if you can - it would be amazing it you could add a mapmaker for community made maps to upload and play accordingly.
i appreciate it would take a lot of work but it would be awesome!
if you can - it would be amazing it you could add a mapmaker for community made maps to upload and play accordingly.
i appreciate it would take a lot of work but it would be awesome!
It’s a bit weird to read “community made maps” for a game developed entirely by the community =)
Maybe you can apply for a level designer post (granted the team is “recruiting”)?
Another nearly two years gap. How are you guys doing? (Btw, that forum I mentioned? Yeah 6700+ posts now. I even had an average posts per day count of 20!)
I looked up who has posted the most in this thread, I'm 12th and only behind most of the duders I remember being devs or at least big contributors. Who's still about? I probably should have stuck around, I went to college to do a games dev related level 3 extended diploma and then a software dev related one (for the programming focus) immediately afterwards. Now I'm doing a Computer Games Technology foundation degree! I probably could have ended up involved with the development if I had active here for longer.
What I've seen is looking good, like really good. The looks aren't amazing but that should never be the focus for a racing game like this anyway. I don't think very many games that try to be WipEout actually know what WipEout really is because only a couple I've seen so far actually get it right. So I do hope this gets a full release eventually, it would be a real shame if it didn't.
Yeah, unfortunately we've been getting our free time cut off by jobs and university, but even so the game gets worked on once in a while. We haven't released anything recently because of programming issues breaking the game, and the game being re-coded in C# (as opposed to JS) to improve performance, and also a modular approach to the game code, to simplify the whole programming and increase portability. In terms of modelling not much has been done because all the modellers, including me, are working university out, and, while some of us have a degree related to game development, I don't, at least not directly and definitely not related to 3D modelling, so I have other stuff that takes up a lot of time that I have to get experience on, which means making complex and detailed models like tracks is nearly impossible in my free time, which in itself explains why the looks aren't amazing in SSGX, it's a hobby with time restrictions, to get stuff done you have to cut other stuff out...
Did you guys ever consider the crowd funding approach? I know some devs make their game full-time by taking donations via Patreon that make up their losses for not being in a job. Could work for one or two people, but then it might be awkward to organise etc.
I'd offer some help but I don't know any C# (Because my college is dumb and chose to do more web dev in its place) and I haven't played WipEout in years, so I'm not really suited for anything. As well as of course the fact that I should be spending all my time on degree work...
Yeah, we couldn't do it at the time because none of us were in the US/UK. We do have donation money that we use to buy tools to develop the game, mainly related to programming.
In any case none of us want SSGX to become a full time job, it's been too long and we've found other things to do, we're just going to wrap it up and be done with it. For SSGX to become fully on par with other good indie games it would need to be remade almost from scratch, especially in the visual department since many of the models were made with little experience in 3D modelling and texture, plus the tracks were made with early physics in mind and as the years gone by the physics engine changed a lot, then unity threw the Unity5 bomb on us and "broke" the lightmapping system, now we have to divide tracks into segments so they can be lightmapped, a whole lot of unused files in the project, etc. There's a whole slew of problems that would only be easily fixed by a fresh start.
That really sucks, I hope that development can be rebooted soon.
...maybe Slipstream GX and AGR2280 could be remade as BallisticNG expansions?
I mean, the development hasn't completely stopped, it's just slow. When I said "wrap it up" I meant finish the game (the best possible) and move on, not leave it.
Still rooting for you guys. :)
im suporting your project guys.
keep up the good work
Hello SSGX Team! I am a long standing fan of the WipEout games, with 3SE and Pure being my faves in the series (I never played 2048 :( ). I literally stumbled on this game about an hour ago, tried the latest demo and fell in love. IT IS AWESOME. Essentially setting the game during the "Revivial" period between Fusion and Pure is a masterstroke, and for years I've always thought that that era would be great if there were ever a sequel.
Recently I have found Red:Out (which looks promising) and picked up Formula Fusion on Steam, which is fun, nice and modern, but this just blew me away. The Pure/Pulse presentation and gameplay of this title hits what I consider to be WipEout perfection. This deserves a fully registered release once it is completed, I'd happy pay £20~£30 for the final product. Have you considered something like Steam Greenlight? Or is that kind of thinking still too far off?
