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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #661
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    LEt's see...
    There is the stability systems,the anti-gravity generator,the thrusters,airbrakes,weapon bays,artificial intelligience,and maybe even the ship-pilot integration interface.
    For the stability systems,maybe an off-centre mass due to a projectile hit would make things slightly difficult.
    For the anti-gravity generator,rubbing against the floor because of a generator shutdown is very annoying,yet interesting.
    Anyone see the intro for WipEout where a ship blows the exhaust? Maybe a weapon could cause a clog up,which would require the accel to be held down for it to be blown off(potential shrapnel effect?)
    Having airbrakes jammed(unusable or always on) would be VERY annoying...
    A ship with a disabled weapon bay in a weapons on race=sitting duck
    Artificial intelligience could be made stupid like the Pilot Assist in HD because of a scramble in programming.
    A totally black screen(ie pilot knockout) may cause rage quits...

  2. #662

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    For weapon design, I wanted to build in balance, but not make it like Mario Kart with weapons that disable controls which I think is annoying (like the squid ink).

    So this means each weapon has a weakness or a counter weapon- for example the autocannon / vulcan would be weak in attack, but good in defence against missiles, the plasma lance is the ultimate in attack, but it is a very close range weapon that has fuel cells that explode if shot. The laser is like a sniper rifle (long range and powerful) but is heavy (due to batteries).

    Each weapon would have a destructive power rating, a mass (weight) rating, and would have a safety rating- as with the plasma lance example, when shot it will explode unless jettisoned.

    Also, certain ships would be able to carry certain weapons: smaller, more agile ships would be too small too carry big weapons and so on.

  3. #663
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    The laser should have a 5 sec charge time. Have the laser's ammo be shield energy ( (n% +5) x 1 = damage (50% shields do 55%damage) Depends on how long you hold the fire button. Make a weapon that does splash damage (name; volly missile) does 30% damage divided by how many ships are in the area ( 30 ÷ n = damage. 30 ÷ 3 = 10 damage to each ship) Just thinking?

    P.S. Are there pits?

  4. #664
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    Quote Originally Posted by Rotational_aspect View Post
    How do you mean EMP? Do you mean have a weapon that knocks out weapons on the other ship / scrambles the targeting?
    Yes it messes with targeting and dampens damage from energy weapons ( plasma, laser ,etc. - 20 damage), deployment failure, × 1.5 damage, inverted steering, thruster overload ((Instant super sonic speed (4 sec). After, lose thrust power (3 sec).) or shield error (shield takes random damage). 7 sec for EMP effects... just thinking about it.

  5. #665

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    There can be pits, the code does exist. I did plan that some ships would be fast, but would be unable to recharge, or that the energy starts to drain down as they start to race.

    In my design document I did also think about having a variable power shot (sort of like R-Type) that uses varying amounts of power the longer you hold the fire button.

    Instead of an EMP, how about a jamming radar? It would act like the vulcan autocannon in that the beam of energy would lock onto an enemy ship and jam its weapons- it could be possible to copy the leech cannon too this way. This would also be good as a balance to stop fast ships from having too much of an advantage (since they would need to stay out of the way of larger ships).

  6. #666
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    Ok, my ideas now
    EMP - distrupts other players views, making it harder for them to see anything (without exaggeration of course )
    Pits and Ships - yeah, about that my thinking is > all ships will be the same as in WOHD... what i mean is parameters, slight difference in speed,thrust,shield & handling, those are enough. NO such big differences like "unable to recharge ship in exchange for speed" as it is BIG disadvantage for a player that is using it

    Game allows player to win.

  7. #667

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    You misunderstand me, ships that cannot recharge are for:

    1: experts who want a challenge- it would be like running a TT within a combat race.

    2: have the advantage of speed and agility, so the opponent would have to work hard to keep up (by using weapons etc).

    And remember my game that I am making is NOT WipeOut. I want to change things so that ships have more variety- think about MotorStorm, you can be a bike, or you can be a truck: bikes are nimble but weak, trucks are slower but powerful.

    And anyway, I will be releasing all the Blend. files that contain the bits for the game eventually so you could then make your perfect WipeOut.

  8. #668
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    I know that well, and you know that it's just my thought and proposition, as i think that this set is better
    btw. I think that i think to far, i mean... i took online game in consideration

  9. #669
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    Smile

    Bikes... BIKES!? AG bikes!?

    This?:
    Attachment 2527
    Attachment 2528

    (I drew these almost a year ago! )

  10. #670

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    Those sketches are awesome! One problem though, are we to assume they're going at venom speeds or less? The wind resistance would be insane!

  11. #671

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    I'd love to help out on this project. I've included some fictional sponsor logos I've created. I also have the high quality vectors whenever they're needed.

    Sponsors so far:

    Motion Forward®:
    State-of-the-art aerodynamic test facilities available to all teams at an affordable price.

    Core+™:
    On-board computer system.

    Hazard®:
    Weapon Lock-On systems.

    Multicom®:
    Fuel provider for engines.


    I plan to make more sponsors whenever I've got a little free time! Let me know what you all think.
    Attached Images Attached Images
    Last edited by (•.•)™; 16th July 2011 at 02:11 PM.

  12. #672

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    Nice logos (•.•)™!

    AG bikes would be fun, but I was thinking along the lines of smaller ships v larger ones- think an hatchback car v an articulated lorry in size terms. An original design goal for me was to break with the cliche of futuristic ships and go for a more industrial look (thus my mission statement 'WipeOut v Motorstorm v British Rail'), with ships getting influences from trains, aircraft, and cool looking machinery.

    When I have more time I will scan a few concept drawings.

    I am also considering real time damage (like Colin McCrae Rally games), with each ship having destructible parts- now that I can find out the velocity of an object I can assign damage when a ship is going too fast.

  13. #673

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    Another two sponsors added:

    ZR™:
    Entertainment broadcasting.


    Antishock™:
    Shielding Technologies.
    Last edited by (•.•)™; 16th July 2011 at 04:40 PM.

  14. #674
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    Some of your logos are amazing!!, thank you for showing to us.

    stevie
    Last edited by stin; 16th July 2011 at 06:31 PM. Reason: I just missed a "you" :/

  15. #675
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    Pretty nice! I like the styling on the AntiShock one!

  16. #676

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    Thanks, Stin, Xpand. Appreciate it. I'm thinking of posting all of my ideas and we'll see which ones most of you like the most for use!

    Human®:
    Safety add-ons and checks.


  17. #677
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    Wow O_O Finally something is moving on this thread more than usually
    Great logos, mr... erm.. i don''t know how to write that but nice

  18. #678

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    thanks! Call me solaristics as that's my PSN name haha.

    I've decided to make a collage of the sponsors, just so it's easier to get an idea of what I have so far. I'll be updating it as I add more.

    Last edited by (•.•)™; 16th July 2011 at 07:51 PM.

  19. #679

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    Worm®:
    Manufacturer of a quake/disruptor style weapon.


  20. #680
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    It's smileling! Quake raises hell in W'O. I guess people at Worm take weapons too softly.

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