Monday, March 11, 2019

Project Heloise

John B. Marine | 5:16 PM | | | | Be the first to comment!
Project Heloise is my code name for a new interest I have grown in creative work. The emphasis behind Project Heloise is in 2D animation with drawn and vector characters. The intent is to create 2D characters in animation ranging from animations to material that could be used in games and various media projects. I will explain further about this project as this post goes along.






Project Heloise


Allow me to further explain Project Heloise and what I hope to accomplish from it.


Project Heloise: The Concept.

"Project Heloise" was created as I was researching about 2D character sheets. These are usually large images compiled in Adobe's PSD format. The images are on a transparent base and are layered. In addition to these layers, these character sheets may even have proper pivot points for animation purposes. A majority of these character images are mostly designed for games and other media purposes. A lot of these character packs are offered in Adobe formats, EPS, and transparent PNGs. The advantage to these layered character sheets usually allows for smooth animation through modular creation of characters.

These character sheets are put together by game developers and other media artists. Among the game developer types, programs such as Unity3D, Unreal Engine, Godot, Construct 2, and GameMaker Studio are among a few used in the game development of these 2D characters. A number of programs even offer support for gaming outside of proper game engines. Some of these programs in 2D animation include Adobe Illustrator (formerly Adobe Flash), Adobe After Effects, Spine, Spriter Pro, Synfig, and DragonBones Pro among others. Other such programs can utilize these character sheets for non-gaming purposes. If you are adept enough, you can even use the all-purpose media program Blender 3D for your 2D animation needs.

When it comes to vector graphics, this is mostly done using Adobe Photoshop, or a popular free alternative- Inkscape. The advantage of vector graphics is that vector graphics allow you to freely re-size any such images without losing quality. Vector graphics are all based on mathematical coordinates. So you can make vectors as small or as large as need be for any media with no loss in quality when scaling down or scaling up. This makes the creation of material easier for when you rasterize images to be used in various programs.

Media projects outside of gaming usually involve animated short films. Some of these works include basic films, promotional videos for companies, educational or eLearning programs, and more. A lot of people usually look to certain websites that offer or sell already-made assets for 2D animation for those who can't make their own material or want something from established creators. Many different vendors even offer free 2D assets to be used in different media projects, which can cut some costs along with trying to find decent voice talent. These media projects with these 2D assets can be used in media ranging from simple presentations (such as Powerpoint) to any popular video formats (such as MP4 or MOV).


Project Héloise: My Ideas.

So where I tie into this? Lately, I have been thinking about trying to create 2D characters for some media projects as well as offer certain characters for sale. This began with wanting to try creating 2D characters that are animated and have animations to them. There was an attempt I made with Blender a few years ago where I quickly pieced together a simple 2D image that had layered body parts. While it was nothing special, it did give me some practice in trying to develop a 2D character that could be animated.

One time for the PC fighting game engine M.U.G.E.N., I developed a character out of vectors in Inkscape. I then converted the vector creation through Fighter Factory and imported my creation into the game. Again- nothing special. Most of the character was just a funky array of quadrilaterals that barely resembled an average human.

In my continued evolution and learning, it has now come to a point where I want to try vector graphics again and also try to make characters again. I want to develop 2D characters that I hope can be utilized in many different applications. I want to base some of my creations on past characters I have created. Besides that, I even wanted to try to give some life to some of my own created series. As an example, think of Sonic the Hedgehog as the simple car accessory in the SEGA racing game, "Rad Mobile," before Sonic eventually got his own game and eventually become one of the most successful gaming franchises of all time. I may just create some 2D characters based on my own creations for the simple use in media projects and games before possibly making something more serious.

Some of the early project ideas may involve game development or even use for media projects. Some media projects of mine may involve creating characters to jazz up websites and be used as individual avatars. You may even see those characters in my "John's Creative Space" blog or even on JohnMarineDesigns!


Project Heloise: Character Making and Animation Techniques.

