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

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29th September 2015, 07:27 PM
Why is the video private? I can't watch it.

29th September 2015, 07:36 PM
Video is private, can't see it

29th September 2015, 07:43 PM
as the two above posts already mentioned, the video is private, not possible to watch :(

29th September 2015, 07:51 PM
Sorry guys we jumped the gun. SSGX is waay too unstable to be released. We're in a middle of a full code rewrite that will make the game lighter on the computer, and less bug prone. However the test builds we made to check if the game was good for release all failed because to the ton of bugs and glitches that happened due to half the code being legacy. Game crashes also happened. I hope you understand that we're trying our best not to give you a broken product.

29th September 2015, 11:38 PM
Unity 5 changes everything and we're having to rebuild the entire game to make it work under the new system. It's really unfortunate timing for critical stuff like this to occur but we believe it's the best for the game. Thanks for understanding.

Massive apologies. I wonder how we could make it up to you ?

30th September 2015, 06:18 AM
Just do your best, take your time, and make a quality product, that'll be enough!

30th September 2015, 12:23 PM
Anniversary build uploaded.
Contains all the F3600 ships and pilots and Korodera. Only that. Regular SSGX content is locked due to the reasons stated above.
It still has some bugs but they're very sparse. In any case please keep in mind what we said about the code rewrite before posting a bug report.
This is just so you guys don't go empty handed due to our and unity's f*** ups.


30th September 2015, 09:45 PM
Plays pretty nicely considering it's mid-port! Just one hard crash mid-way through my 8th race. Only other thing I noticed was that the pitch controls seem to "toggle" rather than being "push to make". I ended up vertical in a Qirex on one Speed Lap session :)

11th October 2015, 11:26 PM
Thanks for your feedback! Yeah, due to the current situation, the build is not in the most stable and optimized state, unfortunately. I hope you can enjoy it anyways. We will make sure to deliver the promised build including the finished SSGX tracks as well as the prototype ships as soon as we have SSGX stable again!

Besides there, I would like to share this document with you guys:

Here you can find the concept and general idea of the final tracks to make: Basin Park North and -South. And before I/we start the actual modeling phase, I'd like to share this concept with all you precious fans and supporters, so YOU girls and guys have a chance to not only read, but to comment on it to give me some feedback and improvements or add up your ideas.
Of course I can't promise that I can make every of your ideas reality, but I hope that the Basin Park tracks will be shaped not only by the SSGX-team, but also by the community that made SSGX even possible!

6th November 2015, 12:32 PM
I'm not complaining about the game development, but could you plz put a joystick deadzone? My Xbox 360 controller stick got busted, so it's kind of loose. I keep tilting to the left most of the time, because of the low deadzone :/

7th November 2015, 09:55 PM
Can be done, when doing more advanced In-game options I'll include this as a customizable option.

10th November 2015, 04:49 AM
Wow! Game looks awesome. I want one when available.
As I'm kind of new here I haven't read thru the hundreds of pages in this topic but I was wondering about the barrel rolls. Do they serve a purpose or is it just for looks? It seems about as practical as popping a wheelie in a motorcycle race. I know they had them in 3 or fusion but I thought they were gimmicky there too...

10th November 2015, 07:15 AM
Thanks for your kind words :)

As for the purpose of barrel rolls, a successful roll gives you a slight speed boost once you land on the ground. In WipEout games you perform a single barrel roll, in SSGX you can perform max. 3 barrel rolls for a more powerful boost.

22nd December 2015, 05:12 AM
Thank you for your kind recognition in the latest Facebook post. I'd think you there.... If I had a Facebook lol. But seriously, working with you guys was a fantastic experience that not only gave me further knowledge of software and design concepts, but also taught me the value of cooperation within a team. Thanks for letting me be a part of the ride and I wish you all the best of luck in your respective careers and in the completion of SSGX.

4th January 2016, 06:24 AM
What are the speed classes and how fast are they?

4th January 2016, 03:08 PM
Speed classes: Alpha~=Venom, Beta~=Rapier, Gamma~=Phantom.

25th January 2016, 12:41 PM
So how is the development going? There is no post since 4th January...

25th January 2016, 01:04 PM
Development is on hiatus. Everybody's busy with their personal lives (university, jobs, etc), and we're also waiting for the game's code to be completely converted and fixed from Javascript to C# before starting to add more content to the game.

29th January 2016, 08:15 PM
but don't worry, we're still going to finish it! :D

30th January 2016, 12:07 AM
Great news. This game is too good and too much fun not to.