I realise this game has been in production for some time, and I have no idea how I missed it, considering I've apparently had a WipEout Zone Forum account since 2006! For whatever reason recently my interest in a WipEout-esque title has rekindled rather strongly, and SSGX is THE top contender in my book. Please make it happen! =D
PS: I've skimmed some of the forum and I notice one of your worries is the graphics fidelity. To be honest, I think it is fine as it is. It gives a very nostalgic 2097/3SE feel, and could easily be mistaken for either Pure or Pulse. I understand where you're coming from, but I feel a true AG racing fan just wouldn't care when the rest of the game is fantastic. If you match 3SE then I'd say you have very little to worry about :)
EDIT: I wold just like to add that I've played this practically non-stop since this above post, I've played more SSGX in a day that I've done in Formula Fusion in a week! Totally addicted!
Sorry for the delay, I didn't really notice a new post in this forum :/
Thanks a lot for the kind words! There's still stuff going on, but it's just more code being created and code being rewritten (which is very important). We're still far from releasing another build unfortunately. But thanks for your kind words, they help a lot in getting motivated to do something about this game.
I had absolutely no idea this was a thing.
I'm supposed to go suit shopping for my sisters wedding tomorrow....
... the key word in that sentence is 'was' :)
Would you consider porting to Android?
hey guys always wanted to be envlolved in making a wipeout styled game like this, I am a digital artist and wouldn't mind helping out with the textures if that's okay,
im kinda new on this website due to being busy, but if you think you need another artist to help out im always open (y) if you consider it and want to see examples then email me at ryanvaldes8@gmail.com or reply to this post
Sorry for the late replay. We don't consider any mobile platforms.
- - - Updated - - -
Hi, we're always interested in getting help from contributors, SlipStream GX is a community based project. Could you post some examples of your work here?
here is a 256x256 res original texture http://klikr.org/c4c8870e8dda851a5fc2172b9920.png
here is my version resized to 1024x1024 http://klikr.org/4a9768e01abcbf5c005fe3af9238.png mainly drew over the eyes and body, didn't care about fur
some of my other artworks: http://klikr.org/93b6326a44fc3879dfe5f4b99fcb.png
and http://klikr.org/305fb0ea7ecf6be9790bd4b072d9.png
(yes im a furry artist, doesn't mean I cant do other things) thanks for the opportunity
These looks good! Do you maybe have experience in making stuff like normal maps, height maps, specular maps, etc. for games? If not, that's fine, you can also make concept arts.
They would be helpful since it is a lot easier to work on a 3D model if you have a vision presented right before your eyes rather than just blurry imagination stuff :D For concept arts I mostly think about tracks since we only have 4 somewhat finished (textures need to be improved) plus one as a nice concept art made by the other artist plus one made with well... cryons and skills of a non-artist (:P).
That makes it 6, would be good to add 2 more tracks (I have an idea for one so last one could be made by you, we can talk over the details if you want). I plan to add a track editor into the game so it will be easier to prototype the track layout.
There is also the thing with textures that need to be improved, but I figure you're not interested in that? :) (I'm thinking stuff like Substance Painter here, but it is a commercial software for which I have a student license, and idk about you)
ohhh concept art?! never thought of that, if you lead me in a direction I could try to help with that as much as I can!
the thing I could probably definitely do is improve textures I have my own programs to do so.
now I do understand a little about normal mapping but need you to tell me what to do so I can see if I am able to do so, helping to be making a track would be great also :o ill see if I can sketch a few things today or when I am free
When it comes to Concept Art I was thinking that maybe something in a snowy environment like Sebenco Climb in WOHD or something in a darker environment with maybe some rain involved or simply a dark high tech city like "The Amphiseum". The snowy environment is preferred tho since it is easier to model :P Could be also something like Sol 2 maybe? I loved variety in environments in WipEout games so would be cool to have it too here so if you have any other cool idea let me know :)
As for normal maps and specular maps (these are maps that tell the renderer where and how much should light reflect on the model's surface) this is a rather wide subject, more than a half a year of work for a single person :P So maybe we'll focus on the concept for now.
