ag-fmp-2025
ag-fmp-2025
AG-FMP-2025
61 posts
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ag-fmp-2025 · 3 months ago
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Gameplay Video
youtube
I am really happy with how this turned out, I think that with the time I had I did pretty well. The sounds and music made massive difference with how the game felt. Next time I will make sure that I spend a bit more time considering the audio in the next project. I would have liked to done more with change the default assets. namely the car model and map textures as it would have delft more complete with unique visuals such as these and it would not have taken that much time upon reflection.
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ag-fmp-2025 · 3 months ago
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Adding Sounds
Game sounds a bit dead and lifeless so I have looked around for some SFX to make it feel more alive to play.
I want an engine noise for the car as well as two UI sounds for when the player hits a checkpoint and another for completing a lap.
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I found the sounds I want on opengameart for the UI noises.
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Finally Pixabay had the engine sounds I wanted as well. These are all under royalty free and open source licenses.
I made sure the engine sounds was set to loop.
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Next I wanted it to pitch with the vehicles speed as well as adjust its volume. Which I did by using the cars current speed.
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Next I added play sound for the other SFX in the script using play 2D sound.
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Now I just need some music which I will get from opengameart.
I decided wanted a eurobeat song since that is what comes to my mind when thinking about racing music.
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This all sounds pretty good to me at the moment, not too sure about the song would be good if I could do more with it like change its pace depending how fast the player is going or how well they are racing etc.. as it does sound a bit repetitive.
This outcome will be documented further in the gameplay video post.
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ag-fmp-2025 · 3 months ago
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Making a Race HuD
So the player has a way to actually see their times I will make a widget blueprint HuD that will display the variables on screen. These will be the current lap time, best lap time and previous lap time.
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Started by placing the text blocks into the widget that will be the times. I creating a binding for each of these to update them and made a reference to the race manager on begin play to have easy access to its time variables.
Next I needed a way to display the float as a timecode so it is actually readable. I experiment with different ways of doing and found Timespan to be the best for this.
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This timespan node very easily calculates the milliseconds, seconds and minutes for me automatically, I then used a append string node to make sure they were all cleanly split up and easy to read with colons (:).
Because I was going to need this calculation again for the other times I collapsed it to a macro for easy reuse.
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Finally I just used this macro in the text bindings for the other text blocks with the other variables.
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I also wanted something to be displayed if it was the first lap instead of just a blank space. To do this i just used a select node and manually typed in the time code formant but with hyphens (-) instead of numbers.
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This works really well and seems to have no issues. Not sure if I will keep the hours in the timecode as it is unlikely a player will be taking that long.
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ag-fmp-2025 · 3 months ago
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Making a Timer
Now I want a way for the player to track their score. For this I am going to use a timer. This will count up from 0 and will stop when they reach they complete a lap.
I start with this tutorial on how to make a timer:
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I did make this a bit simpler as I didn't need it to be this complicated. All I needed was to be shown to add the world delta time to a variable to count the milliseconds.
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I put this in the race manager and used its tick event to count up the time. This is the variable I will refer to for the rest of this system for the current lap time.
Next I will need variables for the players best time and I decided I want to show the player their previously lap so they can see how close they were if they miss their best lap. Here is the script for how I will handle these variables:
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First I realized I will need a time to beat at the start or they starting will be 0seconds which will not be possible to beat. I then decided that I can just use a Boolean to track if the player has completed a lap yet instead. When the player completes the first lap this will record the first best lap time.
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Next from the second lap onwards it will record the time they got as the previous lap time then it will check to see if it is less than the previous lap time, if it is it will set that as the new best lap time if its not it will leave the best lap as it is.
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Finally it will just reset the time back to 0 so it can count back up again.
No idea how well this works yet, I could use print strings to test but I am just going to get on with creating the widgets for this next. I will just use the widget to test instead.
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ag-fmp-2025 · 3 months ago
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MakingCheckpoint Visuals
So far my checkpoints have no visual parts to them and are just collision boxes. In my final game I want it so the player can see the check points as they race so they have something to aim for.
