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

  1. #3541
    Join Date
    Jul 2010
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    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
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    778

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    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 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 So maybe we'll focus on the concept for now.

  2. #3542
    Join Date
    Oct 2011
    Location
    Rio de Janeiro, Brasil
    Timezone
    GMT -3
    PSN ID
    BrunoGatts
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    56

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    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?

  3. #3543
    Join Date
    Jul 2010
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    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    778

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    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
    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 :/

  4. #3544
    Join Date
    Oct 2011
    Location
    Rio de Janeiro, Brasil
    Timezone
    GMT -3
    PSN ID
    BrunoGatts
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    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!
    Last edited by BrunoDG; 13th June 2018 at 11:31 PM.

  5. #3545
    Join Date
    Dec 2013
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    GMT + 1
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    3

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    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.



    We're hoping for your feedback about the ship settings you think work best.

  6. #3546
    Join Date
    Feb 2002
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    3,418

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    Pretty sweet, glad to see this. I still need a good PC to play this, Bng and other startups

  7. #3547
    Join Date
    Dec 2013
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    GMT + 1
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    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
    Code:
    ssgx-test_07112018154041-airbrakes\SlipStreamGX_Data\StreamingAssets\
    . There're three files:
    • 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)
    Code:
     LoadScene <scane_name>
    e.g.
    Code:
    LoadScene t_plane
    There're three scenes available:
    • 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:



    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
    Last edited by metroidsnes; 11th July 2018 at 04:38 PM.

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