I have to learn a lot to improve basic techniques on creating characters. For one thing, I have to learn to create lip syncing animations. Creating real characters that can talk takes some skill to act out some of the individual sounds. Originally, I just thought of simple mouth movement with nothing real serious. On the other hand, I have always been one to at least consider details even if I do not intend on being overly detailed. So it goes both ways to make basic animations for speaking.

Equally as important to animation as mouth movements are facial expressions. I want to get down blinking eyes, eye movements, and things like that. These are also as detailed and important in the basic creation of characters. The only way this doesn't matter is if I create characters that don't have any animations for the eyes or if I give them opaque glasses or something.

Most of all in character creation is in making the bodies and limbs themselves. A lot of people generate their modular creation of characters through sketches. They then go into programs like Inkscape to develop basic vector shapes. These vectors can consist of many different individual vector shapes all grouped together to make one layer that can be used in 2D animation. The possibilities are endless if one knows how to create quality 2D vector creations. In getting back into Inkscape, I have a lot to learn or re-learn to develop quality 2D characters through vectors.

I don't have the finances for an Adobe subscription, so it is unlikely I will develop anything that can be used for Adobe Illustrator or Adobe After Effects. As of March 11, 2019; I am looking at either Spine or Spriter Pro for 2D characters for game development. I also have programs like OpenToonz and DragonBones Pro for 2D game development and some basic 2D animation in general. I have Godot Game Engine for implementing 2D characters into game development. And of course, I have Blender. This sounds like a lot, but I have a lot on my mind and a lot to my disposal in trying to make these dreams reality.


Project Heloise: What You Can Expect.

You can expect that I will try to offer various creations for your liking if you are into 2D media work. I will simply offer my name to the many other developers of such content by providing my own uniquely styled work to the masses. For a lot of my own original characters, I want to make things special. I can offer a creation of mine, but I may also add an eBook of some kind for each character just for authenticity's sake. I want to make it seem like you are downloading something of quality and want to provide as complete of an experience as I can. The eBook may probably be in PDF format or something.

Even as I offer such assets to the masses, I will try to improve my techniques in creating characters. I really want this to take off like a lot of my other work. Your encouragement and interest both mean a lot to me during this time.





Now you know about some of my future plans. If you have any suggestions in me trying to come up with these 2D characters and such, be sure to contact me with hints and tips so I can improve my techniques. Thank you for reading! Take care and be well.

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Tuesday, February 12, 2019

Embracing Writing

John B. Marine | 6:10 PM | | | Be the first to comment!
Reading and writing were never one of my strongest talents. Despite this, I have made everything digitally from replies on websites to blogging for more than 15 years. I am more into art and music creatively. You don't have to enjoy something to be good at it. Like, I am not going to share with you my favorite writers or my all-time favorite books because I have never considered myself a good book reader or any fanatic of literature. Having said all of this, though, I do still have a remote interest in writing. I normally don't like using the term "writing" when my work is nearly 100% digital. Like, you only "write" when you use a pencil or pen and paper. You're typing when you are doing digital writing like I am with this blog post.

The reason why I haven't really gotten into doing literature more is because I don't enjoy literature as much as I do art or music. I also want to produce more art leading towards providing any literary content eventually to compliment it. Or maybe I have been more of a blogger than an author. Either way, I feel I should probably better utilize something I don't truly consider a talent of mine. I do think I have had a bit more fun utilizing certain literature techniques. For one, I admit I've taken on more in regards to poetic techniques and even alliteration. I have produced eBooks before, and a lot of times, I want to make more. I just never had the energy to make more. Maybe that will change in the future should I adopt and embrace doing more writing.


eBook Announcement...

I have come to the decision to suspend sale of my "Proof Posi+ve" eBook on Amazon. I instead have included more platforms for which to get my "Proof Posi+ive" books through Draft2Digital. The reason why I have suspended my Amazon sales of my eBook is because I haven't found a proper medium for which to receive payments on Amazon.

