Quote:
Maybe if the developers get enough money (through any combination of Kickstarter, Patreon and/or outside contributions), they could eventually rent a license for WipE'out" from Sony; while that would put the game on Sony's radar, it would also probably guarantee legal protection for it and enable official bundling of WipE'out" content.
Sony would probably be okay with BallisticNG as it is right now, since they said the same stuff about Rollcage and GRIP;
Rollcage Redux/Rollcage Extreme = "Yeah, you can do it. Just don't sell it."
GRIP = "Yeah, you can do it, just don't call it Rollcage."
As for a less crappy idea, I think the 2280 Mode should be split into a Mutators menu, in case players want to mix-and-match different [global] race settings.
Quote:
Track Concept: Clearwater Canyon
- At sunrise, the lighting is not very bright, so you could reduce unnecessary texture detail to save resources due to their reduced visibility. However, because what little lighting is present has a golden-red color, it would still have a very warm atmosphere.
- Because it's a canyon, you could have A LOT of verticality.
- The fog everywhere would mask render distance issues (even when you increase the render distance, it would just make the fog a little further away), and enable you to have wide, open roads that slowly broke off into multiple splits (hills and banked corners would make it a less jarring transition).
- There could be long, shallow turns all over the track, and tunnels that would use fog effects to fake an HDR-style lighting system; a dark fog inside the tunnel (and when you're entering it) to make it seem a lot darker than it actually is, with the illusion that your ship is producing soft light. As you exit the tunnel (masked by shallow corners and/or soft undulations), the black fog would be replaced with an orange-or-white fog to give the illusion of suddenly going out into bright sunlight, and your eyes needing to adjust. Bonus points if you can add ambient engine-reverberation effects to the tunnel sequence.