pack Bundle!
This package features all three block breaking block packs, but it also includes six extra block types exclusively for the HD2 set! It is also my first pixel art submission to Voxel Art Store.


To keep up with all of my OpenGameArt work, please visit my OpenGameArt profile.





You have read a post on "John's Creative Space"- the creative works blog of mine! I hope you enjoyed your time here. Please Subscribe and Follow this blog (and my others) if you enjoy my content. Thank you for reading! Take care and be well.

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Tuesday, November 8, 2016

OpenGameArt

John B. Marine | 12:45 AM | | Be the first to comment!
Ladies and gentlemen, I have joined OpenGameArt! The intent here is to offer assets of many kinds while also (hopefully) getting an audience that supports my work. So if you use this resource for gaming assets, find me! You can use the link below to go to my OpenGameArt profile for when I start uploading assets to the site:

John Marine on OpenGameArt

At the moment, since I just started, I am not sure what to offer. Rest assured I will offer a variety of material that will be of help to someone who may be seeking such material. So be sure to stay tuned. Also, don't forget to be my patron on Patreon! I would appreciate monetary support. But of course, monetary support is voluntary.


What I Hope to Accomplish.

OpenGameArt is another sort of platform to offer material to game developers. Or, I may just offer stuff people will leech off of me for. I feel game development for a number of things can start with some very basic material. While I may not have the best ideas, I do hope my material can be used in projects. So be sure to follow me on OpenGameArt for me trying to offer as many game assets and game ideas as possible to help game developers ranging from hobbyists to certain studios!

I will be learning along the way, so don't think I will offer the best material right away.





I am hopeful I can continually expand upon my media work to impress (and maybe inspire) all of you. Thank you for reading! Take care and be well.

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Sunday, November 6, 2016

My Voxel Plans

John B. Marine | 7:43 PM | | Be the first to comment!
Through MagicaVoxel, I have returned to voxel modeling. "John's Creative Space" has become popular in regards to voxels. So it brings me some pleasure to discuss a few things. I will use this post to share some considerations of mine and some other bits. If you enjoy my work, you are going to want to follow this post. Or if you are fairly new to this blog, welcome to my creative works blog! Having said this... here are some thoughts of mine.


Topic 1: Offering Models.

For the longest, I have wanted to make my models public. The only problem was that I have had a tough time deciding how to modify the models to the liking of others. I don't really want to offer my voxel models cold turkey. Having held onto these models so much, I feel I have to make them viable and useful to others. More importantly, I want to be able to financially profit from my work. So I am in a situation where I want to offer my material for free, but also take donations. I also simply want to offer my work for sale in a combination of single models and bundles. Any plans I make public will be announced here on "John's Creative Space" and elsewhere on social media.


Topic 2: Future Model Plans.

I have somewhat been working on developing a new human model apart from the many past voxel models I've created. The intent is to use them to allow for better animation. One of MagicaVoxel's limitations is the inability to split up pieces of the model for easier animation. People complain about the limit of 126 x 126 x 126 for models. So what I intend to do is make both static models and separated models to allow for two different kinds of models to be used.

Besides voxel people, I have also been known for my voxel vehicles. I haven't made any kind of voxel vehicles in my return to voxel modeling, but I do hope to offer the same sort of versatility for vehicles as I do my voxel people.


Topic 3: Game Development Voxel Modeling?

One of the reasons why I have been slow developing things was because I was trying to learn Java. As I was trying to work on making a possible game, I had a vision of designing a game, but with making voxel models for it for prototyping. It gave me the idea to make voxel models for tile-based games. Nothing has really materialized, but I will be sure to offer material to you all should I develop something interesting and that I am willing to give away.


While you're here, let me share with you a little advice.

Some Quick MagicaVoxel Advice.

Version 0.97.5 is the latest version of MagicaVoxel as of this post. I mentioned breaking up models into pieces. The intent is to make material to be used in more proper programs made to handle things like rendering and (more importantly) animation. I would suggest you try to build up your model as you normally would. Then after completion, break up your model into a number of pieces. Break up key segments ranging from the body to the limbs. Save the different limbs and such into separate objects. If you have accessories and props that can be used, save them as their own objects also. Then in a proper 3D application (like Blender), piece everything together.