I now have been able to offer my eBooks on some new services- namely 24 Symbols for now. I am also trying to get my eBooks to be sold on Tolino and Playster. Find my eBooks either by looking at the eBook section of my sidebars, or you can visit my eBook Store on JMDesigns.


Thank all of you for supporting my work and interacting with my work!





Should I make more content available for purchase/download in regards to literature, I will fill you in proper. Thank you for reading! Take care and be well.

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Tuesday, February 5, 2019

RaceDepartment Lately

John B. Marine | 10:18 AM | | Be the first to comment!
I have developed skins for #AssettoCorsa and #Automobilista . However, never have I released my work shown on my Weebly site to the public until lately on @RaceDepartment . So this blog post is about the work I have posted on that site. I plan on releasing as many of my skins as possible. I am also hopeful you get to enjoy my work as best as you can.






RaceDepartment Lately


To the uninitiated, RaceDepartment is one of the most popular websites for downloading custom content for popular PC racing games. It features a handful of mods and skins for various racing games as well as various other resources. RD even has its own Twitch channel and YouTube channel for which it showcases a number of their online racing events. This is truly a real community style site for racing game fans worldwide.

I have mostly started my own set of downloadable material for RaceDepartment since this past weekend. There were times in the past where people liked my work to where they wanted to know how they could download my work. I unfortunately didn't have any real place to consider uploading my work to. One individual visited my JMDesigns site, and this person wondered where my Sephora Mercedes-Benz AMG GT3 could be downloaded. After giving it some thought, I decided it would be now that I decided to post my work online. I made my uploading debut on RaceDepartment by featuring my Sephora Mercedes-Benz AMG GT3 for download. This then made me want to think about what other cars I should feature on RD. Even during Super Bowl LIII, I was working on one of my skin designs. I figure more people will want to see some quality skin work. So while many of the skins are basically just lying on my PC, I felt I need to update my skins to reflect newer art techniques and make them a bit more presentable. Or for those that I think are pretty fine as is, I basically will just release them cold turkey to RaceDepartment.

To anyone who has visited my JMDesigns site, there are portfolios of mine showcasing my work. Even the JMDesigns Store features links to my material online. I will work to provide more material in the future.


My Work So Far...

Let me share with you pictures of my work so far listed on RaceDepartment. Click on the images below the pictures to see my material in better detail and to download. Only items I have posted recently on RaceDepartment will be featured here. For more of my work, click on the link at the end of this section to see my most recent work published to RaceDepartment.

I am also posting these pictures in their original size. I have not tested out how these pictures all look, but I will do this as an experimental basis.

NOTE: You must set up an account on RaceDepartment to be able to download and review material posted there.


Assetto Corsa Sephora Mercedes-Benz AMG GT3

Assetto Corsa Sodexo Porsche Team

Assetto Corsa Roshfrans BMW M3 GT2 Team


All of the links provided are as accurate as the initial date of this blog post (February 5, 2019). To see all of my work on RaceDepartment, please visit this link:

JMDesigns


Special Request! Donations...

If you enjoy my work, please consider donating. I don't make my own money outside of my online work, and I would like to financially profit from my work in any way possible. So I suggest you offer a legitimate donation to me in any amount. I recommend a minimum donation of at least $2 USD donations through PayPal. Please support me any way you can. At least give me peace of mind knowing my work means something to others.

If you want to donate to me right now, then please use this item below:






Thank you for your cooperation. While donations are voluntary, I at least will appreciate any kind of monetary support I can receive.





It is hard to believe, but "John's Creative Space" is nearing its fifth anniversary! I want to thank all of you for helping support me and my work all this time so far. I also hope to continue this fine voyage for as long as I can. Until next time, thank you for reading! Take care and be well.