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Forza Horizons checkpoints are fine but are too realistic for the time I have left on this project. I want something that I can just make in unreal with what I have.
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Need for speed's check points are more like what I am looking for but still are a bit too complicated to make.
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GTA5 is the kind of thing I am looking for, very simple and doesn't get in the way. Should be easy to make quickly as well.
I started by adding a basic cube to the checkpoint actor.
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Next I created a material for the cube to use. I made it translucent to you can see through it like the one in GTA5.
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I also wanted it to have the same gradient GTA5's checkpoint has as I think it looks nice. It makes it look like it isn't just a solid shape. To do this I can use a gradient texture in the opacity.
I quickly made this gradient in photoshop.
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I added it to Unreal and plugged it into the opacity.
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Here is the final result:
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I'm really happy with how this turned out, it does have a slight issue with being visible from the top but the player shouldn't be able to see that so that's fine. It doesn't exactly what I want, giving the player a clear goal they are aiming for while also not obstructing their ability to see the road.
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ag-fmp-2025 · 3 months ago
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Screenshots of my racing tracks
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Here are some of the screenshots of what my racing track is roughly going to look like I changed some width and curves in it.
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ag-fmp-2025 · 3 months ago
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Images/ideas about racing cars racing in Sao Paulo racing track in Brazil
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Here are some images on the racing cars racing on the Sao Paulo track in Brazil which links back to my game by stating that there is a similarity between the cars.
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ag-fmp-2025 · 3 months ago
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Custom - designed racing tracks
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Here are some designed racing tracks which I planned to have in my racing game something similar to this.
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ag-fmp-2025 · 3 months ago
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Initial investigation of Forza Horizon as a theme (mind map to be evidenced)
Initial Investigation of Forza Horizon as a Theme
The Forza Horizon series, developed by Playground Games and published by Microsoft Studios, is widely recognized for its expansive open-world racing experiences. Its core theme revolves around freedom, exploration, diverse environments, and festival-style racing events. Unlike the more simulation-focused Forza Motorsport, Forza Horizon places a greater emphasis on fun, accessibility, and a dynamic, living world.
As a theme, Forza Horizon represents a hybrid between arcade-style racing and open-world exploration. The games typically feature an open-world environment set in a beautiful, expansive location (e.g., the UK, Australia, Colorado), with a variety of races, events, and challenges scattered across the map. Players can explore these environments, engage in races, or simply drive around enjoying the surroundings. The Horizon Festival itself is central to the game's concept, where players participate in a global racing event, often alongside other activities like stunt challenges, speed traps, and exploration missions.
Let's break this concept down with an in-depth investigation of the Forza Horizon theme and a mind map, incorporating examples from the wider world.
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ag-fmp-2025 · 3 months ago
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My mind map for my racing game
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Here you can see my mind map that I have produced to help me create a racing game they are just a few ideas about what they are like, what its about all that kind of stuff.
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ag-fmp-2025 · 3 months ago
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What can influence the racing game concept?
The concept of a racing game can be influenced by various factors, ranging from design choices to the technical constraints of the platform. These factors help shape the core experience, defining the gameplay, visual style, and overall appeal. Below are some of the primary influences on the racing game concept:
Target Audience
Casual vs. Hardcore Players: The complexity and depth of gameplay can be influenced by whether the game is aimed at casual players or more hardcore, simulation-focused enthusiasts.
Casual Audience: You might design the game with simpler controls, arcade-style physics, and fun, accessible mechanics (e.g., power-ups, accessible difficulty levels).
Hardcore Audience: For more dedicated racing fans, the game might feature deeper car customization, realistic physics, and a more detailed simulation of real-world racing events.
Age Group: The target age group can also shape the game's tone and accessibility. For instance, games aimed at younger audiences might include cartoonish graphics, simplified mechanics, or bright, colorful visuals.
Genre and Subgenre Choices
The type of racing game can significantly shape the game’s concept:
Arcade Racing: Fast-paced, over-the-top gameplay where speed and thrills take precedence over realism. Think of games like Mario Kart or Need for Speed.
Emphasis on exaggerated physics, power-ups, and more forgiving controls.