I actually would also recommend you use VoxelShop to optimize voxel models. I would recommend it in the case of models that don't require any transparency, mainly with models that don't have any transparent bits. You can optimize such models to not use as many polygons. This probably isn't recommended for items that may require them be transparent, such as the windshields and windows of cars.


Always Remember...

Always remember that I am working on a number of projects as a solo person. So there may be times where I seem to not have anything being worked on or when news of my work is slow. It doesn't mean I am idle. It just means I am hard at work trying to offer some material for you all. Please help support my work any way you can. The latest way you can show some love is through my Patreon profile. Who knows? You might score something cool of mine through my Patreon page should you pledge to it!


So now you have some idea of my voxel plans moving forward. Most importantly, thank all of you who visited my blog for MagicaVoxel content.






That's all for this one. Go have yourself a great day/night and thank you for reading! Take care and be well.

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Wednesday, October 26, 2016

One Game a Month

John B. Marine | 8:55 PM | | | Be the first to comment!
#1GAM, or One Game a Month, is a gaming initiative devised by Christer Kaitila, also known as "McFunkypants." Making games for the love of making them is the primary encouragment for #gamedev and #indiedev. Even if your game looks unimpressive, just making a game for the sake of making one is better than making nothing at all. Some people- especially in game jams- can make a game in two days or less. Heck, even Jayenkai makes a game EVERY WEEK! I usually see Jayenkai on the OUYA/Cortex Store with new games. You can see Jayenkai's work at agameaweek.com. A finely polished game can be created within a month. A full month of development and such means you can sort out as many details as you would like prior to release. You can do everything from the programming to all the assets for a game within a month (or less). If you aren't a solo developer, you surely can make a quality game as a team. Just know you can provide quality gaming thrills without having the budget or skill of most gaming studios.

What makes the "One Game a Month" challenge so enticing is that it encourages you to make certain games of certain themes. Whether you code everything yourself or rely on programs like GameMaker or Construct 2, you are still making games. Making games means you have a chance to express your creativity and offer quality experiences to gamers worldwide. This more importantly makes you a viable entity in the gaming realm. You could spend all kinds of money and time like with the major game development studios, or you can make your own quality titles as a hobbyist or even a fairly small game studio. A visit to the One Game a Month website features certain themes for various projects. What you obviously want to do is make your own gaming creations based on such themes.

If you want insight that you CAN create a game a month, Christer Kaitila put up this blog post showing it is DEFINITELY possible to create games within a month and every month: 12 games in 12 months (McFunkypants).


Final Thoughts... and an Announcement?

Just on enthusiasm and dedication, the One Game a Month challenge is a boon to all of us game developers ranging from hobbyists to professionals. You really can devote a month towards making a quality game within the span of a month. Some people could even make great games in less than a month- sometimes even in a week or a few days! Christer Kaitila deserves loads of credit for being such a positive insight and inspiration for making games. Why PLAY games when you can MAKE games? Give it a shot. One Game a Month offers a fine initiative.

As of this blog post, I have not considered joining in on the 1GAM challenge. However, I may challenge myself to make a game every month once I finally make my first-ever game of any kind. I just lack the confidence and the programming skill to actually make one. I do hope to eventually break out of this shell and put myself on the map as a game developer.


For More Information...

Visit the official site of the "One Game a Month" challenge at onegameamonth.com. Or to learn of the individual who makes games every week, visit agameaweek.com.





Maybe this post will grant you some confidence in making games. You can make whatever kind of game(s) you want only as long as you have the confidence and focus to make them happen. That's all for this post. I hope you enjoyed it. Please be sure to Subscribe and Follow my blog(s) for more content. Thank you for reading! Take care and be well.

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Friday, October 14, 2016

Maze Game Concept

John B. Marine | 5:01 PM | Be the first to comment!
To reach my goal of making a game, I have been working on a game prototype this week. As you could tell by the title of this blog post, it is a maze game like a Pac-Man game. I am using Löve2D to program it. I actually have rediscovered Löve2D to quickly build my game. This is kind of a simple project to try to build my first-ever game.


Early Notes and Prototype.