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Monday, January 21, 2019

Hope After Pain

John B. Marine | 3:38 PM | | Be the first to comment!
I realized I did not post ANYTHING on YouTube in 2018. This is sad, considering 2018 was my 10th Anniversary on YouTube. I didn't post anything on YouTube since March 17, 2017 prior to my latest video. So I had to plan something for my return. What I ended up doing was posting a song I made in 2016. I hate that it took so long to return to YouTube, but I returned in some sort of way. What I did was post a song I first created in 2016 or so and then have it play while showing an Assetto Corsa skin I developed. The end result? This:


^ Hope After Pain

This song is called "Hope After Pain." Originally, it was called "Sunshine Despite Rain." The reason for its former name is because it was inspired by when a miserable rainy day finally has the rain stop and the sun come back out (or moonlight at night). The song is meant to be a positive song in case anyone may have fallen on hard times or is battling depression. The song is hope that things will get better for you after experiencing such rough times. So that is why the tone of the song is so mellow and a bit depressing.

"Hope After Pain" was developed in Linux MultiMedia Studio (LMMS) back in 2016. For the longest, I wanted to post my music online. I never had the energy to post it until recently. I hate that it took me until 2019- a year after my 10-year anniversary on YouTube- to finally post this song. But as they say, "better late than never."

I hope you enjoy this musical effort of mine! :)


Special Request!

Did you know I am on Bandcamp? You can hear a lot of the other music I've produced by visiting my Bandcamp profile at: johnbmarine.bandcamp.com/.





I hope your 2019 is going well. So please be sure to Subscribe/Follow my work if you enjoy it! Thank you for reading! Take care and be well.

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Thursday, January 3, 2019

Character Development

John B. Marine | 5:19 PM | | | Be the first to comment!
Upon learning new 3D modeling techniques, I tried to design a better human model in Wings3D. I mostly admit I tried to design with the intent of sculpting a rough model. So I took on the task of trying to set up a model to refine later. I would like to share with you my latest attempt at modeling a human character. Here is a look at my latest creation:


^ from: (my 3D modeling portfolio on JMDesigns) - I consider this work to be my best effort at 3D human modeling.

This is a human character I practiced making. It was meant to be a female model. It basically ended up being a basic model of a human model rather than something exclusively feminine or masculine. I actually had to re-do this model because when I tried to edit it in the future, I had some messy geometry that was tough to remove. So I started over.

What I found to be important in the design is in trying to get a proper center line to be able to cut the model in half and mirror for easier and faster development. One of the first things I struggled with early on was trying to properly model the lower back and the abdomen. I wanted a proper transition from the groin and buttocks to the abdomen and lower back. Speaking of the groin, I noticed how there was a lot more curvature and extra edge loops in modeling the groin area and the buttocks. I will employ a different technique to model out the groin and buttocks in future practice attempts.


Limbs and Body.

One thing I realized in modeling out the legs and feet is how the size shrinks between the legs and the feet. Prior to any plans to further sculpt a rough model, I applied a Scale Uniform operation to shrink the edge loops around the legs and the ankles. I need to have some kind of edge loops and extra geometry to define the knees. I haven't yet found a method I was comfortable with, so the knees don't look properly defined from the base image I've provided in this blog post.

As for the arm itself, it was outside of my comfort zone because I modeled it as an extrusion of the shoulders as opposed to making it its own object and then attaching the geometry to my model's body. The object still came out well, but I was slightly not satisfied with how the fingers (or would-be fingers) ended up after I started modifying them. More on the fingers in the next section.


Hands and Feet.

My first attempt trying out hands and feet were mostly basic. I don't feel as content with my hand effort because I tried to move edges on the hand to a real low-polygon effort. If I were to try a more detailed effort, I feel I know a way to properly model out fingers. Rather than design a hand as a separate object, I took the arm and at the wrist, extrude an extra piece. I then added some extra vertices so that I could attempt to extrude some extra pieces to set up the thumb and a basic profile of the other fingers. Since low polygon is my aim, I avoided trying to make the model overly detailed with fingers. What I DID do, however, was try to model out a certain profile of the fingers. So I ended up moving up some of the edges to the length of some of the fingers.

