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Thread: Racemodes for SlipStream GX

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  1. #1
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    Yeah, barrel rolls and side shifts work just like in wipeout, same for airbreaks. I only played HD but Xpand described the handling to be a mix of Pure and HD.

    About the zone mode: Yeah, we also discussed this thing as it would be way too difficult if you have a normal track [as narrow as the standard, colors, objects remain the same] to be generated. Our Zone mode will work a bit different. It's called "Zone" but it's another challenge. On Wipeout, the Zone mode works because you know the layout of the track. The SSGX zone mode is purely based on reflexes. You won't reach Zone 100 [in our case, it's counted in "segments", so say Segment 100] so easily. Maybe the limit is lower.
    But as a matter of fact: The Zone mode might be divided into levels: The easy part on low speed contains segments which are quite narrow. If you get faster, segments will be generated which are handleable for the speed. Also we either make the colors of the segments differ for each level you are in or color it to indicate corners. A red segment could contain a sharper corner than a green segment. There will be no full landscape around the track, it would actually look like a computer animation, although sometimes billboards or other small objects will be generated here and there. This way you have a much clearer view of what is coming ahead of you. Also, another idea is that she ship speed increases not too fast, and we only have a certain number or segments loaded at a time. One new segment becomes generated infront of you, the one at the other end of the track disappears. So if you are too slow [too many wall collissions] and you are on the last segment when it disappears, you will fall off the track, session over.

    The Endurance can of course be a bit boring. Actually we need a racemode like this in the story at one point [unlike Wipeout, SSGX campaign will have a little bit of a story]. We make sure it's not on venom speed But I have to admit I for myself also played 15 lap races online on HD and it is quite fun, because at one point the field becomes messy, with overlaping going on etc. Anyway, you won't find the Endurance too often, so it should be fine

    I hope this clears up some question for you guys.
    Now go ahead

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    Just to voice that how much we try to get the physics like WO's it's always going to be an aproximation, though so far it's a pretty good one.

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    Quote Originally Posted by docfo4r View Post
    But as a matter of fact: The Zone mode might be divided into levels: The easy part on low speed contains segments which are quite narrow. If you get faster, segments will be generated which are handleable for the speed. Also we either make the colors of the segments differ for each level you are in or color it to indicate corners. A red segment could contain a sharper corner than a green segment. There will be no full landscape around the track, it would actually look like a computer animation, although sometimes billboards or other small objects will be generated here and there. This way you have a much clearer view of what is coming ahead of you. Also, another idea is that she ship speed increases not too fast, and we only have a certain number or segments loaded at a time. One new segment becomes generated infront of you, the one at the other end of the track disappears. So if you are too slow [too many wall collissions] and you are on the last segment when it disappears, you will fall off the track, session over.
    That would be interesting, I would love to see this!

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    Yeah me too. But actually we did not program a single bit of a Zone mode yet.
    We are not sure if we should go with the classic Zone mode from Wipeout or maybe create something fresh and new. The downside on the Wipeout Zone mode in SSGX is that our tracks weren't intented to be Zone tracks when creating them, it could be difficult at higher speeds to stay on the road on certain tracks and also, you guys should not expect all those equalizer and visual music effects like we know from HD.

    So yeah, what are your ideas and opinions? Classic zone mode? Random generated tracks zone mode? Create special zone tracks? Or maybe overthink the whole "zone" thing and come up with something new...

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    Xpand, I'm not able to guess myself if it's possible, hard or not... but would it be possible to have an option like "classic gameplay / modern gameplay"?

    Modern gameplay : BR, SS, and airbrakes like "please turn more when I press"
    Classic gameplay : no BR, no SS and airbrakes like "I can move the big ass of my ship and I really need to brake in advance of the turn". Maybe Al, as an XL lover and whose native langage is English could explain better than me, if he likes the idea of course.

    It's just ... I've been playing XL with Asa this week end... and going back to modern WipEout really does not feel that good.

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    I don't think it's too hard to make a "switch" for that. I asked Damian (zero3growlithe) and he told me he could change the drag values of the ship through a script so... I guess that might be possible, but not now...