I won't give away many details on the specifics of my game concept, but I will offer an early image of the prototype I have been working on. Take a look:

maze game concept
This is a prototype of a maze game I have been working on recently. Only the walls and blocks are my own art. Most everything else (floor, water, and player) are placeholders.


Notes and Progress.

There are a lot of things to be worked on, but I am trying to learn how to program these things in. So here are a few notes I want to share about my work:

• I have mostly learned how build maps of my levels. What I have NOT mastered, though, is making maps without having to have them in their own folder. I am trying to make a sprite sheet for which I can call on individual graphics without the need to call on certain graphics in a single image. The levels I am creating are all tile-based. While using a program like Tiled Map Editor is much easier, I am using Notepad++ to build the text array. I am actually going to use Tiled to better build the levels.

• A character has been implemented, but I haven't made it properly be used around the level. I have not yet designed the level so the proper aspects of the level have proper colliders for impassable areas (walls, water, lava, etc.). The character is not to go diagonally across levels. I have to change this as well.

• I have plans to make this game available as a Flash game at first. I ultimately want this to be available for Flash, Android (maybe even Android TV), and OUYA. I have no device to test for iOS, so I am not even considering iOS at this point.


Initial Plans.

When this game is better developed, I will share more specific details on it. Enjoy what I have made for now. The initial final product will have some five levels to it. Maybe later, I will expand it to ten levels. I want to make a small game just to get it out there. The long term project will feature some ten different chapters to it, each with 10 levels. That means I am planning this to be a 100-level maze game.

I may possibly share some notes on my game outside of my blog, mostly on Patreon. So if you want to get in on some exclusive aspects of my game when they become available, support (or at least follow) me on Patreon!





I apologize for not updating my blogs recently. Now you know a little bit as to why I haven't been active on the blogging circuit lately. This will all hopefully change these times. For now, though, that concludes another post on "John's Creative Space." Thank you for reading! Take care and be well.

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Tuesday, August 9, 2016

Candy Cup

John B. Marine | 9:59 PM | Be the first to comment!
The Candy Cup is a GTR2 One-Make Series I made using the 2012 Alfa Romeo Mito of the Trackaholics Hot Hatch Euro Challenge. Despite its sweet name, Candy is an Italian manufacturer of home appliances. This is my latest One-Make Series concepts. The blog post here introduces you to this latest concept I've come up with. So prepare once again to delve into the world of this Texas blogging boy. This is John's Creative Space!






Candy Cup


Allow me to set this one up.


The Story.

A series featuring one of the trendiest European "hot hatches" was unveiled. Catered towards young drivers, racing variants of the Alfa Romeo Mito were created for this European championship, though this series features mostly Italian tracks and drivers. This series was able to obtain sponsorship from Candy- an Italian manufacturer of home appliances. Candy is the primary sponsor of this series. As many as 20 cars with identical liveries make up this field. Who can take advantage of the Mito's performance and prove to be one of the best up-and-coming racers?


The Competition Car.

2012 Candy Cup Alfa Romeo Mito
^ This Alfa Romeo Mito is adorned in Candy livery.

The car used is a racing-spec 2012 Alfa Romeo Mito. Exact figures are not known on this car, but it is a front-wheel drive car powered by a 1368cc Inline-4 engine. It weighs somewhere north of 1000kg. Each car has identical livery but with variations in color. There are 10 different color combinations. To tell each car apart, the odd-numbered cars have white side mirrors, and the even numbered cars have colored side mirrors. These are three-digit cars in the 200 range. The car is one of the many cars in the 2012 Hot Hatch Euro Challenge by Trackaholics.


The Racing.

This, like my Summer Speed Series, is all random with identically prepared cars. So anybody can win in theory. It is a fantasy series with fantasy drivers. In fact, I tried something different for this series. I used a name generator to come up with the driver names. Since this series is mostly Italian, most of the drivers have generated Italian names.

And in case you're wondering, here is the name generator I used: Name Generator on behindthename.com.


If I make a video featuring the cars I created for this series, you will see it here replacing this paragraph. Please stay tuned for updates; or better yet, check JohnMarineTube (my YouTube channel) for video updates.






A Special Shout Out (Bonus Section!)