What about a giant city landscape like it were on WipEout 3? (I mean, that Mega City Complex?) but something more Cyberpunk-ish, like giant skyscrapers and lots of neon around a night track.
It's an idea, what do you think? :)
Well, if you'll model it then I like the idea Brun xd We need something that we can handle, since well, I see other team members are busy doing stuff for Ballistics NG so idk who's is going to create a Cyberpunk style city for us :P
A high tech city as I mentioned above is a little too ambitious for us too imo but if there will be no other ideas then we'd need to think of someone to do the modelling :/
Hey guys, Bruno here! Long time that we don't have any news, eh?
So, essentially, SSGX is still alive! We had a hiatus for some years, but recently we returned to develop the game and we're actually making a major redesign of the game as a whole, including new sound effects, new revamped tracks and visual effects for the whole game to attend for the best quality standards.
We would really like you guys to help us on this. Right now, we need people who can contribute with our project not only with audio effects, but with designs and testing support as well. If you guys want to contribute with us somehow, please let us know through this post. We want SSGX to launch as soon as possible and with the best quality standards as possible too.
If you want to know more, we are at discord! feel free to contact us! here's the link to our discord channel: https://discord.gg/RtrXBty
Thanks in advance!
Hello everyone!
Currently we're trying to discover what the ship top speed in ssgx should be. We made a simple test build where it's possible to adjust the top speed setting via a config file.
ssgx-test-top_speed-27062018
The top speed is set to 1000 kmh (which results in ~960 kmh in game due to other forces). When looking at the buildings around the track we feel that this speed gives the best feeling.
Buildings are modelled in real-world scale with the biggest ones being the size of WTC and Empire State Building. The ship is about 4 m wide and 10 m long. The track is 48 m wide and 3774 m long.
You can open in-game console with the backquote key (it's the same key as tilde in keyboards with US layout) to execute debug commands and setup gamepad.
Console commands:
- ToggleCGUI
Opens input GUI where you can setup your gamepad. Tested with DS4 on Windows 10 and DS4 with DS4Windows app
- LoadShipConfig
Load custom ship config from the ShipPhysicsConfig.txt file
- ResetInput
Resets all custom input
- ToggleGPGraphs
Hides all the debug graphs from the screen
- List
Lists all available commands
Config file path: ssgx-test-top_speed-27062018\SlipStreamGX_Data\StreamingAssets\ShipPhy sicsConfig.txt
You can reset ship settings by removing the file and restarting the game.
See this short tutorial video for example usage.
https://www.youtube.com/watch?v=tl3A...ature=youtu.be
We're hoping for your feedback about the ship settings you think work best.
Pretty sweet, glad to see this. I still need a good PC to play this, Bng and other startups
Hello Guys!
Recently we've been working on implementing airbrakes. You can try them in our recent test build: ssgx-test_07112018154041-airbrakes
Also now you can control all of the ship physics, handling, camera and VFX settings from config files which are located in. There're three files:Code:ssgx-test_07112018154041-airbrakes\SlipStreamGX_Data\StreamingAssets\
- ShipConfig - for everything related to the ship
- PlayerControllerConfig - for input
- ShipVCamConfig - controls the camera
To make testing easier, we included two more test scenes which you can load using console command (opened with backquote/tilde key)e.g.Code:LoadScene <scane_name>
There're three scenes available:Code:LoadScene t_plane
- t_ds3 - the default scene
- t_plane - just an infinite plane
- t_planeblocks - infinite plane with some block to fly around it
Here's how the gameplay looks right now:
https://www.youtube.com/watch?v=7sphjSCXQZ0&feature=youtu.be
Track evnironment was made by SSGX contributor Kabelsalat.
We would love to hear your feedback about the current physics, handling, ship animations and camera. If you have any questions, suggestions, ideas or have tested the game with new config, post it here or on Discord. If you're interested in working directly on the game, let us know!