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    Of course I know it's not the priority at the moment.
    But still, thanks for considering my request, maybe for a DLC :-D
    Last edited by Temet; 19th December 2012 at 07:02 AM.

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    DLC? The game is not going to be done in the next week! lol
    When I said not now I meant in this near future. May be added when we get the menus working and start placing all the definitive options.

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    Quote Originally Posted by docfo4r View Post
    So yeah, what are your ideas and opinions? Classic zone mode? Random generated tracks zone mode? Create special zone tracks? Or maybe overthink the whole "zone" thing and come up with something new...
    Classic Zone mode, and Random Zone mode in my opinion. It's a good mix.

    (None of the non-zone tracks in the Official Wipeouts were built for Zone Mode anyway.)
    Last edited by AG-SYSTEMS; 19th December 2012 at 09:50 PM. Reason: Fix for a tiny error.

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    Wrong!
    In WipEout Pure Pro Tozo, Mallavol, Coridon 12, Syncopia are tracks only available for zone mode.
    Some of them are also available in Wipeout HD for zone mode only also.

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    Quote Originally Posted by Temet View Post
    Wrong!
    In WipEout Pure Pro Tozo, Mallavol, Coridon 12, Syncopia are tracks only available for zone mode.
    Some of them are also available in Wipeout HD for zone mode only also.
    Thanks for reminding me about those.

    @docfo4r-I really want to make a comment, but I can't put the words together.

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    Just give it a go and I will try to encrypt your message then

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    Actually I think zone mode isn't as much of a problem as one may think. I don't think the tracks in WO were necessarily designed with Zone in mind. Zone in WO has your ship is stuck to the track (maglocked) for almost the whole time even when it isn't in the default track configuration. So in other words, if you just follow WO then you should be able to stay on the tracks in ssgx because your ship won't be allowed to leave the track except at certain points (jumps) just like in WO.

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    Yeah, we are also still discussing this theme. But basically, one thing I can say is that the problem isn't a hill or a jump where you take off the track, but the basic layout. For example: Our tracks seems to be more narrow than the ones in WO and we have some tracks, Nazca Remains and I think Alphard and Hubian aswell, where you are on the limits of turning degree in certain corners on phantom speed. I mean, if the ship would be faster, you simply can't make the turn any more without crashing into the wall or falling off the track. If we would simply make this track available for Zone this way, it would not be fun because you just can't do perfect laps any more after a certain speed and eventually destroy your ship a few laps later, no matter how skilled you are.

    But as you might have noticed, in WOHD, the faster the ship travelles, the more agile it becomes, you can make sharper turns. So what we need to do is to change ship physics the faster you go. This is something we need to test out. If it works nice and if we feel that a Zone mode on our normal track is fun and not frustrating, we'll think of including these tracks as Zone tracks aswell.

    But for now, we decided to create 5 special tracks designed for Zone and Platformer. We anyway need special tracks for Platformer. The designs won't be like the normal tracks [located on earth, with proper landscape] but more like computer simulated locations which belong to certain areas of the game. For example, we will have "Monochrome" which represents an ambience which you can see in the intro animation on our website, or we have "Electrogrid" which resembles the ambience of the pickup animation videos. Another one is up in the sky and will have a Sol2 - feeling and so on. This way we can not only design a track which is really fun to race in Zone mode, but also we can include visual effects much easier, maybe music equalizers like in WOHD. And when the player beats the campaign mode with every team or something like this, we think about the achievement to unlock these certain tracks for normal races aswell.

    So yeah, once we have one of these tracks ready and tested Zone ship physics over there, we will test and decide about it on normal race tracks aswell.

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    It's nice to see so much thought is going into this, I do have a question though. Even on custom zone tracks won't you still need to address the issue about not being able to make turns at the faster zones? Of course, in tracks specifically designed for zone this won't be a problem as quickly, but it is inevitable that it will become an issue at some speed threshold. In other words, the agility adjustment as speed increases will be necessary regardless of whether the track is a default track or specifically designed for zone. Regardless of whether or not default tracks are used in zone though I'm sure it will be fun!

