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

  1. #3521
    Join Date
    Feb 2012
    Location
    UK
    PSN ID
    a-m-j-w
    Posts
    37

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    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!

  2. #3522
    Join Date
    Feb 2002
    Location
    Toulouse, France
    Posts
    541

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    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”)?

  3. #3523
    Join Date
    Dec 2011
    Location
    Cyber Space
    PSN ID
    Killercrusher232
    Posts
    106

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    Quote Originally Posted by Killercrusher232 View Post
    Wow, you guys have been busy huh?

    It has been over two years since I last posted here jeez. And yet on a forum I joined only a few months ago I nearly have 2000 posts already (And it's a forum for a game I've never played and never will heh)
    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.

  4. #3524
    Join Date
    Apr 2010
    PSN ID
    Xpand122
    Posts
    1,528

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    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...

  5. #3525
    Join Date
    Dec 2011
    Location
    Cyber Space
    PSN ID
    Killercrusher232
    Posts
    106

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    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...

  6. #3526
    Join Date
    Apr 2010
    PSN ID
    Xpand122
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    1,528

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    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.

  7. #3527
    Join Date
    May 2012
    Timezone
    GMT -6
    Posts
    854

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    That really sucks, I hope that development can be rebooted soon.

    ...maybe Slipstream GX and AGR2280 could be remade as BallisticNG expansions?

  8. #3528
    Join Date
    Apr 2010
    PSN ID
    Xpand122
    Posts
    1,528

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    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.
    Last edited by Xpand; 23rd February 2016 at 07:13 PM.

  9. #3529
    Join Date
    May 2012
    Location
    Adelaide, Australia
    Timezone
    GMT + 9.5
    PSN ID
    dreadofmondays
    Posts
    314

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    Quote Originally Posted by Amaroq Dricaldari View Post
    ...maybe Slipstream GX and AGR2280 could be remade as BallisticNG expansions?
    And what exactly would be the purpose of this?

  10. #3530
    Join Date
    Mar 2002
    Location
    Washington, USA
    PSN ID
    Hybrid_Divide
    Posts
    879

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    Still rooting for you guys.

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