1st February 2016, 08:45 PM
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!

2nd February 2016, 08:57 AM
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”)?

20th February 2016, 04:05 PM
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.

20th February 2016, 04:15 PM
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...

20th February 2016, 04:19 PM
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...

20th February 2016, 04:27 PM
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.

Amaroq Dricaldari
23rd February 2016, 05:29 PM
That really sucks, I hope that development can be rebooted soon.

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

23rd February 2016, 07:10 PM
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.

24th February 2016, 03:11 AM
...maybe Slipstream GX and AGR2280 could be remade as BallisticNG expansions?
And what exactly would be the purpose of this?

Hybrid Divide
10th March 2016, 07:56 PM
Still rooting for you guys. :)

16th March 2016, 01:25 PM
im suporting your project guys.
keep up the good work

2nd April 2016, 04:35 PM
Hello SSGX Team! I am a long standing fan of the WipEout games, with 3SE and Pure being my faves in the series (I never played 2048 :( ). I literally stumbled on this game about an hour ago, tried the latest demo and fell in love. IT IS AWESOME. Essentially setting the game during the "Revivial" period between Fusion and Pure is a masterstroke, and for years I've always thought that that era would be great if there were ever a sequel.

Recently I have found Red:Out (which looks promising) and picked up Formula Fusion on Steam, which is fun, nice and modern, but this just blew me away. The Pure/Pulse presentation and gameplay of this title hits what I consider to be WipEout perfection. This deserves a fully registered release once it is completed, I'd happy pay £20~£30 for the final product. Have you considered something like Steam Greenlight? Or is that kind of thinking still too far off?

I realise this game has been in production for some time, and I have no idea how I missed it, considering I've apparently had a WipEout Zone Forum account since 2006! For whatever reason recently my interest in a WipEout-esque title has rekindled rather strongly, and SSGX is THE top contender in my book. Please make it happen! =D

PS: I've skimmed some of the forum and I notice one of your worries is the graphics fidelity. To be honest, I think it is fine as it is. It gives a very nostalgic 2097/3SE feel, and could easily be mistaken for either Pure or Pulse. I understand where you're coming from, but I feel a true AG racing fan just wouldn't care when the rest of the game is fantastic. If you match 3SE then I'd say you have very little to worry about :)

EDIT: I wold just like to add that I've played this practically non-stop since this above post, I've played more SSGX in a day that I've done in Formula Fusion in a week! Totally addicted!

18th April 2016, 07:10 PM
Sorry for the delay, I didn't really notice a new post in this forum :/
Thanks a lot for the kind words! There's still stuff going on, but it's just more code being created and code being rewritten (which is very important). We're still far from releasing another build unfortunately. But thanks for your kind words, they help a lot in getting motivated to do something about this game.

13th May 2016, 09:25 AM
I had absolutely no idea this was a thing.
I'm supposed to go suit shopping for my sisters wedding tomorrow....

... the key word in that sentence is 'was' :)

12th November 2016, 03:08 AM
Would you consider porting to Android?

1st December 2016, 02:57 AM
hey guys always wanted to be envlolved in making a wipeout styled game like this, I am a digital artist and wouldn't mind helping out with the textures if that's okay,
im kinda new on this website due to being busy, but if you think you need another artist to help out im always open (y) if you consider it and want to see examples then email me at ryanvaldes8@gmail.com or reply to this post

3rd December 2016, 11:07 AM
Would you consider porting to Android?

Sorry for the late replay. We don't consider any mobile platforms.

- - - Updated - - -

hey guys always wanted to be envlolved in making a wipeout styled game like this, I am a digital artist and wouldn't mind helping out with the textures if that's okay,
im kinda new on this website due to being busy, but if you think you need another artist to help out im always open (y) if you consider it and want to see examples then email me at ryanvaldes8@gmail.com or reply to this post

Hi, we're always interested in getting help from contributors, SlipStream GX is a community based project. Could you post some examples of your work here?

3rd December 2016, 12:10 PM
here is a 256x256 res original texture http://klikr.org/c4c8870e8dda851a5fc2172b9920.png
here is my version resized to 1024x1024 http://klikr.org/4a9768e01abcbf5c005fe3af9238.png mainly drew over the eyes and body, didn't care about fur

some of my other artworks: http://klikr.org/93b6326a44fc3879dfe5f4b99fcb.png
and http://klikr.org/305fb0ea7ecf6be9790bd4b072d9.png

(yes im a furry artist, doesn't mean I cant do other things) thanks for the opportunity

5th December 2016, 05:54 PM
These looks good! Do you maybe have experience in making stuff like normal maps, height maps, specular maps, etc. for games? If not, that's fine, you can also make concept arts.

