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Galactic Grand Prix

4 devlogs
13h 12m 18s

A chaotically fast, futuristic, and beautiful racing game. Find yourself speeding down straights at 400+ km/h and hurtling through hairpin corners on tracks in exotic locations throughout the galaxy.
The goal for the first ship is to make a compl…

A chaotically fast, futuristic, and beautiful racing game. Find yourself speeding down straights at 400+ km/h and hurtling through hairpin corners on tracks in exotic locations throughout the galaxy.
The goal for the first ship is to make a complete “league” of five tracks, a time trial mode, and a challenge mode for each track.
No AI was used at any point of this project!

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Jack

New track! Fire Storm I is on a volcanic planet, close to its red giant sun. This one’s now tied for longest track with Darkness. Fastest time I could get was 24.945 seconds.
I’ve also fine-tuned the movement a bit, and added rough patches and speed panels to the courses. The game really feels like its coming together, but I need more hours lol.
Intentional scope creep for the win!

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Jack

Improved the movement. Now the machine grips better at low speeds and punishes you for trying to take a corner too fast blobhaj_sneaky_devil
Also made the sky a little nicer in Darkness.

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Comments

Steve
Steve 1 day ago

“nicer”

Steve
Steve 1 day ago

what is that sky

Jack

I’ve added the third track in the Bronze League, Darkness. As the first two tracks are relatively easy, to ease the player into the game, Darkness is the first real challenge. In actual limited light conditions, you must navigate a track with hairpin after hairpin corner. This track is located on the very edge of the universe. It’s also now the longest track.

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Jack

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.

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