Simulation Racing: Aiming to replicate real-world racing experiences, such as Gran Turismo or Forza Motorsport.
Focus on realistic car handling, driving physics, and precise track design. Often includes career modes, car upgrades, and realistic damage models.
Story and Narrative
Narrative Focus: Some racing games may include a story or campaign that can deeply influence the design and tone of the game.
For example, games like Burnout Paradise or Need for Speed: Most Wanted feature story-driven progression, where races are tied to a larger narrative about rivalries, law enforcement, or personal growth.
Thematic Elements: The story and theme can set the aesthetic style and the type of racing you’re creating. For instance:
Futuristic Racing: Games like Wipeout or F-Zero are set in sci-fi universes, influencing the visual and sound design to focus on high-tech, fast-paced environments.
Historical Racing: Racing games based on real-world historical events (e.g., F1 2021) require realistic representations of cars, tracks, and events.
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ag-fmp-2025 · 3 months ago
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What techniques you have to use in order to create a car/track in Unreal Engine 5?
Creating a car or a racing track in Unreal Engine 5 involves several key steps, including asset creation, blueprint scripting, physics integration, and environmental design. Below are the techniques and processes yo
Creating a Car in Unreal Engine 5
1. 3D Modeling and Texturing
Before importing your car into Unreal Engine, you'll need to create and texture it using 3D modeling software like Blender, Maya, or 3ds Max.
3D Modeling: Model your car with the appropriate detail level for your game. Ensure that the car’s body, wheels, suspension, and other key parts are properly structured.
UV Mapping and Texturing: Once your model is ready, unwrap the UVs and apply textures using software like Substance Painter or Photoshop. Export the textures (diffuse, normal maps, roughness, etc.) in formats Unreal can read (e.g., PNG, TGA, or EXR). There is more to it but I wont go into really detail.
Creating a Track in Unreal Engine 5
1. Track Layout Design
Creating a racing track typically begins with designing the basic layout, including roads, turns, elevation changes, and obstacles.
Landscape Tool: Unreal Engine provides a powerful Landscape Tool for sculpting terrains. You can create terrain that represents the track, adding elevation changes, curves, and bumps.
To create a track, use the Sculpt tool to modify the terrain’s height. You can raise the terrain to create roads or flatten areas for wide straights.
Spline Tool:
You can also use Unreal’s Spline Tool for creating more complex road shapes, such as curves and complex paths. This is especially useful for curved tracks or roads that require custom shapes.
To use the spline tool:
Create a Spline Actor in the Content Browser.
In the viewport, place the spline and start adding spline points where you want the track to curve, twist, or turn.
Adjust the spline’s tangents and curves to match the desired track path.
2. Road and Surface Creation
Once you have the basic layout of the track, you'll need to add the actual road surface and road features.
Road Meshes:
For complex tracks, you might want to use custom meshes for the road surface. You can create road pieces or tiles in 3D software (e.g., Blender) and import them into Unreal Engine.
Alternatively, you can use Unreal’s Road System (via splines) or Blueprints to create modular roads that follow the path of your spline.
Track Materials: Create materials for different types of road surfaces (asphalt, dirt, gravel). In Unreal Engine, use the Material Editor to create these materials, utilizing normal maps, roughness maps, and even dirt or tire skid effects.
Track Details: Add trackside elements such as barriers, fences, road signs, and guardrails to make the track feel complete. You can either model these assets in 3D software or find pre-made assets in Unreal’s Marketplace.
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ag-fmp-2025 · 3 months ago
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Assets and models - what are the processes to use to source these?
Asset Creation
a. 3D Models and Textures
Vehicles: Model the cars in 3D software (e.g., Blender, Maya, 3ds Max) and texture them using tools like Substance Painter or Photoshop.
Tracks: Design tracks by sculpting the terrain and adding obstacles, barriers, and other details in your 3D modeling software.
Props and Environment: Create trees, buildings, road signs, or other environmental assets that help bring the world to life.
