View Poll Results: Does WipEout Fusion deserve a remake?

Voters
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  • No; it is fine the way it is

    1 9.09%
  • Yes; it deserves a Remaster (graphics and sound only)

    1 9.09%
  • Yes; it deserves a Remake (gameplay changes and new content)

    8 72.73%
  • Yes; it needs a complete reboot (continuity doesn't matter)

    1 9.09%
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Thread: Does Fusion deserve a remake?

  1. #11
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    I like your line of thinking, though I will admit... An increased focus on logistics does seem a tad ambitious. However, anything that can significantly increase the player's sense of immersion without disturbing the flow of actual gameplay earns a Germanium Medal in my book. (I really do hope we can pull all this off...)

    I have been thinking a fair bit about music. There are three particularly amazing musicians who, if we could get them to agree to the contributing to the project (or at the very minimum, get permission from them to adapt some of their work), then it would definitely help the feel of the game a lot. When you get the chance, look up Neurodancer, Hoffman and Alexander Brandon; like CoLD SToRAGE, these guys are all legends when it comes to making music in Tracker formats, and I feel like using a module-based format would give us a lot of flexibility with the soundtrack that we wouldn't otherwise have. Not to mention, I just really love the crunchy style of sequenced music~

    As for engines, I am really thinking that Unreal Engine 4 might be the way to go. Based on some prior research, not only is it well optimized and free to use (as long as you don't go commercial), it is packed with cutting edge features that make it incredibly easy to work with, and could also give the game a very nice visual style. VXGI, anyone?

    Well, that is all for tonight. Thank you all for generating some interest here. As always, remember to tag the thread; this will really increase the odds of it getting traffic.

    QUICK UPDATE:
    I found some old videos which might actually be relevant to the discussion, and to game design as a whole. Check them out when you get the chance!

    Extra Credits: Perfect Imbalance


    Extra Credits: Power Creep
    https://youtu.be/Bxszx60ZwGw

    Extra Credits: Spectacle Creep
    https://youtu.be/pKzJWoZWMOI

    Design Club: Why Mario Kart's most hated item exists*
    https://youtu.be/LFFGA8-3SZI
    *WipEout's closest equivalent would be the Hunter Missile in Fusion.
    Last edited by Amaroq Dricaldari; 7th July 2017 at 12:50 AM.

  2. #12
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    Quote Originally Posted by Amaroq Dricaldari View Post
    As for engines, I am really thinking that Unreal Engine 4 might be the way to go. Based on some prior research, not only is it well optimized and free to use (as long as you don't go commercial), it is packed with cutting edge features that make it incredibly easy to work with, and could also give the game a very nice visual style. VXGI, anyone?
    UE4 is not for the faint hearted, learning curve is really steep

  3. #13
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    This won't have to be a one-man job, there are people out there who know how to use it. Once I get some more time on my hands, and a better computer, I am going to start learning how to actually use it.
    Last edited by Amaroq Dricaldari; 7th July 2017 at 12:50 AM.

  4. #14
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    Using UE is a great way to guarantee that your game won't run on anything other than reasonable high end PCs, regardless of the amount of detail you put in your game. You need to be very experienced with it in order to optimize your game in such a way that enables more than a handful portion of the gamer market to play your game. What makes UE easier to use is also what makes it stupidly heavy.
    Last edited by Xpand; 3rd July 2017 at 12:43 PM.

  5. #15
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    C++ skills + complexity of the engine is what made me to forget about it, also I've been trying to see if the asset system could be extended for custom formats but it appeared to be not possible.

    so it's a great engine but dev. time is muuuuuuch longer

  6. #16
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    Unreal Engine 4 seems to do just fine on the PlayStation 4.

    So far, the development priorities in order of highest to lowest:
    - Build basic game logic and gameplay elements into an engine
    - Generate art and sound assets and begin playtesting
    - Establish a basic front-end and continue playtesting
    - Polish and refine the gameplay by ironing out all the bugs and balance issues
    - Establish other game modes and use the same playtesting process
    - Revise the game further to make it more open to newer players without removing the challenge for more experienced players
    - Work to optimize the game for both competitive and casual play, either via two separate modes, or through other carefully designed and balanced mechanics
    - Revise the front-end further and work on increasing immersion wherever possible
    - Expand on the lore and make it easily available to the player
    - Finalize art and sound assets, including soundtrack
    Last edited by Amaroq Dricaldari; 7th July 2017 at 12:52 AM.

  7. #17
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    It does but there's a paid-army of coders/designers,

    Back to a hobby project, In my case of a quest to an open source engine Wipeout named WXX Rebirth,

    Beside bigsnake that rolled out his engine a while ago but for numerous reasons I didn't extend because in the mean time I've RE-ed the rest of files; there were a few people with access to the repo. but nobody ever committed anything, so I've been alone the whole time and the project simply stalled, even though all assets were already available (though they had to be rolled out differently since it's PSX formats). Even more, there's not even any motivating posts from users, let alone people that would actively participate ...

    So you have an ideal but then there's reality, and unless people are paid, very few if none will get in the game. The exception is BNG and it's where people have drifted to.

    Tip : grab as many trustable ppl as you can first, then start consider dreaming

    Nothing personal, bro, it's just my experience I was extremely optimistic with in the beginning, then reality brought me back I guess almost 3 years now on ... I worked my ass off reversing formats, get the infrastructure up but no real game is up to now and as time is passing it's waning.

    Personally I'd summarize all of your steps to 5:
    -get ppl that will really work on the project
    -get the assets up,
    -build a preliminary engine,
    -implement a real game skeleton (menu, sound etc ...),
    -polish
    (and with UE4 your a raising the bar very high for potential committers: C++, expertise, lot more time than C#/Unity, even though I know C++ I still find UE daunting)

    ps you have a preliminary demo here : http://www.wipeoutzone.com/forum/sho...cial-Edition-!
    Last edited by aybe; 4th July 2017 at 09:56 PM.

  8. #18
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    Unhappy

    The talent exists, but there is no way to get the word out to anyone who would actually be willing to help this project come to life; after all, taking the worst, most hated game in the entire series and trying to salvage it would not earn anybody respect. Quite the opposite, it would just warn everybody who worked on it the scorn of the community.

    Besides, Sony would never publish a fan project and would be a lot more likely to just give the game and Cease and Desist. They don't even care about the WipEout series enough to advertise it.

    This project is being cancelled until further notice. I apologize to everyone who voted in favor.
    Last edited by Amaroq Dricaldari; 7th July 2017 at 12:53 AM.

  9. #19
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    sorry about that decision, but don't be negative

    yesterday I've decided to (deliberately) suspend mine for an indefinite amount of time, and now started to contribute to BNG got in touch with its author and he opened the doors to me (okay I knew him for quite some time, he already used some of my stuff, I've reversed lots of things, and I've been very clear in my position in the staff: to try bring original WO tracks to BNG, I'd strictly focus on this, he'll focus on his, i.e. a good deal)

    may i suggest that maybe you should try hook to another (already up) project ? obviously it has to spark your interest, need to see if you'll fit in but it'll always be a new experience for you.

    i didn't meant to be negative nor discourage you with my previous post, rather critical

  10. #20
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    You know it took more than a year for SSGX development, for example, to get in gear, right? You didn't even wait 4 days and you're already canning the project?

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