Hello everyone , I’ve been playing a lot of motorcycle games on Roblox lately and I’ve seen a sort of trend with them. Correct me if I’m wrong but, a majority of these games use a free model chassis that is some sort of A-Chassis converted into motorcycle form. I think it is the NVNA chassis or something like that.
Now I’ve got a working prototype of my own chassis, and you can see it here:
Now I thought, hmm, maybe I could design my own motorcycle chassis, so here it is. Any feedback is much appreciated, and I think I got most of the main details down. The sounds and everything is still a work in progress but I have pretty good prototype here.
It uses Roblox’s constraints for springs for the swingarm and front suspension, but other than that the actual steering and everything else comes from other external forces built into the code.
Also the actual motorcycle “model” the visual mesh for it, is just a random model for now. It’s “hotswappable”.
Current Features
Wheelies and stoppies
Dynamic traction
Handbrake and clutch
Manual and “automatic” even though it’s a motorcycle.
First person
IK Rig
I’d be glad to take feedback on all of it! I really want this to be a great motorcycle chassis for a sandbox motorcycle game in the future. If I got ANYTHING wrong then please correct me, I’m trying to go for a somewhat realistic chassis.
Yeah… I did set it pretty high but it requires changing 1 number in the config to change lean angle, I will definitely lower it for cruisers and other bikes. The higher lean angle you have the more sharp turns you can go, so that’s why it was set really high for now.
@MustyBreadOfficial
Yeah, I mean I don’t know if it’s good enough to release as a paid asset but if more people like it or the game that I make with it runs well, then I might be able to sell it?
Well in the current state I can’t justify selling it as it still needs more features. Also, for my UI for example, while it is a separate script and easily adjustable, there is no where that just tells people how to do that.
Also, I worked long hours on figuring it out, so for now I’m not going to sell it
Documentation is usually the biggest hurdle for paid assets anyway. If you can’t even provide a basic README or setup guide, people will just complain about it being broken the second they buy it.
That is just more math to manage in the chassis script. You can lerp the angle based on velocity, but it is going to be a pain to tune so it does not look jittery when the speed fluctuates.
I’m planning to turn it into like a Sandbox motorcycle game, so I feel like fuel wouldn’t allow you to have long fun rides, maybe I could add a setting tho.
Anyway, time trials have mostly been implemented. I’ve added some quick sounds and touchups, you can now see your best time, and completions on each time trial in the map. I don’t know if the checkpoint models are that good, but it works for now.
Time trials are handled client sided since you don’t get any rewards from them, and they aren’t a race. Checks are still done on the server such as data saving, completions etc… but not much.
Looks really good. Tho I’m not a huge fan of the sounds. The backfire pops are good but revs sound way lover than they are and popping off the limiter isn’t the best. If you somehow made it sound sharper and more aggressive it would be really good.