Before I close this blog post, I want to salute a fellow blogger and skinner. Rendy of RENDY'S BLOG runs a blog featuring motorsports and some of his many creations. He mentioned me on Twitter and offered his thanks to me and another personality by the name of Racing Hearts Garage and the Global Racing League. The reason why Rendy mentioned us is because he felt inspired and motivated on the front of skinning cars by us. So if Rendy is reading this blog post, I just want to say thank you... and you're welcome.





If I come up with more material to share, you know I will share it here and elsewhere. Make sure to visit JohnMarineDesigns to professionally see my work. Thank you for reading! Take care and be well.

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Wednesday, July 27, 2016

Summer Speed Series

John B. Marine | 9:10 PM | Be the first to comment!
(UPDATED: August 3, 2016)
My latest GTR2 project heats up the Summer. I created a fantasy story regarding teenagers of legal driving age that participated in a Summer camp engaging in an unforgettable experience- an auto race around a famed racing facility. I will introduce you to this project and what all it entails with this blog post. It brings me great pleasure to provide this project to all of you. Let's begin!

LATEST UPDATE(S)/REVISION(S):

AUG 3 2016 - added video






Summer Speed Series


Here is the story to this project.


The Story.

As many as 50 High School students of driving age enjoyed their time at a motorsports Summer Camp. Of those 50, 20 were invited to compete in a unique racing challenge- 10 laps around Road Atlanta in identically-prepared 2007 Ford Focus RSes. Each of these determined teenagers will earn scholarships. Only one, however, will be driving back to High School in his/her own brand new Ford Focus. Twenty competitors. Ten laps around Road Atlanta. One race. One champion. Who will win this One-Make Series featuring these furiously fast Fords?


The Competition Car and the Racing.

Here is the car:

Coca-Cola Ford Focus RS
^ I designed this Coca-Cola livery on this 2007 Ford Focus RS for GTR2.

Each car is an identically-prepared 2007 Ford Focus RS completely tuned for racing. These are four-wheel drive machines complete with turbo engines, front and rear spoilers, and full roll cages. The cars make an estimated 297hp (301 PS) and 326 lb. ft. of torque (442 Nm). The series is called the Summer Speed Series. With all of the cars, I developed a Coca-Cola livery to be on all the cars since it is the primary sponsor of the series. Being able to compete with cars with so much power and ability will blow the minds of these teens. Despite this, these teenagers knew what they signed up for when they joined this motorsports Summer camp.


The Series.

Coca-Cola Ford Focus RS
^ from: (one of my Facebook albums) - This was a picture I made as a prototype for this project.

I chose Coca-Cola and Road Atlanta because Coca-Cola is based in Atlanta. I personally prefer Pepsi over Coca-Cola, but I put this all together to come up with a fairly interesting series. This story is only told about one race. However, I maybe thought of some other interesting projects I may want to work on to make more stories of this fictional Summer Speed Series. I guess if I had inspiration on coming up with this story, you can thank either a racing series here in the United States called the Summer Shootout Series and even the likes of the ToCA Race Driver series. I just saw something in trying to find certain GTR2 mods to work with and came along the Ford Focus RS mod. I had to try to make the livery as believable as possible of a Coca-Cola liveried car. I don't have too much experience skinning cars. The fact that all of the cars look the same may seem boring and lacks any real personality to most people. However, I am pacing this more along the lines of having one star emerge from everyone else.

Choosing the cars and the level of competition was realistic. It is truly fictional with fictional drivers, but I wanted to be realistic. I didn't want to (for example) tell a story of very inexperienced teenagers that somehow can race Formula 1 cars masterfully. This project is one of the first in which I try to utilize GTR2 to act out a story. It is also a chance for me to be inspired to make my own fantasy television coverage of a racing event complete with graphics and commentary. Think of it kind of like The Onion (if you're familiar with it), only not as funny and well-played as The Onion.

I may or may not have another project under the name "Summer Speed Series." The *official* name of this series as I came up with it is the "Coca-Cola Summer Speed Series."


How it All Plays Out.

This is a generally random sort of race. So therefore, there are no rivalries, no surely talented characters, heroes or villains, or anything like that. It is basically just a random sort of race I set up. This was mostly meant to be a random deal. Because I have never done something like this before, I will be learning all the while how to make game videos, especially in the sense of something like an AI race. Whatever I come up with will be the reflection of what I have learned so far making both skins for cars and a game video.

