What the hell with this "up to 5 smileys in post" restriction?!
Why I don't recieve any mails about new replies in this thread? :|
Anyway, long time no updates about SlipStream GX, so:
From editor's view:
- totally simplified configuration of ships/tracks
From player's view:
- ship can't fly like earlier thanks to smoothly increasing gravity like in WOHD (pitch up and I can fly xd)
- totally different ship controlls (now it feels smoother and more natural)
- A.I is now slowing down before hard corners so it can beat it without falling off the track
- Track (includes number of nodes variable)/Ship/Speed (from which ship's handling depends and number of laps) selection information sent from main menu to actual gameplay scene
- new animated ship engine fire (made of 2 textures, light and cut cone object :g)
- results screen (nothing special right now so I have to work a little on it but I have a great idea already ;))
To do:
- nice transition from main menu to race gameplay
- before player is ready before race, camera will show track as it does in WOHD... or something simillar
- awesome ship explosion (when player's ship reach En=0 it will begin to burn for 1-2sec and booom... but it will not disappear, but continue to burn with black texture and here comes question for Xpand... can you combine your ships meshes so one ship is one mesh? I'm sure 3DS can do that like Maya can, so nothing will happen to textures mapping ^^d It will help me a lot :D... or should I do it myself?)
Oki, sooo, I think that's all... maybe not as very much changed xd
btw. I'll postpone demo's release until I'll get my new PC next week \'.'/ (Intel i7 3.2Ghz x 4 (overclock enabled), 2GB Geforce GPU, 8GB RAM and 22" LED Monitor finally :g)