They would be helpful since it is a lot easier to work on a 3D model if you have a vision presented right before your eyes rather than just blurry imagination stuff :D For concept arts I mostly think about tracks since we only have 4 somewhat finished (textures need to be improved) plus one as a nice concept art made by the other artist plus one made with well... cryons and skills of a non-artist (:P).

That makes it 6, would be good to add 2 more tracks (I have an idea for one so last one could be made by you, we can talk over the details if you want). I plan to add a track editor into the game so it will be easier to prototype the track layout.

There is also the thing with textures that need to be improved, but I figure you're not interested in that? :) (I'm thinking stuff like Substance Painter here, but it is a commercial software for which I have a student license, and idk about you)

6th December 2016, 02:55 AM
ohhh concept art?! never thought of that, if you lead me in a direction I could try to help with that as much as I can!
the thing I could probably definitely do is improve textures I have my own programs to do so.
now I do understand a little about normal mapping but need you to tell me what to do so I can see if I am able to do so, helping to be making a track would be great also :o ill see if I can sketch a few things today or when I am free

6th December 2016, 07:11 PM
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 :P 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 :P So maybe we'll focus on the concept for now.

7th December 2016, 03:11 AM
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? :)

7th December 2016, 11:17 AM
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 :P
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 :/

10th June 2018, 04:06 PM
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!

27th June 2018, 02:26 PM
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 (https://drive.google.com/open?id=1tET3Dyce3ONKxCTD7L24Zs0GobyTzxZz)

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.

7th July 2018, 01:31 AM
Pretty sweet, glad to see this. I still need a good PC to play this, Bng and other startups

11th July 2018, 05:16 PM
Hello Guys!

Recently we've been working on implementing airbrakes. You can try them in our recent test build: ssgx-test_07112018154041-airbrakes (https://drive.google.com/file/d/1f6Fhg_Qx7cKXHmYG_1SPWaIOOzlHQwrR/view?usp=sharing)
Also now you can control all of the ship physics, handling, camera and VFX settings from config files which are located in
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)
LoadScene <scane_name>e.g.

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 (https://discord.gg/df5fsrp). If you're interested in working directly on the game, let us know!

SSGX DevTeam



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

30th October 2018, 03:17 PM
Hi everyone!

We are happy to share with you a new ssgx test build. This time it's a bunch of features responsible for the feel of piloting AG craft. It includes airbrakes, sideshifts, barrel rolls and speed pads. Ship physics and camera got improved and there's a 3d track for testing. Steering using gamepad is similar to Wipeout HD. It's recommended to use Xbox 360 controller or compatibile. You can use DualShock 4 with app DS4Windows.

SlipStream GX Test 30102018-092542 (https://drive.google.com/open?id=1oLcQWFm09B8AnpGMchfsVoY2Ht2Bahs_)


In this build there's only one scene available. You can see how the ship behaves with multiple debug options and shortcuts.

Debug commands (console openes with tilde/backquote shortcut):

EnableShipAI true/false
Gives control over the ship to the AI.

EnableDebugData true/false
Hides all debug info from the screen. You can hide debug data by default by setting EnableDebugData to false in
slipstreamgx-test-30102018_092542\SlipStreamGX_Data\StreamingAssets\ DebugConfig.txt

Displays input config window. Use it to configure your gamepad.

Resets all custom input bindings.


Different cameras: numeric keys from 1 to 5
Time manipulation: numpad keys from 0 to 9, space key, esc key
Moving the ship along the spline: `Z` and `X`. Use with shift key to set a point along the track to which you can than reset using key `R`.
Execute barrel roll: `B`
Execute barrel roll boost: `N`

To quite the game press ctrl + F4.


reworked ship physics and handling
reworked ship camera
added sideshifts, barrel rolls and speed pads
track layout changed from 2d to 3d

30th October 2018, 04:23 PM
Cool! The barrel roll speed seems a bit slow, is that wanted?

31st October 2018, 02:38 AM
Hi AdHoc, thanks for the feedback! I prepared a short comparison video of 3 barrel roll durations; 0.8 sec (current), 0.7s and 0.6s. Which one do you like the most?