The feet are very basic. Overnight as I was thinking about how to define a more realistic foot. A realistic foot has curvatures from the sides and at the bottom. From the base image I have provided, one thing Iv'e surely tried to do is define the ankles properly by adding extra edge loops and setting them up as close as possible. I also made sure to produce edge loops close to the bottom of the feet so that the feet don't appear curved at the bottom. One thing I hope to do is make a low polygon-type foot to make some toes. I will use some of the same techniques I did for the fingers to use for the toes in preparing for refinement.


The Head.

Of all elements of a human body or maybe a character, the head is the most complex to create. You will need many edge loops to properly define every possible element of the head including the eyes, nose, and mouth. This is important if the intent is to make it available for rigging and animation. I even tried to learn how to design the head. Thing is, I still have a lot to learn in head modeling. Rather than make a realistic head, I basically modeled a basic head.


Any Plans for This Model?

I had plans to basically make these available either for animation or for games. I could design a less intense model meant for gaming. Also, the low-spec models could be the early entry for me to create my own original characters.


Want to See More of My 3D Work?

To see more of the 3D material I have created, please visit my 3D portfolio on JMDesigns.





I'm glad you found my blog and read its content. I hope you enjoyed this post and got a feel for some of my talent in 3D modeling. It isn't the best, but it's better than nothing, and I am always learning and dreaming. Maybe I get better and really come around with something better than before. Never know... Anyhow, thank you for reading! Take care and be well.

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Thursday, December 27, 2018

My 3D Plans

John B. Marine | 2:05 PM | | | Be the first to comment!
I have recently gotten back into 3D modeling. Part of the plan is to get back into trying to make characters and vehicles. For the most part, I am trying to make stuff to hopefully offer online for sale. The recent motivation to return to 3D modeling is to practice newer modeling techniques. I look at a bunch of models on different sites offering 3D models. I try to study the geometry of models as well as learn certain techniques on how to make such models. While I still use Wings3D for modeling, I have tried to incorporate Blender into my modeling so I can better implement them into projects.

Since you are reading this blog post, I figured I'd make a few announcements.


My Voxel Characters.

While I have not officially thought of what to do next, I am considering offering my voxel characters either as static models or make some "evolved" voxel models in case people want to try making rigged "evolved" models in case people want to make some animated characters.


3D Plans.

I have some plans to make some 3D characters. What I kind of want to do is offer a lot of my original characters for you to download. Some of my original creations may even be complimented with blog posts to introduce you to each one. Of course, I also will try to add material to my Weebly site (JohnMarineDesigns).


3D Locations.

I want to make locations that could be implemented into games. I am looking at a lot of older 3D racing games because of my skill. The original plan was to use material into Sports Car GT, then go to rFactor, and maybe even find Assetto Corsa. I also thought of trying to make locations for Rigs of Rods and BeamNG.Drive as well. Blender and Godot Game Engine are also test beds for any would-be location creations.


If all goes well, I will be sure to offer more material to you all to enjoy. I want to be able to flex my creativity even further. Perhaps even flex it more if I start getting on a roll creating content.




Special Request!


If you want to see what past 3D models I've created, you can look up my work on Turbosquid here: JohnMarineDesigns on Turbosquid. Alternatively, you can visit my JMDesigns store at JMDesigns store: 3D Models See more of my 3D work on my Weebly page by going to my 3D modeling portfolio on JMDesigns.

In addition to Turbosquid, I am considering joining CGTrader as well to market my 3D work.





I have not really anything to share at this point, so I will end my post here. Thank you for reading! Take care and be well.

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Saturday, November 24, 2018

Project Rhiannon Update 2

John B. Marine | 7:31 PM | | | | Be the first to comment!
My Godot racing project, Project Rhiannon, lives on! I recently went from trying to make modular voxel land to making polygon land. This was inspired by Gran Turismo 5's Course Maker feature. Seven environments make up GT5's collection of environments. To practice designing levels, I did some box modeling in Wings3D. I tried to closely follow some of the design nature of custom tracks in Gran Turismo 5 in trying to design modular assets for a race track. What I practiced mostly was simple modeling of such a course, rather than build a proper course. Here is a look at what I've come up with:

Project Rhiannon game development
^ Instead of voxel land, I tried polygon tracks. I haven't yet found out how not to make things extremely shiny in Godot.

