So… only just now got Hackatime connected to Flavortown, so this devlog is mostly just iterating and obsessing over ship movement and track design. I’m still not happy with it yet, but if I don’t stop now, I’ll never get around to the rest of the game. A major inspiration for this game is the original F-Zero on the Super NES. Since F-Zero 99 was released, I’ve played it casually for far more hours than any other free game, simply because it’s screaming fast and strikes the right balance between challenging and rewarding. In Galactic Grand Prix, I’m hoping to capture some of the brutal and chaotic aspects of it, for a real challenge. An aspiration for this project is to transform it into an annual online event that draws in a sizeable crowd. The game is meant to be played competitively, and what I’m working on now is essentially an always-available “qualifying” mode where you can go for the fastest time on tracks, practice, and rank on a leaderboard (that will possibly rotate every week to keep it fresh). As I’m not familiar with Godot networking, I’m essentially avoiding adding anything that requires it.
There’s so much I covered in 8 hours of work, but I can at least describe my workflow for creating the tracks: I’ve created the track graphics in Figma as well as an inverted collision map, import those into Blender, the graphics as PNG textures and the collision map as an SVG, make the graphics look nice, turn the SVG into a mesh, clean it up, extrude it, then export the visual track as a GLB and the collision mesh as an OBJ into Godot, do any necessary tweaks to make it look nice, then I use the collision polygon generator tool to create a “trimesh” CollisionShape3D.