31st October 2018, 02:55 AM
Definitely number 3. But I’m swayed by WipEout, you don’t have to copy everything verbatim :)

31st October 2018, 08:50 AM
Now that I watched the video I like to middle speed best (0.7s).

2nd November 2018, 01:53 AM
You’d have to do more checking again in context (high-speed races against competitors and weapons, visual effects, fast-paced music and more detailed tracks), because a slow roll might bring down the intensity.

2nd November 2018, 06:24 AM
You are right, as we add more features to the game, the balancing will probably change, it may be the case for BRs.

And what do you think about the ship physics and camera? It's quite different than ssgx from 2015. Did you have the opportunity to play the build?

2nd November 2018, 08:58 AM
Unfortunately I didn’t so I’m probably not the best one to ask. But from what I can see it looks like a very solid behaviour :)

When are you planning for a public first release?

2nd November 2018, 04:59 PM
We would like to release the first public build in December this year on Steam Early Access. It would contain SL, TT, online leaderboards, a couple of ships and tracks but all in very rough shape. The reason for early release would be to get some feedback and make the game more visible to the public. It's not a hard deadline though.

10th March 2019, 05:12 PM
Hi everyone!

After a long time we have a new development build for you. The game is still in a pre-alpha stage meaning that some features are missing and those implemented may be incomplete. This build (as opposed to the previous ones) contains all implemented game features, including menus and game modes.

We're hoping for your feedback, it really helps us improve the game.
Also, we're looking for people to join the project as active contributors. If you feel that you could contribute anything to the game (even with something like playtesting), let us know!

SlipStream GX v1.11.0 Download (https://drive.google.com/file/d/1FUzNJuKwoBfgXHGqRj5Dach8Gq09YHCh/view?usp=sharing)

12th March 2019, 06:58 PM
I don't know your timetable, but I do have some spare time to design some decent looking team and track logos for you, even some ship designs if you would like that...

12th March 2019, 09:54 PM
Nice to see progress is still ongoing :)

I will try to play it ASAP.

13th March 2019, 09:53 AM
@PMeLhabib: We have team logos but some of them could be updated/redesigned imo to match the game visual style (although this is yet to be defined), especially the colors. Here're the current designs (https://photos.app.goo.gl/BRy8wQnvLGevpPnz7).

Track logos.. we never had them so I guess this might be a good idea to add it to the game.

For the ships, we already have all of them (8 ships) and we're really happy with existing designs. You can see them here. (https://photos.app.goo.gl/2ACJct8tmmkSHPbE9) However we do need help with updating and creating new ship skins.

13th March 2019, 01:02 PM
Wow, really like the ship designs!

As for team logos, I would love to make some for you, together with fixed color palettes for the ship skins to have teams be recognizeable on the track. Do you have some sort of bio of the different teams? Same goes for the tracks - depending on how many there are, I could do something ranging from fully fledged logos to stylized icons. Probably the latter, seeing that there are 20+ tracks already in the game, right?

13th March 2019, 06:18 PM
Here's backstory document (https://docs.google.com/document/d/1cJxml_UikSe7dVcPcVsA_Hsnr_c6xVFj--tDhUIq89I/edit?usp=sharing) for ssgx. It still needs some work (any comments or questions in the document are welcomed). There's 8 tracks. We may include more in the future but this is not planned atm.

Making ship skins with the same color paletts as their team logos is a good idea imo (if that's what you meant).

1st July 2019, 03:55 PM
Hi everyone!

After a long time we have a new development build for you. The game is still in a pre-alpha stage meaning that some features are missing and those implemented may be incomplete. This build (as opposed to the previous ones) contains all implemented game features, including menus and game modes.

We're hoping for your feedback, it really helps us improve the game.
Also, we're looking for people to join the project as active contributors. If you feel that you could contribute anything to the game (even with something like playtesting), let us know!

SlipStream GX v2.0.0 Download (https://drive.google.com/file/d/1GtIR_4Vz4CAQzQHNwuKyKDdwIrYOHRw_/view?usp=sharing)

I'd like to ask, is there a Mac version for this? I used to play the previous build on my Mac a lot and really want to try this one out. Oh and by the way: AMPHITHERE!!!

1st July 2019, 06:09 PM
There isn't any and I'm not sure if there'll be Mac or Linux versions in the future. It depends if we can find contributors willing to create and maintain these ports. Unfortunately, atm the development progress is really slow and developing for other systems would slow it even more.