For some reason, I wanted to make some kind of non-tarmac course initially. I then decided to build an entire tarmac course in Wings3D and then scale it greatly in Godot to be used. I did not include a pit road, so this track isn't COMPLETELY practical. I wanted to make the road have subdivisions and loop cuts to allow for the possibility of making individual elevation changes to pieces of the track geometry. I am also learning that you do not have to model objects into the main model themselves. You build the track first followed by adding whatever objects you like. This can even help in the case where not rendering objects can help in the frame rate department as well as in reducing draw calls.

I still have a lot to learn, but I feel I can possibly make a proper track that I can eventually implement into racing games. It is a slow process that will eventually pay off into something amazing.


Driving Model.

While I am still using my voxel model cars for my test car, I am slowly wanting to develop my own proper 3D vehicles to use as my testing vehicles. I still have somewhat of a "to do" list to enhance my driving model. The driving model in Godot does not really allow for meticulous driving models. That is, unless you are incredibly adept at coding/logic for a proper model. The basics of the Godot Game Engine for vehicles are the commands of engine force (acceleration), brake (braking), and steering. I was looking to try to find some alternative methods to utilize these features. Everyone who has designed their own driving model through Godot GDScript has made his/her/their own spin on the vehicle model. These methods have been expressed in various games, and no one model is perfect. A driving model is only as perfect as the one(s) who deem it as perfect.

Engine Force
I allowed for more interesting acceleration by dividing the vehicle's Engine Force by a number less than 1. What would happen in this instance is that the car gets off from its starting position and go fast- almost like a drag racer. What I want to do is set a base speed that increases incrementally. So I want to properly simulate going from a standing start to properly accelerating away. I also want to develop a speedometer to know just how fast I am going as well as a tachometer to simulate the RPM range.

Braking
However, I have been struggling a bit to properly slow down the vehicle. The brakes work fine with my models. What I want to do is make the braking power more efficient. If I wanted to be more advanced, I would want to simulate brake balance. So a car with strong front brake balance could have some understeer dialed in. A car with strong rear brake balance can induce some oversteer. Too much either way can upset a vehicle's handling behavior.

Steering
Steering can be a bit slow. When I decided to meddle with the steering values, the vehicle may not even turn or only turn so slowly. Once I reached a numerical value that gives me some semblance of control, I basically left it alone and not chance ruining the steering angles.


I still need to get around these issues in trying to develop a driving model I can be proud of.


Extra Insight.

I mentioned Gran Turismo 5 and its Course Maker. Gran Turismo 5 allows you to construct race tracks purely on a set number of parameters and features. The environments differ. While you do not have meticulous control of each environment, your track is given a set number of variables you can control. There are seven locations you can choose from in Gran Turismo 5:

• Toscana (Tarmac)
• Eifel (Circuit)
• Mt. Aso (Tarmac)
• Liège (Gravel)
• Alaska (Snow)
• Eifel (Kart)
• Tokyo Bay (Kart)

The tarmac environments are primarily designed to be run by almost any kind of car. The dirt environment of Liège is meant for gravel rally racing. The snow of Alaska is meant for racing on snow and ice. The kart environments are short courses suited mostly for go-karts. Each environment includes a number of different features unique to that environment. For example, the Toscana environment features mostly a stroll along the Italian countryside in beautiful Toscana, complete with Italian Cypress trees. It also has fireworks going off at night.

If you have actually played with Gran Turismo 5, though, you know many of the environments appear very sparse. Almost like incomplete terrains. That is kind of like what my environment deal is like at present. Implementing some of my work will require some extra geometry edits as well as triangle tesselation. I do feel good about designing a practical course that could be implemented into games or certain other projects.

What I did was study how the roads for the environments were set up. I looked at differences in elevation, the placement of the road, grass, barriers, and things like that. Go back to the Toscana tarmac example for instance. You have a mostly wide road that has little edges on the side close to the rail fances. Down the way are usually either bushes or trees. These object placements do not have to be uniform all the way around the track, but you can put certain features in to make the environment a bit more entertaining and lively. I hope to learn from these in building my courses from scratch. Maybe if I learn certain algorithms to design procedural locations, I could create locations without having to do everything by hand.


Now you know a little more about my development of racing/driving games of late. I have yet to find a winning balance.





Now you have an update about my racing/driving game development. Thank you for reading! Take care and be well.

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Friday, August 3, 2018

Project Rhiannon Update 1

John B. Marine | 3:07 PM | | Be the first to comment!
"Project Rhiannon" is my Godot Game Engine racing/driving project. I figured for this blog post, I will update you on how I have been doing with Project Rhiannon. I do not have any pictures to share right now of my work. However, I will tell you of certain elements of my project so far.






Project Rhiannon: Update 1


If you want to know more about "Project Rhiannon," please read Project Rhiannon.


Updates (as of August 3, 2018).

Project Rhiannon is my very first 3D type project of any kind through Godot Game Engine. I have developed Project Rhiannon to take advantage of certain vehicle models I have created. I have taken inspiration from other racing games and projects to try to develop something I think will lead to me creating my first true game.

After going around online, I have learned how to properly set up my vehicles in Godot. I learned more importantly how to set up the camera for vehicles. I found a camera setting I really liked and will use it for my viewing of cars in action. You actually don't need to have any kind of vehicle set up for rigging to be programmed in Godot. All you need are definitions for the Vehicle Body (VehicleBody) and the Vehicle Wheels (VehicleWheel). You then need to set up Collisions and Camera (with script) so you can complete your vehicle.

I used a static body voxel model as my way of learning Godot's vehicle dynamics. The interesting thing is that as long as you set up the VehicleBody and VehicleWheel locations and settings, you can make almost any vehicle controllable. I am not going for any all-out realism in attempting my first racing game project. One such aspect of realism involves wheels that turn. So in my project, the wheels are static. The vehicle still turns, though. I may consider in the future to make my cars ready for animation and enhance the array of options I have towards animating cars.

To develop a driving model for my machine, I had to try to adapt my driving model from other Godot projects. I made a simple driving model based on a Godot 3D project called "Truck Town." Truck Town is a driving model that features this hilly location as you try to drive around it. It comes with three models you can drive- a basic mini van, a semi truck with a trailer, and a tow truck with a vehicle chained to it. The main point was to learn to script a vehicle for movement. Once I learned how to properly script a vehicle, what was next was to enhance this model to something I am more comfortable with and can use to make 3D racing games with. I actually had to use a combination of Truck Town and a certain vehicle project from one Godot programmer.

The driving model is nowhere near perfect. On top of that, I am not planning on making some hardcore driving sim. A lot of the issues were mostly ironed out. The car tends to get jittery when stopping. Also, there are times when the vehicle model would do hard braking when I let go of the throttle. It also would have the tendency to spin out 180° when I let go of the throttle or

The scene I set up for Project Rhiannon is a simple plane that the car drives around on. While I have a basic plane for a driving surface, I also have a voxel model that I used as a tile for a race track. I don't think I have properly set up that voxel model tile, so the car runs through it when the car should be trying to either hit or drive onto it. I feel I will have a lot more special plans for my work once I successfully develop a race track. I want to make sure there is actual gravity involved.


A New Voxel Vehicle Plan?

I had initially planned to offer my voxel vehicles made in MagicaVoxel available for download and/or sale. However, as I became intrigued by setting up my static model voxel vehicles through Godot, I figured this could be an opportunity to create a full-fledged game. So what I might do is take my voxel vehicle creations and give them plenty of life by coming up with a variety of options. What has to happen is that I give each vehicle its own sort of identity and performance characteristics. In other words, I want my compact cars to perform differently from my trucks. What I will have to do is look up a variety of car specifications to develop material telling of their performance.