Because this is all mostly random (rather than trying to gain permission from real people to focus them in action with my previous project), I don't have to worry much about trying to have actual people featured or anything like that.


What I do come up with will be shared in a video. So make sure to visit my YouTube channel "JohnMarineTube" for more information.


Disclaimers, and Such...

A few notes...

• All companies represented (Coca-Cola, Ford, Mobil 1, Sparco, Road Atlanta) are registered trademarks of each respective company. All rights reserved.

• This story is completely fiction. Any correlation to the characters, living or dead, is purely coincidental.


With those notes out of the way, that's it for this post.






Summer Speed Series: The Video!


(ADDED: August 3, 2016)

Here is the video I created and released recently! Check it:


^ Coca-Cola Summer Speed Series - Road Atlanta

Variables used:
• 17:00 Start Time (5:00 PM)
• Time: Realtime
• Fuel Consumption: Normal
• Tire Wear: Normal
• Mechanical Failures: Normal
• AI Aggression: Psychotic

I wanted to provide the impression that these were not seasoned racing drivers. Since they weren't fully disciplined, I set the AI aggression to Psychotic. I recorded a few extra bits just to record some of the incidents on track. It took me about a week to do everything from decide on how to pace the video and do all the extra editing to put this video together. This ranged from the graphics to the audio narration.





Now you know about my project. Stay tuned for more when I eventually create a video to be released. Thank you for reading! Take care and be well.

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Saturday, July 9, 2016

Fashion Racing Association

John B. Marine | 12:45 AM | | Be the first to comment!
Playing GTR2 and sampling mods has me thinking of series. Let me share this fantasy story representing one fantasy series I have in mind. It is part of a project for YouTube to expand my array of videos and have some fun. After all, this kind of stuff should be fun, right? So read on for more info. Maybe if you want to contribute something, feel free to contact me.


BEFORE I BEGIN...

This story is (obviously) fiction. All licensed brands featured here are copyrights of the respective companies.


About the Label: "Game Mods"

Blog posts in this category relate to my designs based on game mods. My own personal work is shared towards the work I produce.






Fashion Racing Association


Here is the story to set up this series idea. You will even get some ideas as to what I am looking to accomplish with such stories.


Story.

Certain fashion designers and motorsports promoters came together to discuss starting several different racing challenges as well as special events to try to offer a unique parallel between fashion and racing. This league is collectively called the "Fashion Racing Association." This series invites various fashion personalities the world over. The series primarily focuses on fashion bloggers, but even those even remotely into fashion will have their chance to compete in this unique series sanctioned by the FRA.

One of the racing events is a series featuring identically-prepared vehicles in a one-make series. Here is a press statement prepared by one of the promoters of the FRA:

For the maiden race of our series of races, we want to invite a host of fashion bloggers to a unique racing challenge we like to call the "International Race of Fashion." The racing challenge we have set up involves various fashion personalities all competing in cars as stylish as their blogs and outfits. While we are aware that racing is not the finest talent of these competitors, we must make sure to provide purpose-built race cars to ensure safety. The cars themselves are not to be anything overbearing. We are not interested in causing tension among the fashion community with heated rivalries or anything- our plan is just to let fashion personalties compete in single racing challenges. We welcome a vast array of personalities- petites, curvy/plus-size fashion personalities, thrifty fashionistas, and more. We also welcome personalities of many different ages. If one is old enough to drive, they are eligible to compete in our events. We are looking forward to making this series grow as much as we can.


Prototype and Plans.

My goal here is to come up with a unique kind of series featuring some peppy amateur-type race cars. In brainstorming this idea, I had initially thought of using a mod featuring the 2009 model Ford Fiesta ST based on mods I had at that time for GTR2. Then, I thought about using more proper and more sporty cars- namely the Hankook MX-5 Cup mod for GTR2. The mod seemed simple to mod. My intent was to make a certain livery for the car and have the individual cars painted differently based on the same scheme. I then thought about some other cars. So I looked at mods for GTR2 including a mod featuring the BMW 1-Series hatchback and another mod featuring the Mercedes-Benz C63 AMG. While I mentioned not having anything too extreme for race cars, I even considered a Porsche Cup mod to serve as the cars for the featured racers. Because this project involves envisioning fashion bloggers, the liveries of each car would have banners atop the front windshield bearing the name of the individuals' blogs. It is promotional while not trying to be promotional.