Creating a racing game is a multi-faceted process that requires a mix of design, programming, asset creation, and testing. It involves defining the game's vision, building the core mechanics (vehicle physics, AI, controls), designing tracks and environments, and continuously refining and optimizing the game based on feedback. By going through the steps outlined above, you can develop a racing game that provides an engaging and fun experience for players.
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ag-fmp-2025 · 3 months ago
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What are the mechanics in my gameplay
Currently the mechanics in my gameplay that I have is acceleration and braking and perhaps drifting as well.
Creating mechanic gameplay in racing games involves designing the core systems and interactions that govern how the game behaves, from vehicle movement to player controls and progression. These mechanics make the game fun, challenging, and immersive. Below is a breakdown of key gameplay mechanics in racing games and how they are made:
1. Vehicle Physics and Movement Mechanics
Vehicle physics is one of the most fundamental elements of a racing game. It defines how a vehicle accelerates, turns, brakes, and interacts with the environment.
How It’s Made:
Physics Engine: Racing games rely heavily on rigid body physics to simulate real-world vehicle behavior. Game engines like Unreal Engine and Unity use physics engines (like PhysX or Unity’s built-in physics systems) to simulate vehicle movement and interactions.
Acceleration and Braking: Simulating force application to the car's wheels based on user inputs (gas, brake).
Traction: Implementing tire friction with the road, which determines the car's grip, sliding, and cornering ability. This is managed through tire models that define friction, slip, and force distribution.
Handling and Steering: Using steering input (typically mapped to the player's control device) to rotate the vehicle. The handling model often incorporates parameters like understeer and oversteer to simulate different car behaviors.
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ag-fmp-2025 · 3 months ago
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How I made my racing track?
Firstly I was setting my project up so I selected games template and after I chose blank project etc...
After I created a terrain (racing track surface) so I went to place actor dragged and drop
Sculpting the Track:
In the Landscape tab, use the Sculpting Tools (e.g., Sculpt, Smooth, Flatten, Ramp, etc.) to create the shape of the racing track.
Design your track's shape by raising and lowering the landscape to form curves, hills, and flat sections.
Hold Shift to flatten certain areas where you want the racing surface.
Smooth the Terrain:
Use the Smoothing tool to avoid sharp edges or bumps where vehicles might get stuck.
Create a Material:
In the Content Browser, right-click and create a Material.
Name it something like Track Material.
Double-click to open the Material Editor.
Material Setup:
Use a Base Color (such as asphalt or concrete textures) for the surface. You can find free textures online or use Unreal's Quixel Mega scans library.
You can add Normal Maps to simulate bumps in the road.
Add Roughness to give it a realistic shine or lack thereof depending on the material you choose.
Apply the Material:
Go back to your Landscape and apply the newly created track material to the landscape.
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ag-fmp-2025 · 3 months ago
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Research about visual design in racing games
Visual design in racing games plays a pivotal role in shaping player experience, influencing gameplay performance, and enhancing emotional engagement. Here's an overview of key visual design principles and their impa
Visual Design in Notable Racing Games
Wipeout: This game revolutionized the genre with its futuristic design, featuring sleek vehicles and neon-lit tracks, setting a new standard for visual aesthetics in racing games.
Forza Motorsport 6: Enhanced realism through detailed car models and dynamic weather conditions, offering players a visually rich and immersive racing experience.
Out Run: Introduced vibrant graphics and a sense of freedom, influencing the visual direction of future racing games with its open-world design and engaging visual style.
In summary, thoughtful visual design in racing games not only enhances aesthetic appeal but also improves gameplay performance and accessibility. By focusing on lighting, color contrast, background simplicity, and intuitive UI design, developers can create engaging and inclusive racing experiences.
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ag-fmp-2025 · 3 months ago
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Research about real world racing
lobal Motorsport Audience & Demographics
Here are some ideas:
Formula 1: Attracts over 500 million viewers annually, with a global fan base exceeding 500 million.
NASCAR: Holds the title of the second most-watched sport in the U.S., following the NFL.
MotoGP: Reaches a global audience of 403 million and is broadcast in over 200 countries.
World Rally Championship (WRC): Engages over 800 million TV viewers annually.
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