SSGX DevTeam
EDIT:
Changelog:
- Added airbrakes (handling, physics, animations)
- Improved camera
- New test track with turns (track name: DS3)
- New test track environment (by Kabelsalat)
- Improvements in ship physics and handling
- Improved (more smooth) collisions
- Default Xbox360 gamepad bindings
Hi everyone!
We are happy to share with you a new ssgx test build. This time it's a bunch of features responsible for the feel of piloting AG craft. It includes airbrakes, sideshifts, barrel rolls and speed pads. Ship physics and camera got improved and there's a 3d track for testing. Steering using gamepad is similar to Wipeout HD. It's recommended to use Xbox 360 controller or compatibile. You can use DualShock 4 with app DS4Windows.
SlipStream GX Test 30102018-092542
https://www.youtube.com/watch?v=4iPceznZWzs&feature=youtu.be
In this build there's only one scene available. You can see how the ship behaves with multiple debug options and shortcuts.
Debug commands (console openes with tilde/backquote shortcut):
EnableShipAI true/false
Gives control over the ship to the AI.
EnableDebugData true/false
Hides all debug info from the screen. You can hide debug data by default by setting EnableDebugData to false inToggleCGUICode:slipstreamgx-test-30102018_092542\SlipStreamGX_Data\StreamingAssets\DebugConfig.txt
Displays input config window. Use it to configure your gamepad.
ResetInput
Resets all custom input bindings.
Shortcuts:
Different cameras: numeric keys from 1 to 5
Time manipulation: numpad keys from 0 to 9, space key, esc key
Moving the ship along the spline: `Z` and `X`. Use with shift key to set a point along the track to which you can than reset using key `R`.
Execute barrel roll: `B`
Execute barrel roll boost: `N`
To quite the game press ctrl + F4.
Changelog:
- reworked ship physics and handling
- reworked ship camera
- added sideshifts, barrel rolls and speed pads
- track layout changed from 2d to 3d
Cool! The barrel roll speed seems a bit slow, is that wanted?
Hi AdHoc, thanks for the feedback! I prepared a short comparison video of 3 barrel roll durations; 0.8 sec (current), 0.7s and 0.6s. Which one do you like the most?
https://www.youtube.com/watch?v=jy_4drhslzo&feature=youtu.be
Definitely number 3. But I’m swayed by WipEout, you don’t have to copy everything verbatim :)
Now that I watched the video I like to middle speed best (0.7s).
You’d have to do more checking again in context (high-speed races against competitors and weapons, visual effects, fast-paced music and more detailed tracks), because a slow roll might bring down the intensity.
You are right, as we add more features to the game, the balancing will probably change, it may be the case for BRs.
And what do you think about the ship physics and camera? It's quite different than ssgx from 2015. Did you have the opportunity to play the build?
Unfortunately I didn’t so I’m probably not the best one to ask. But from what I can see it looks like a very solid behaviour :)
When are you planning for a public first release?
We would like to release the first public build in December this year on Steam Early Access. It would contain SL, TT, online leaderboards, a couple of ships and tracks but all in very rough shape. The reason for early release would be to get some feedback and make the game more visible to the public. It's not a hard deadline though.
Hi everyone!
After a long time we have a new development build for you. The game is still in a pre-alpha stage meaning that some features are missing and those implemented may be incomplete. This build (as opposed to the previous ones) contains all implemented game features, including menus and game modes.
We're hoping for your feedback, it really helps us improve the game.
Also, we're looking for people to join the project as active contributors. If you feel that you could contribute anything to the game (even with something like playtesting), let us know!
SlipStream GX v1.11.0 Download
I don't know your timetable, but I do have some spare time to design some decent looking team and track logos for you, even some ship designs if you would like that...
Nice to see progress is still ongoing :)
I will try to play it ASAP.
@PMeLhabib: We have team logos but some of them could be updated/redesigned imo to match the game visual style (although this is yet to be defined), especially the colors. Here're the current designs.
Track logos.. we never had them so I guess this might be a good idea to add it to the game.
For the ships, we already have all of them (8 ships) and we're really happy with existing designs. You can see them here. However we do need help with updating and creating new ship skins.