I had planned on setting up a pilot featuring certain bloggers I like or that I follow. As much as I wanted to make a pilot for this concept, I felt it would be wrong to try to innocently make a series without the consent of others. The plan for making this was to come up with some new content for my YouTube channel. I found this to be a fun concept to try out. It is just a pilot- a prototype, yet I didn't want to release a pilot video unwillingly without permission of certain individuals.

Another element of this series is an emphasis on two different classes: American contenders vs. international contenders. As part of the deal, the American personalities will have white banners across the windshields, and the non-American personalities will have red banners across the windshield. Those not born in the USA are what will be "international" contenders. The American drivers will have numbers between 4-99, and the international contenders will have numbers between 100-199. Examples of liveries I've created will be featured later in this blog post.


Story Execution.

The races to be set up are AI (artificial intelligence, for those not educated on gaming) races. These are simulated races. How will they play out? I don't know. All I know is that anything can happen when you set up AI races. I am not going to do any kind of tweaking just to ensure one personality wins. There is no favoritism at play here.


Personal Commentary.

In a way, I sort of thought of "Sex and the City 2" when considering the Mercedes-Benz C63 AMG mod. Not that I seen "Sex and the City 2," but part of me made me think of Mercedes-Benz as one of the cars in this conceptual race idea I had.


Similar Plans?

I had interest in making extra series devoted to specific categories of fashion bloggers and even those who are just mere fashion personalities online (such as those who don't have fashion blogs or Instagram accounts).


There is your look at my series concept. Because I never did this before, I will be learning as I go along. Learning as you go along is a lot like life. I don't know what to expect, so I will slowly get better with my work over time the more I contribute to it.




The Competition Car


This car is a 2009 Mercedes-Benz C63 AMG. It is a mod for GTR2. Here is a look at the livery I have been working on as this first GTR2 project of mine:

fashion racing front
This is a basic view of this car.

fashion racing rear
This is a rear view of the car.

livery variation
As the livery was meant to be a template, I made a variation of the base livery. Also notice the text on the windshield banner. The name of certain blogs are displayed on both the front and rear windshield banners to identify the contenders. I am not putting myself in this series! I put this car in only as a demonstration.

As you can tell, the base white (actually silver) color is the base color complimented by the secondary purple/violet colors. I am a bit undecided on making tertiary colors with the rollcage. The color choices are decided by me to make as many different variations of this same livery as possible to fill out the grid of contenders. Each car boasts the same primary sponsor of Sephora. For those not educated about fashion and beauty, Sephora is a French company that is one of the most popular retailers of beauty products. Each car has the same primary sponsor.


My First Attempt at Sharing a Video Capture!

Want to see my liveries in action? I have this video for you all. There are skips and such, but this is my first-ever attempt trying to make a video from a video capture. Enjoy:


^ GTR2 Test Video and Pilot

You now have an idea of what this deal is like in action and what I hope to improve to make this special.







Special Request! Want In?


My intent is to pick out different fashion blogs to serve as contenders to fill out my field of cars for this fantasy racing series. I am torn between either featuring certain bloggers [with or without permission] I follow and asking for certain bloggers who maybe want to be featured in this just-for-fun series. I do want to feature certain fashion blogging personalities I follow and maybe feature some out of surprise- as in you may not know who I will feature.

All featured personalities will be represented with the same racing livery but in different colors. I want to make the colors fun since this this is not supposed to be some overly serious racing league. I may select certain numbers or randomly generate driver numbers to represent each contender.

So if you are a fashion blogger that wants to be featured in this series I'm conceptualizing, feel free to contact me online through Facebook or here in my blog. I am concerned about the permission part because I would feel guilty featuring something like this series without someone knowing beforehand.





If I come up with more concepts towards fantasy racing series, I will let you know in this blog. I hope you enjoyed your time here. Thank you for reading! Take care and be well.

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