    For the campaign mode do you have any plans in particular? Campaign in WipEout has always been the most disappointing aspect of the games for me since it's basically a bunch of "challenges". Pretty much all my enjoyment comes from TTs and SLs. The one major improvement for WipEout that I've always wanted to see was some kind of career mode. Something where you could start at the bottom and work your way up to race for a major team. The reveal of the "street racer" has piqued my interest since it seems like this could be hinting at a career mode like this. Is it too early to say?

    Anyway, great work on this project. The demo is amazing! Best of luck!
    Last edited by Richochet; 2nd January 2013 at 01:26 AM.

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    i don`t know if you are planning to implement an online/LAN multiplayer feature?

    as a game mode i would suggest to copy the "X-CUP" from "F-ZERO X". that is a 6 race tournament with every track randomly created by the game.

    do you planning to support other controller devices as gamepads? force feedback racing wheels anyone? i used to play F-ZERO X again recently. this time with an emulator and force feedback wheel support, ABSOLUTELY BRILLIANT!!!!
    Last edited by JFthebestJan; 17th December 2012 at 01:05 PM.

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    Quote Originally Posted by docfo4r View Post
    About the zone mode... On Wipeout, the Zone mode works because you know the layout of the track. The SSGX zone mode is purely based on reflexes. You won't reach Zone 100 [in our case, it's counted in "segments", so say Segment 100] so easily. Maybe the limit is lower.
    Play this game. Get back to me when you grow tired of it.

    What you're proposing is this, but with a random barrier to success - that may fool people into thinking it has depth, but I don't think it will be a legitimate draw. I think you need to change your idea of Zone mode - maybe call it something else as it has very little to do with Zone in WO anyway - and also provide an interesting mechanism that allows people to find a way to prepare a little; and I think you or maybe someone else in this thread can come up with a better idea than changing the colours of the upcoming track between red and green. Also, I think something other than an ever increasing speed would be preferable - perhaps something synchonised with the track or otherwise tempo-driven. Ever-increasing speed just seems unnecessary for what you're trying to do.

    The Endurance can of course be a bit boring. Actually we need a racemode like this in the story at one point [unlike Wipeout, SSGX campaign will have a little bit of a story]. We make sure it's not on venom speed But I have to admit I for myself also played 15 lap races online on HD and it is quite fun, because at one point the field becomes messy, with overlaping going on etc. Anyway, you won't find the Endurance too often, so it should be fine
    I was merely providing suggestions to improve it, which is what I thought this thread was about. If it's available from a racebox-like menu, I don't think it would get used very often, and I think games are things people should want to play.

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    What if Endurance Mode was 15 laps, with no Absorb, Shield or Pits functions, and particularly vicious AI? You could make it so that just to survive 15 laps is a feat in itself. That wouldn't be boring IMO if it was well executed.

    In fact reading that back, it would maybe be a nod towards the sadly lost Zombie Mode from 2048

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    @Colonel: Yeah, the Endurance mode might be changed up compared to Single Race regarding pickups and their functions. In fact there is some sort of unsuspected surprise coming up during the Endurance event on the campaign but we can't unveil anything yet. Let's just say that we need the Endurance mode anyways, and we'll see how we include this mode into the Racebox.

    @amp: Obviously there are people who like it and people who don't. I for myself have never been a fan of Time Trials but I understand that this is a race mode which should be available in every racing game. Regarding Zone: Well I can't see how you can compare an AG racing game with a 2D browser mouse click game. Maybe this would be a better comparsion. Of course we wouldn't have this objects on the track but the track itself is what is the challenge.. Well, I wrote about it before...

    Anyways, regarding Zone or whatever. Maybe try to think a bit outside of the Wipeout universe. What interesting race modes to other racing games have? Let's try to invent a new idea. If nothing helps, we still can create Zone tracks for the classic Zone mode and that's it. But I believe that we are more creative than that

    Quote Originally Posted by amplificated View Post
    I was merely providing suggestions to improve it, which is what I thought this thread was about.
    Hmm no this thread should be about collecting new ideas at first place
    Last edited by docfo4r; 19th December 2012 at 11:47 AM.

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    Quote Originally Posted by docfo4r View Post
    Hmm no this thread should be about collecting new ideas at first place
    Isn't that what suggestions are? xD

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