To get an idea of my voxel vehicle model creations, take a look at this post:


Future Goals of "Project Rhiannon."

Here are various other plans I hope to accomplish as part of Project Rhiannon. They all represent a number of issues I want to correct or want to start:

• correct issues with handling model
• develop a race track
• set up waypoints/checkpoints for the race track
• set up a race system
• create racing AI (artificial intelligence)

These are among many goals to accomplish. Actually, I begun working on trying to make some kind of track, but not too much progress has been made on that front. I am still testing out options and trying to find something I can work with. I do think I am getting better here. Just still a long way from something really complete.





I will keep you all posted on any updates. Thank you for reading! Take care and be well.

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Wednesday, July 18, 2018

Project Rhiannon

John B. Marine | 12:39 AM | | | Be the first to comment!
My first #GodotEngine 3D project is what I am calling "Project Rhiannon." Project Rhiannon is a racing game project inspired by the 2011 independent/indie game "3D Pixel Racing." I am inspired to "build a better mouse trap" with Project Rhihannon. There were faults that prevented 3D Pixel Racing from being better than what it could have been. To this point, I managed to try to learn using 3D in Godot Game Engine by coming up with my own racing game project.

I am using a lot of studying of "3D Pixel Racing" as well as the 3D Platformer template to help me conceptualize building a proper prototype from "Project Rhiannon." Important in the creation of Project Rhiannon is that of building a 3D world along with a proper vehicle setup. This project was to be a 2D-style racing game in the mold of several Mode 7 games on the Super Nintendo. I chose this method first because I wasn't comfortable with 3D and using 3D in Godot. Over time, I felt my project would be better served in a proper 3D space. Considering my love affair with voxels, I wanted to make a proper 3D racing game utilizing those voxel models.

While I have not come up with a proper prototype, I did take some of my past assets to build a conceptual idea for a racing game. I may plan to design exclusive vehicles and such just for this game should I develop it. I will keep you posted if I do come up with any interesting material for any racing project using voxels. Here is a picture of what I have conceptualized in the meanwhile:

Project Rhiannon
^ This is a concept of Project Rhiannon using one of my past voxel vehicles made in MagicaVoxel.

So now you know about Project Rhiannon! :) I'll keep you posted if I come up with something cool! To see my other Godot material and projects, visit my link on my Weebly site here: My Game Devlopment Portfolio.





Thank you for reading! Take care and be well.

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Wednesday, July 4, 2018

Project Veritas

John B. Marine | 5:55 PM | | Be the first to comment!
Project Veritas is a prototype for a 2D top-down game in Godot. I have a picture of my work as of the typing of this post, but nothing real interesting to share. It was formerly named "Project Missoni." My biggest problem is in the collision detection. I had to adjust a previous top-down project substantially because of a wonky collision model I had set for it. That is why I suspended trying to come up with a top-down game made in Godot. That is, unless I learn how to better apply collision details for tile maps for top-down games.


Any Top-Down Games in the Works?

There are a number of top-down game concepts I have in mind. These include:

• a Pac-Man style maze game.
• a top-down action game similar to Smash TV.
• (possible) a top-down action RPG similar to The Legend of Zelda.

I have another top-down game in mind, but it is a racing game, and I want that to fall into a completely different project.


Considerations for Beta Projects.

I am considering looking for certain sites to host any kind of games I come up with. I may use the popular itch.io basically for sharing demos. I will use my blog(s) and my Weebly site to promote any real games I come up with. My ultimate goal is to make a game of any kind and be able to release it. I am eyeing Windows, Google Play, and HTML5. With more resources, I may test offering games and apps for Apple and iOS among other platforms in addition to the main sources I am targeting.





Stay tuned to this blog for more updates! The best way to do so is to Subscribe/Follow my blog(s) in some capacity. Thank you for reading! Take care and be well.

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