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#rivalracer
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Thank you!

If you check out the #rivalracer hashtag, you should see some of my tests and research.

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For those of you that were wondering how #RivalRacer is going, it is being nibbled at.

I've been streamlining my blender to Unity track pipeline.

I'm playing with a keyboard below but it is already fun

#gamedev #indiedev

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Best dialogue since Sonic Adventure 2 Battle
#nintendoswitch #sonicracingcrossworld #rivalracer #sonicadventure2battle #eklipse

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My reference board for #RivalRacer is full of goodness

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This is something I'm thinking a lot with #Rivalracer

I keep thinking of how much I'd up the scope if I had the funds but actually the idea of making a shorter game is compelling

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I started off my day with ideas I had about generating character portraits quickly for #RivalRacer

I think this a little TOO derivative of R4 but the process might be great for making face textures for 3D models & going for something more akin to MGS or Resident evil 2

#GameArt
#indiedev

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This week is finishing up some Vaporwave pinball stuff for Steam deck, learning unreal and at least a day on #RivalRacer!

I'm really looking forward to it

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Thinking of revamping my KOFI and shouting about it more as this could greatly speed up the development of my arcade racer #RivalRacer.

BUT would anyone give or subscribe?! I really don't know

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Here is a super quick night time lighting test to see how the vertex color projections do with it.

I'm into it and I'm looking forward to doing some proper final quality art for #RivalRacer

#Arcaderacing

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One very cool thing is that you can use a data transfer modifier to project vertex color from one mesh to another.

Here I am using an array to push some VC projectors along the same curve as the track. Just test colors right now but its very useful and non-destructive

#RivalRacer
#gamedev

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I redid the steering for #RivalRacer & it works great!๐ŸŽฎ

I'll be playing a lots of Ridge racer this weekend for "research"

I've a mailing list โœ‰๏ธ for when the demo goes live, so sign up now!

๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ๐Ÿ”ฝ

(sites.google.com/mixtapegames...)

#Gamedev
#Indiedev
#ScreenshotSaturday

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An early look at the arcade driving in #RivalRacer
Only steering in at the moment but it is already fun

I'm trying to think about how Namco might have coded Ridge Racer.

I have a mailing list if you want to know when there will be a demo โฌ‡๏ธ

sites.google.com/mixtapegames...

#Gamedev
#indiedev

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Threw the latest #RivalRacer art test into my project to see how it looks (and to see if bluesky will murder it)

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Spent a quick hour working out a texturing pipeline stuff for #RivalRacer.

I was anticipating using substance painter but I thought to see if I could stay in blender and use vertex color to bake out maps to use in a texture in Photopea.

I may spit out RGBA maps for car customization too.
#Gamedev

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Thrown this into Unity along with ToxiRetro PS1 shades (which are going to save me a lot of time AND I can still edit) and I think it's starting to look good

#RivalRacer

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I was just looking at magic VFX from VFX as an inspiration and BOY check out this effect. Looks like a still image being manipulated rather than moving but still pretty cool!

Great research for #RivalRacer

#VFX

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I started a key asset for #RivalRacer tonight.
I'm using this to work out the style I want and then after, how to get quicker at the pipeline.

I'm currently using floating offset planes with more UV density on lights, car handles etc & then baking high poly geometry down to it. Works quite well!

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Worked out a simple set up for making tracks using curves and various modifiers.
I expect I could make a more elegant version of this using Geometry nodes but this will do for now.

#Techart
#RivalRacer
#Blender

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What does this mean for #RivalRacer ?

Well, I want to make it look very much like a PS1 game so environment maps are likely to be the main thing I use but the render to texture thing might get used on glass.

Doing a PS1.5 is def the right way to go for making it look like how you remember it

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Nothing to show but had a great day of research for #RivalRacer, from PS1 graphics abilities to geometry nodes for curves.

I'm looking to work smart and not hard on this one

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Procrastinating on work I NEED to do by playing around with Cubemaps in Unity for #RivalRacer.

Already makes it look so much better, despite some errors and rough textures!

#Gamedev

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About 20 mins on from this I ended up with this very Rage Racer looking car.

Image 1 & 2 is the car with the modifiers .

Images 3 & 4 are the cars with the modifies applied and changes made along with optimization.

#Gamdev
#RivalRacer

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Preview
a red and yellow car with the letters rc on the front is driving through a dark tunnel ALT: a red and yellow car with the letters rc on the front is driving through a dark tunnel

What PS1 era games should I look at for reference when making my spiritual successor to ridge racer?
Already have the ridge series & gram turismo but looking more for uncommon games

#RivalRacer

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All four cars that I have done so far for #RivalRacer

I'm still playing around with how I build cars for the game so this is more like a pre-production test.

#Gamedev
#Indiedev

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Lunch time jam. I wanted to try doing something a little more whacky that you might find in Rage/Ridge Racer type 4

#RivalRacer
#GameDev

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๐Ÿ“ฃ Did you know that I have a newsletter for #RivalRacer , my indie spiritual successor to the Ridge Racer seriesโ“

Sign up to it to find out news about development and when a demo is coming.

The project is early but it's on its wayโ€ผ๏ธ

๐Ÿ๐Ÿ๐Ÿ

sites.google.com/mixtapegames...

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What is great about these low poly cars, is that I can quickly try out new shapes and get a variant or different car entirely

#RivalRacer

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Doing some late night modelling on this new test vehicle for #RivalRacer

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A 30 min PhotoPea jam, using shape effects and some quick photos taken from Pexels.

I think that I would rather model higher poly geometry to project down on to lowpoly models and use lighting information baked from that to give form but as a quick, lazy test, this is ok.

#RivalRacer
#gamedev

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Lunch time Jam - I want to use vertex color in my car models ( as this is ok within my self imposed PS1 + technical constraints) so used using data transfer modifiers to have a cage to get good linear gradients on non-grid geometry.

Some minor flaws but gets me most of the way there.

#RivalRacer

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