Page 15 of 83 FirstFirst ... 51112131415161718192565 ... LastLast
Results 141 to 150 of 826

Thread: Ballistic NG - Wipeout fan project

  1. #141
    Join Date
    Jan 2015
    Location
    Alberta, Canada
    Timezone
    GMT -7
    PSN ID
    Yoshi1996
    Posts
    166

    Default

    Quote Originally Posted by bigsnake View Post
    WiiU Release - once Unity 5 gets native WiiU support, only once the final game is released
    Wait... Wii U release? Really!? I'd buy the outta that!

    Also what does "NG" stand for? is it "No Gravity"?

  2. #142
    Join Date
    Dec 2012
    Location
    England
    PSN ID
    bigsnake009
    Posts
    298

    Default

    Hopefully, providing you won't need a WiiU devkit to get it on the WiiU I'll get it on there

    NG is for Negative-Gravity, then ballistic is because the game will have a focus on weapons as well as straight up racing.

  3. #143
    Join Date
    Apr 2010
    PSN ID
    Xpand122
    Posts
    1,528

    Default

    I thought the Ballistic part was to do with the projectile trajectory since ballistics studies the trajectory of objects affected by gravity, not weapons! Haha
    (hence why the first Wipeout had Ballistic Anti-Gravity Racing as its name, because the ships are still affected by gravity, on jumps and such)
    But bullets and missiles are ballistic objects so I guess you can relate it to weapons through that.
    Last edited by Xpand; 27th May 2015 at 02:56 AM.

  4. #144
    Join Date
    May 2014
    Location
    Malaysia
    Timezone
    GMT + 8
    Posts
    54

    Default

    So, we're talking about the game's title huh?

    I had been suggesting Relapse for quite a long time, as it's a homage to Wipeout's original meaning: A wipe out from ecstasy intake. The "relapse" part is where we feel the need for another wipeout [game].

    Cheeky, I know. It's like the Circle of Taking Drugs. nvr do druqs kidz

  5. #145
    Join Date
    Jan 2015
    Location
    Alberta, Canada
    Timezone
    GMT -7
    PSN ID
    Yoshi1996
    Posts
    166

    Default

    Quote Originally Posted by TheXTR09 View Post
    I had been suggesting Relapse for quite a long time, as it's a homage to Wipeout's original meaning: A wipe out from ecstasy intake. The "relapse" part is where we feel the need for another wipeout [game].
    That's brilliant. You're brilliant. That perfectly defines the WipEout community right now while being "cheeky" about it. I think it would make a great title.

  6. #146
    Join Date
    Jun 2014
    Location
    Texas, U.S.A
    Timezone
    GMT -6
    PSN ID
    PS3/PS4: GolfKilo11 PSVITA: RPK111
    Posts
    124

    Default

    uh I know it's early but I have a feature request.

    I saw in the later games (pure, pulse, and HD) that the tracks lost their extreme features. Features I would like to see are BIG JUMPS, Loops, Corkscrews, Wall-rides, big drops, big climbs, flips and other stuff that I couldn't think of.

  7. #147
    Join Date
    May 2014
    Location
    Malaysia
    Timezone
    GMT + 8
    Posts
    54

    Default

    Quote Originally Posted by PureSpeed7 View Post
    uh I know it's early but I have a feature request.se

    I saw in the later games (pure, pulse, and HD) that the tracks lost their extreme features. Features I would like to see are BIG JUMPS, Loops, Corkscrews, Wall-rides, big drops, big climbs, flips and other stuff that I couldn't think of.
    Big jumps? Definitely. Cockscrews? Of course. Flips and anythng else not mentioned that's awesome? Comes as standard. Loops? Hmm....

    The physics now is quite strict in terms of track-to-ship relationship. Loops might not work here, Snake doesn't have Magstrips in the remake in mind.

  8. #148
    Join Date
    Feb 2002
    Posts
    3,352

    Default

    Magstrips would wreck the feel of the old physics. Massive jumps absolutely, needed pitch control on multiple bumps in a row would also be very welcome. Bouncy ships like wo1 Would be great too, but maybe a little less

  9. #149
    Join Date
    Apr 2015
    Location
    France, Paris
    Timezone
    GMT + 1
    Posts
    310

    Default

    Been playing the demo and it's pretty good ... but it's way too fast to enjoy the game itself

    Do you think you can implement some Vector or Venom class ?

    thanks !

  10. #150
    Join Date
    Jan 2015
    Location
    Alberta, Canada
    Timezone
    GMT -7
    PSN ID
    Yoshi1996
    Posts
    166

    Default

    I have a thought. How about the entire soundtrack is named after drugs. So far you have "Crystal Method" you could have the other songs have drug puns like "Acid Tripper" or something. XD

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •