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feisar rocket
7th April 2012, 05:31 PM
F.E.I... If you see how I fail at creating 3D... :(
But I'll keep trying :) (how about an FZEP version... And let the big creators (Xpand, Zero) handle the game :))

Today I want to make a track description but there isn't anything to describe...

Tonight, mass upload so...

Xpand
7th April 2012, 10:45 PM
CERN is complete:
6019602060216022

stin
8th April 2012, 07:48 AM
That is pretty empressive!!!! lovely shape of a design.

stevie:)

Rotational_aspect
8th April 2012, 11:15 AM
Very slick! Pop it in the game engine and post some grid line ups!

Oryx Crake
8th April 2012, 11:22 PM
thanks for the kind words on the design lads and I have to say that 3d work is superb! now I know how Raptor felt when he saw the Amphithere! :g

TypeProton
9th April 2012, 07:45 AM
[Myron Blade (http://i.imgur.com/JdNeG.jpg)]
Team : Myron Anti-Grav Research
Base of operation : America
Slogan : "Projection of The Future"
AG craft type : High top-speed, Low thrust and handling. (Similar to original Wipeout's Auricom)

It took them long enough to emerge from the shadow of the mega-corps.
Myron was a small-scale commercial anti-gravity research firm, doing things like providing consultant in anti-gravity technology field. Many many times they did try to manufacture their own anti-gravity products. But with fierce competition between much bigger corporations, Auricom included, means they didn't get anywhere. Even when every members of the board agreed to giving them all into anti-gravity racing, they fell short because of lack of manpower, the strict regulation of the league and the heavy cost used to develop technology.

But when F9000 crumble down, the Anti-Gravity Racing Committee decided that if they need to revive the sport, they'll have to 'loosen up' on qualification based of current economic situation. People distrust bigger megacorps and fall back to use smaller corporations at the time leading to great, bright future for Myron. They gather strength and bring in everything they have into other chance at making a name in anti-gravity racing once again.

With high top-speed Myron Blade, fresh staffs who are full of energy , they look to project their own vision of future to the world.
-----
And there's just Red Orb left, stay tuned!
That CERN AG craft is SICK by the way. Keep it up! :D

edit : For any logo that appears on the craft [you can look it up here. (http://i.imgur.com/YwVii.jpg)]
edit2: Side fins that are painted with Terrafirma's logo are airbrakes. Forgot to note that one in.

Oryx Crake
9th April 2012, 09:20 AM
nice stuffs inspired by the 2048 auricom yeh?

TypeProton
9th April 2012, 09:32 AM
Yes it is. Took some ideas from Wipeout 2048 then simplified them down.
I love the look of AG craft in Pure the most actually. So I like to keep the simple shape of them.

Mu5
11th April 2012, 12:06 PM
@Xpand : That Cern craft rocks mate :+

Have you got that playable in-game? :)

Oryx Crake
12th April 2012, 12:05 AM
Well I've been doing some work on a coverart
coverart (http://media.wohdcup.sommarpojkarna.com/2012/04/coverart6.png)
Hope you like it

feisar rocket
12th April 2012, 01:09 AM
COOL!

I hate the new upload style on the WOZ... Small TV... ps3 resolution low... and display area small... = ultimate java fail...

Anyhow, i talked about uploading my concepts but failed because of above...

Hey, if you have MNR for ps3, check out "Mount paramacx" it's a idea for Atlantis Run west (long as a*s... 1 min laps)

Xpand
12th April 2012, 11:00 PM
Thanks! Credit goes to Oryx for the design.
I haven't placed it in-game since Zero is making changes to the game and I'll send the whole ship pack to him when I'm done to he can just install them all at one time.
I'm also having pretty busy weeks with exams for at least one more week, so I'm kinda stopped on development...

Xpand
13th April 2012, 03:15 PM
Work has started on the LOGOS ship:
60486049605060516052

Xpand
13th April 2012, 05:24 PM
All ships now have light maps:
60546055605660576058

TypeProton
14th April 2012, 01:38 PM
Cool! Can't wait for the final product, Xpand! XD

Here's the final AG craft design form me, [J20 (http://i.imgur.com/0o527.jpg)]
Team : Red Orb
Base of operation : China
Slogan : "ADVANCE"
AG craft type : High speed, medium shielding. (Akin to Wipeout's Piranha)

A mystery to everybody.
The story starts out simple: Arde Wong is a Chinese business man who happens to be around when the ownership of Piranha is transferred back to Brazilian's hands. He contracted their higher-ups to offer to buy anything that's left behind.

Then the whole thing went quiet.

Red Orb later shows up in press conference announcing that they will be participating in upcoming FX150. But what made technology specialists go haywire all over J20 is the military-grade technology incorporated into the craft. It is said that those piece of hardware would belong to prototype stealth fighter of highest caliber rather than AG racing. While this is offset by massive weight (for AG racing standard) of very powerful powerplant it is using, that doesn't stop people from taking a guess. Rumors of Wong making shady deals with military officials pops up there and there. But none manage to reveal the truth.

Military testbed? A show of forbidden technology? Publicity stunt? Conspiracy? Nobody knows which way Red Orb and it's J20 is heading. One thing for sure though: Red Orb is going to advance forward, over everybody they see.
-----
Slogan is an intentional call back to Piranha. ;)
I make it look like a jet fighter of some sort. No unnecessary marking other than small colorless team logo on the side.

Are we still in the need of tracks' concept right? Hmmm... Not my strong point. :/

Xpand
14th April 2012, 02:20 PM
Looks neat! I guess we can create a concept/prototype class for your ships because of their advanced design, and also because of the opaque canopy. Do they use some sort of neural interface so the pilot can control the ship and "see" where the ship is going, directly through the brain? That would make the pilot at least .2 of a second faster in response, which is really a big deal when piloting a ship at 700 km/h....

TypeProton
14th April 2012, 02:40 PM
Thank you. But I didn't think of anything fancy like that. Even Takul one is just closed cockpit with external camera to help viewing the outside, not neural-control. :)
edit : Grouping it together for easy find :
[Myron Blade (http://i.imgur.com/JdNeG.jpg)]
[Red Orb's J20 (http://i.imgur.com/0o527.jpg)]
[Takul's M2-Tidal (http://i.imgur.com/gIeX5.jpg)]
[END's BE-1 (http://i.imgur.com/Z1TgU.jpg)]

Oryx Crake
14th April 2012, 05:27 PM
I gotta say I like the myron and the red orb the best.

docfo4r
14th April 2012, 07:17 PM
I really like the END's BE-1 design, I think it's something new and looks fresh!

zero3growlithe
14th April 2012, 09:06 PM
Why I don't recieve any mails about new replies in this thread? :|
Anyway, long time no updates about SlipStream GX, so:
From editor's view:
- totally simplified configuration of ships/tracks
From player's view:
- ship can't fly like earlier thanks to smoothly increasing gravity like in WOHD (pitch up and I can fly xd)
- totally different ship controlls (now it feels smoother and more natural)
- A.I is now slowing down before hard corners so it can beat it without falling off the track
- Track (includes number of nodes variable)/Ship/Speed (from which ship's handling depends and number of laps) selection information sent from main menu to actual gameplay scene
- new animated ship engine fire (made of 2 textures, light and cut cone object :g)
- results screen (nothing special right now so I have to work a little on it but I have a great idea already ;))
To do:
- nice transition from main menu to race gameplay
- before player is ready before race, camera will show track as it does in WOHD... or something simillar
- awesome ship explosion (when player's ship reach En=0 it will begin to burn for 1-2sec and booom... but it will not disappear, but continue to burn with black texture and here comes question for Xpand... can you combine your ships meshes so one ship is one mesh? I'm sure 3DS can do that like Maya can, so nothing will happen to textures mapping ^^d It will help me a lot :D... or should I do it myself?)
Oki, sooo, I think that's all... maybe not as very much changed xd
btw. I'll postpone demo's release until I'll get my new PC next week \'.'/ (Intel i7 3.2Ghz x 4 (overclock enabled), 2GB Geforce GPU, 8GB RAM and 22" LED Monitor finally :g)

Xpand
14th April 2012, 09:26 PM
Sounds nice, but one thing about the ships. I can make it single object (single mesh) but then you won't be able to animate the ships. What I can do is make a damage model so you replace the ship with that model when the ship explodes. But I'll leave that to you. If only the joined mesh ships is possible, then I'll do it. All the rest seems awesome.

What is the ship/track config?

Oryx Crake
14th April 2012, 11:41 PM
I've finished... somewhat with a coverart (http://media.wohdcup.sommarpojkarna.com/2012/04/coverart17.png) for the game now it's up to you guys to tell me what you think of it, and well if there are any changes you'd like me to make

Also the website (http://wohdcup.sommarpojkarna.com/links/slipstream-gx) has had a few small updates such as the inclusion of the Logos team and the coverart.

feisar rocket
15th April 2012, 03:20 AM
See how you are getting another computer... remember about us (all pre 2010 comps), that we can't handle the professional graphics...

Remember, LGX12, about 6 years old, full of programs, cant handle that much work... :)

Xpand
15th April 2012, 03:31 AM
You can always change the game settings to low... With all the textures and details in the ships and tracks, plus the extra scripts that zero probably added I highly doubt it can be a lightweight game.

Oryx Crake
15th April 2012, 06:35 AM
some screen grabs from the track I'm... trying to design... far from finished and I haven't even begun to understand how to UV map this yet but hey at least it's something. 6062606360646065

zero3growlithe
15th April 2012, 07:55 AM
New scripts, no, but modified functions and added some new features, yes xd By the way, Xpand, what do you mean by "What is the ship/track config?"? xd I really don't know how to answer to that X_X
EDIT: Aaaah, I'm using "/" as "&" (and). :P
Oh, and as for combining ships meshes, just combine those that are not animated and it will be alright :) As for destroyed ship you decide if you want to make destroyed ship mesh or should I just make them textured.

Engine fire looks like this (https://picasaweb.google.com/lh/photo/Kp2vseiyNeE_LPoPkQCiFtMTjNZETYmyPJy0liipFm0?feat=d irectlink) :)

docfo4r
15th April 2012, 09:32 AM
The website looks great so far Oryx! And I didn't know we had so much music up already, because I also wanted to add a soundtrack, still working on it though.

Anyway, with all the new material, pictures, music, schemes etc. I am going to start to work some kind of trailer video at the next week so I can finally participate to this great project!

Xpand
15th April 2012, 11:28 AM
some screen grabs from the track I'm... trying to design... far from finished and I haven't even begun to understand how to UV map this yet but hey at least it's something. 6062606360646065

Looks pretty awesome to me.


New scripts, no, but modified functions and added some new features, yes xd By the way, Xpand, what do you mean by "What is the ship/track config?"? xd I really don't know how to answer to that X_X
EDIT: Aaaah, I'm using "/" as "&" (and). :P
Oh, and as for combining ships meshes, just combine those that are not animated and it will be alright :) As for destroyed ship you decide if you want to make destroyed ship mesh or should I just make them textured.

Engine fire looks like this (https://picasaweb.google.com/lh/photo/Kp2vseiyNeE_LPoPkQCiFtMTjNZETYmyPJy0liipFm0?feat=d irectlink) :)

Engine fire looks cool, I can make a light map to illuminate the interior of the exhaust tube to give the flame more volume. About the damage model, what I'm thinking of doing is for example a damaged solaris with burnt textures and holes (we can make the holes as opacity maps) kinda like the ones in Pulse, when you get eliminated. And those damage models are pretty simple and single mesh.

Oryx Crake
15th April 2012, 12:50 PM
small update I added Zepher to the roster on the site and made a logo for it 6066

zero3growlithe
15th April 2012, 01:37 PM
Hah, I got " all EnemyAI ships finding" script done and now I just have to wait for Xpand to send me his ships so I can make AI ships being loaded on track according to player's ship selection (like in WOHD xd)

@Oryx: This logo.. sooo gooood :D

Xpand
15th April 2012, 02:06 PM
Here are the 4 complete ships.
link removed, purpose served
Model in 3DS format. Texture in TGA format
Make the material transparent to use with alpha for glass transparency and also self-illuminated.

zero3growlithe
15th April 2012, 02:07 PM
Oki, thanks, now it's time to work :d

Rotational_aspect
15th April 2012, 02:18 PM
Looking at the screenshots, the project is coming on really well, and looks very professional. I think all those who are working on it deserve a pat on the back:rock

My projects going slowly (got to look after two babies now!!) but it will get there too someday- and I hope it looks and plays as good as this.

I am interested Zero, how did you manage to get ships to turn correctly in sharp turns? The control scheme in my game uses opposite linear forces to cancel any sideslip.

I also forgot to add I'm getting a new PC too (a Rasberry Pi) although not quite as powerful as yours ;)

zero3growlithe
15th April 2012, 02:46 PM
Well, when I'm configuring an model's rigidbody I have option like "rigidbody's drag" (air resistance value) so I've set it to a value of 3 and that makes ship to slide minimally. As for ship slowing down my script which makes ship accelerate does opposite... decelerate and it just "slides" forward when thrust is not pressed. When collision with wall/track is detected "ActualShipSpeed" value gradually decreases so it feels like... friction... xd Hope it clears your doubts :)

Xpand
15th April 2012, 07:37 PM
New song... Don't know if you want to use it in game, but it's pretty energic
http://soundcloud.com/rbng-1/kinetic

zero3growlithe
15th April 2012, 07:54 PM
Saxophooooooooooooone, we meet again... xd Anyway, nice track :g

Xpand
19th April 2012, 10:44 PM
Get the LOGOS here:
http://www.mediafire.com/?6cna68amjv9jz5e
60716072

Rotational_aspect
20th April 2012, 06:54 AM
Some great work, Xpand! My only crit would be that having an all black colour scheme masks the shape too much, so it just becomes a silhouette (and you can't make out any details).

But other than that its great-good job :rock

Xpand
21st April 2012, 11:55 AM
Thanks! Actually, I wanted it to be like the F-117, really stealthy kinda mysterious ship. Like it's backstory.

Rotational_aspect
21st April 2012, 01:47 PM
Xpand: cool!

zero3growlithe: a general question about the node based nav system: does your script allow for AI to dodge mines? If so, how have you done this? I ask as I am currently experimenting with putting a dodge mechanism in place (so if a ship locks on from behind, or detects mines/ danger ahead the AI sideshifts). The current way works OK between nodes, but the closer you get to a nav node it causes problems.

Xpand
21st April 2012, 02:07 PM
Woo, ship showcase video.

http://www.youtube.com/watch?v=v91mS3dDvJE

Rotational_aspect
21st April 2012, 03:22 PM
Nice, has a 2097 vibe to it.

Cipher
21st April 2012, 03:49 PM
just randomly popping in for a question;

is there a reason why you didn't chose UDK for this? (it's free for non-commercial use)

and epic vid there^^^^ :D

Cipher

ps sry if it was asked before

Rotational_aspect
21st April 2012, 04:29 PM
If you look in another thread in this section (I cannot remember the title though) I believe someone is using UDK for a project.

Xpand
21st April 2012, 08:00 PM
Well, zero3growlithe was already learning unity, so we went for it... That's why we didn't use any other SDK. I had Dark GDK too but I knew nothing about programming at the time, so it kinda died.

Cipher
21st April 2012, 08:20 PM
^i'm a pro with UDK level design and kismet ^^
don't start about scripting though :p

and saw that many ppl are doing projects like these, you guys want to make a computer version?

@rotational_aspect didn't find the UDK one, did find a cryengine guy ^^

and going to study Diital arts & entertainment and we'll be using unity cryengine and udk ^^

maybe, when this sin't done yet, i can jump in :D

Cipher

Rotational_aspect
21st April 2012, 08:38 PM
I think I was mistaken- that CryEngine example was the one I was thinking of.

For my project I use Blender, mainly as I am a beginner with scripting in general and I just like the idea of a combined 3d tool / game engine on a small usb stick for free.

zero3growlithe
22nd April 2012, 04:22 PM
@Rotational_Aspect: Well, it's just turning ship and moving it in direction where next node is so putting a simple line of text which will detect mine/lock-on it's possible for an unexpected maneuver to occur :)
@Xpand: Wooo, awesome ship-packed video :P Oh, and DarkGDK sucks... loading 3D models is lasting forever...

btw. Here's my simple example of new camera I've just implemented :) By the way you can check if AI difficulty is not too high as I've made them under my preference xd
https://rapidshare.com/files/1099540221/GameProjects.rar

NOTE: Don't press "c" in-game, if you do just press "r" to restart game. In track selection screen "Tristans Inferior" is not completed so it's just for a simple ride. Some functions has been deactivated in-game due to works in progress in scripting. Brightness of engine flames is low due to missing shader needed for it so It's just light "trying" to make it glow... Airbreaks animations will come in later. end of message
Ah, and "X" button is for accepting things and for thrust...

Xpand
22nd April 2012, 05:50 PM
Wow it looks awesome. But why didn't you use the 1.2 scale on Cassandra? The ships look way too small... That's the only fault I can find in terms of looks. That and you should put the engine fire without shadows, self-illuminated if you wish. Also Tristan looks awesome. Does Unity support texture painting for terrain?

zero3growlithe
22nd April 2012, 05:54 PM
Yes, BUT MY FREAKIN PC IS F SLOW LIKE HELL!! xD That's the only reason i can't paint it :> It's so goood I'll get new one this week (it was supposed to be ready to take on friday but Corsair RAM didn't come on time to magazines...).
About scale... hmmm, for me they're too big with this scale xd
As for Tristan maybe it looks nice but track is boring to fly on, especially on lower speeds... gotta correct that :/

Xpand
22nd April 2012, 09:04 PM
Lol, well, put the ships any smaller and might as well call Slipstream RC (Radio Control).

TypeProton
23rd April 2012, 12:10 PM
Jaws are dropped.
Looking good so far! I know things is still in the works but I would like to list out a feedback, hope you don't mind ;) :
- Camera jerk quickly when you sheer in different direction. It need not fixing to the center of AG craft. Can we make it swing side to side like original Wipeout?
- AG crafts' physics. The thing doesn't seem to slide. (But if you aim for something like WO Pulse/HD then disregard this feedback. :P )
- Also the pitching should react quicker, both when ordered to do so and when returning to default pitch level.
- AI beeline/slipstreaming right after each other, need more variety.
- Interface. This bugs me out the most. In race no one's gonna have time to take a look at small little text at the side of the screen. It need a visual that makes every info players needed (Shield, speed, picked up weapon,lab time etc.) comes out clear by just a glance of it.

Suggestion/question:
- How do we replenish our shield? Pit or absorb? (I'd go by absorb. Makes planning your line more important.)
- Any mascot like WO3's Curly? I thought it'd be cool. I had drawn one named Blocky in my corporate logo sketch I posted before.

zero3growlithe
23rd April 2012, 02:00 PM
Actually I don't know why pitching is delayed so much as it worked fine is previous versions... I'll just change the way it works then xd
As for rest of feedback... that's all? :P I'm kidding... well, I'll do something with A.I behaviour someday :) And for mascot... hmmm, show me your "Blocky" and maybe I'll think of something where to put it... I have to make an Race Start Counter other than this one I have now so maybe there like in WO3 ^^ Now for HUD... well, these days we have huge variety of different monitors with different aspect ratios and resolutions so making a HUD is a little hard... especially if you want to write script for it so I'll take care of it later xd

btw... any ideas on what cockpit to put into my ship, Estanteon (https://picasaweb.google.com/106083964399065727105/Estanteon?authuser=0&feat=directlink)? xd My damn imagination left me and I can't finish this damn thing... (this "thing" in the middle of my ship's "arms" is my Junky ship I've put just so Estanteon have something to connect these arms)

Rotational_aspect
23rd April 2012, 03:47 PM
The AI question is an interesting one. Both Zero and myself have similar node based systems and from my experiments at least its not simple to add an avoidance system:

1: The ships are ALWAYS pointing toward a node- this means that if a ship sideshifts it (the ship) will swing out and it looks a bit strange. If this happens too close to a node the ship might even miss the node and double back on itself to pass the missed node, or the sideshift angle is too wide and the ship looses speed as its pointing the wrong way.

Another way would involve switching off the navigation quickly to dodge and then re-engage it, but again you have the problem of missing a node.

This can be solved by making the distance trigger of the node (i.e. a ship needs to be within this range to trigger it has 'passed' it) larger. This makes pathfinding slightly sloppier though, as the node path is not followed closely.

Also, if you are using linear velocities to sideshift an move forwards, you are mixing vectors which sometimes have unforseen interactions.

2: It would need a few rays to get working: one to detect the obstacle, and another (plus logic) to check the space the ship is moving into is empty. For those with i7s or quad cores ( hee hee ;)) this is not much of a problem, but for low end CPUs this is an extra thing to do.

These things are not impossible to solve, but they highlight the limitations of node based navigation.

zero3growlithe
23rd April 2012, 04:50 PM
Ok, in short:
1. These are my nodes which cannot be missed: here (https://picasaweb.google.com/106083964399065727105/4Kwietnia2012#5734638923324737714)
2. Simple "for" loop is enough for objects near ship on specified distance to detect bombs and other things :P

Oryx Crake
23rd April 2012, 06:14 PM
took it upon myself to help out with some 3d modeling... I'm not as good as xpand or zero... well anyone obviously and I cant do textures worth a damn but here are some basic renders of Ifreet and some livery suggestions 6075607660776078

Rotational_aspect
23rd April 2012, 07:17 PM
Zero: I forgot that Slipstream was track based! Since my game is set in the sky (i.e. flying) 3d movement has its headaches- I sometimes wish I stayed on the ground!

Oryx Crake: Nice!

Xpand
24th April 2012, 02:00 AM
608160826083

Oryx Crake
24th April 2012, 03:25 AM
I present the first pictures of Basin Park Run and incidentally Basin Park Hill an idea I've been working on for a while: 2 tracks on the same map, lower and upper level of the Basin park district in a hitherto unnamed city. Enjoy.60846085

Xpand
25th April 2012, 12:10 AM
Draco cavernae update
6086

Dusk118
25th April 2012, 04:31 AM
That looks beautiful. Just add the control tower to the top, and it's perfect.

Xpand
25th April 2012, 09:22 PM
60876088608960906091

Current polycount: 73691 polys.
Lets see if I can finish this soon... Still 10 buildings left to texture, plus the starting grid and probably add some more details here and there...

Cipher
26th April 2012, 12:22 AM
just FYI;


Only the ships in WipEout have LOD [different levels of detail according to distance from the camera - DF], and the lowest LOD for a ship is around 10,000 polys (the highest are around 30,000 polys). Some of the environments are around 1.5 million polys.

you have quite some polys left you know ^^ or is there a reason you're going really low poly?

Cipher

ps source (handy information ^^)http://www.eurogamer.net/articles/digitalfoundry-wipeout-hd-fury-interview?page=2

Xpand
26th April 2012, 01:34 AM
Yeah, but HD is for a PS3 system, which is built specifically to handle such large amounts of polygons. This is for PC, and many of us don't have those awesome gamer machines that can run 5 high-end games at the same time. My laptop is already starting to stutter when I play this game, and it isn't even near 20% done...

I'm trying to put as much detail as I can in the texture so I don't have to model tiny details in the track and buildings.

The ships are around 2,000-3,000 polys, so it's basically a simple medium-end game.
609260936094

Oryx Crake
26th April 2012, 04:36 AM
Some progress on basin park 60956096

Oryx Crake
26th April 2012, 04:22 PM
made a Hud design suggestion. might need to tweak it a bit I suppose but yeah thought we could use one :P 6097

Xpand
27th April 2012, 01:14 AM
My hud prototype too:
Normal:
6098
Enemy weapon lock:
6099

The thing in the middle is supposed to rotate according to the ship's bank.

zero3growlithe
27th April 2012, 10:03 AM
Nice HUDs Xpand & Oryx :) Now some suggestions: Oryx's hud have a little too big indicators and timer, same for Xpand, shield and speed indicators are too a little big, try making them a little lower. (smaller height, not possition). Just my opinion xd
Oh, and Xpand, do you remember how long it took Cassandra to lightmap on my old PC? Around 3-4 hours, on my new machine it took 40 minutes xD
EDIT: My old HUD: https://picasaweb.google.com/lh/photo/r-9rB6-dINmrDNJbCYRHI5vKcBreqPaKGegrWrNQUJY?feat=directli nk (this bottom line is thinner in newer version)

docfo4r
27th April 2012, 02:02 PM
The hud looks awesome, Xpand! I like the line-design, looks a little futural. But I'd suggest to put the speed indicator to the bottom.

Oryx Crake
27th April 2012, 06:11 PM
love your hud too zero, hm... how bout we do a poll or something in a thread and have people pick one style and then run with it? (obviously whichever one is chosen we'll keep tweaking it til perfection)

zero3growlithe
27th April 2012, 06:32 PM
Hmmm, sounds good! Let's go with it :)

docfo4r
27th April 2012, 09:37 PM
Hey guys,

since I am not good at graphic design, coding, texturing etc. and can only create the trailer, I thought I should try to create at least a soundtrack for the game. I know we have lots of cool music already, but maybe you like this one aswell, it has some energy:
http://soundcloud.com/docfo4r/astrophysics

I didn't start working on a trailer-alike video yet but hope I can do that soon.

By the way: Did you guys think about which racing modes will be included in the game yet?

Oryx Crake
27th April 2012, 09:57 PM
sounds good doc :) I took it upon myself to ask an indie-electro (he has his own brand of bit-pop-techno music) artist here in sweden called covox (http://soundcloud.com/covox) if he would be interested in letting us use a song or two of his, for slipstream to. I'm not holding my breath or anything but if you don't ask you'll never know right?

TypeProton
28th April 2012, 01:25 AM
Awesome HUDs, but I'd go with Oryx's. The one Xpand made are tad bit too cluttered in the odd way for me while Zero's one "eats" out the space.

@Oryx : Sounds awesome. :D

Oh btw I just surf internet and found some free futuristic font. [It may help us in doing in-game ads, billboards or other stuffs (http://aext.net/2010/03/cool-free-futuristic-fonts/).]

zero3growlithe
28th April 2012, 01:02 PM
Well, I can make it transparrent, no problem :P My brother complained about it too xd
-------------------------------
btw. Anyone up for some mellow sounds during SSGX races? xd
http://soundcloud.com/zero3growlithe/back-space

Xpand
28th April 2012, 01:48 PM
Yeah, I can make mine a tad smaller. I made it that way because I'm too used to airplane HUDs.

feisar rocket
28th April 2012, 01:55 PM
...is there a reason you're going really low poly?
For people with bad/old computers (me... LGX12 is 6 years old). Plus to use less processing power, so it runs smoothly (?).

As my concept art is aging... Im certain to take pictures today! Lappy is juiced, red book is... M.I.A. and I got the uploader working on the ps3... 2/3 problems solved.

HUDs... Umm, realistic mode... remember, that adds about 2 more values onto the HUDs, in simulation mode :)

P.S. Fonts = SUPER SE*Y! Oh man... use em!

Cipher
28th April 2012, 10:20 PM
didn't think people were still running those old computers, we're throwing away dozens of those at work =/

but i understand :), gives it a good ol' classic wipeout 2097 feel :D

Cipher

Xpand
28th April 2012, 11:44 PM
Hey, come on, not everyone of us have the money to spend on a new computer every 2 years. My PC is awesome, I dedicated a lot of time improving it, even though it's now 4 years old., but I had to leave it for this puny laptop because I had to go live far away from home...

Cipher
29th April 2012, 12:51 AM
it's okay man, really, i understand i just can't stick with those for my studies ;)

after all, any wipeout for pc is dope, always wanted it for the computer hell i even searched for emulators, so keep going, i'll eagerly wait for it :)

Cipher

docfo4r
29th April 2012, 07:16 AM
Will there be a multiplayer-mode btw?

Oryx Crake
29th April 2012, 12:58 PM
Nothing textured and the modeling isn't done either but this gives you a fairly good idea of what basin park tracks 1 and 2 are about. Slowly climbing up the hillsides with models... running out of inspiration I think I need to have a run through my archives for cool buildings to take inspiration from.

61006101610261036104610561066107

docfo4r
29th April 2012, 03:02 PM
Zone mode design, huh? ^^

I really like this design of the hills and the buildings in between. Next to the buildings, don't forget some sort of vegetation.

Oryx Crake
29th April 2012, 06:52 PM
hehe just thoughts some colors would be a nice touch XD as for vegetation it will definitely be there I won't use 3d models for trees and such though as that would be too much work in vain. after all you wont even notice the difference at speed. But yes there will be vegetation. and about that I have decided to place it somewhere in the south china sea, Vietnam or Thailand.... somewhere like that just to give you an idea of what kind of vegetation we're talking about.

feisar rocket
29th April 2012, 07:00 PM
Oryx, how the hell you use blender like that?

Rotational_aspect
30th April 2012, 12:07 AM
Blenders not too hard once you get to know it- the UI change post 2.49b helped a great deal.

Oryx Crake
30th April 2012, 05:52 AM
aye just as you say aspect, also well it does take a little bit of time to get going but once you come to terms with the program and and start to get a feel for it it isn't that hard. that being said though I haven't completely learned the program yet. there are still things I need to figure out... like why sometimes faces get turned upside down :D

zero3growlithe
1st May 2012, 03:48 PM
I took a long break from programming recently since my new machine came... u know... Crysis and other stuff got in my way :P So I've made a script which makes a simple calculation and based on it I can check whether my ship hits hard a wall with its nose xD What it does generally is just saving ship's previous velocity every 0.1 sec and checking whether difference between actual velocity and this previous one is larger than 200 units :) Easy as cake and written on language lesson xd (in 30 minutes you can check it in action here (http://www.youtube.com/watch?v=5qlPBOEbEIg&feature=youtu.be) xd) I'll make the same for side hits.
Oh, and I have "Barrel Roll" function written in my notebook so I'll make it maybe today :g

btw. Anyone has anything to do with sound effects? I'm pretty short on those :P
btw2. Xpand, do you want the newest version of this project? Becouse it's much easier to set-up ships in it than in previous versions :) Just let me connect some things back and I can send it.

Xpand
1st May 2012, 05:24 PM
Looks cool, but damn, the ships are still too small! :frown:
You can send me the project if you want. I can make some particle textures for sparks and stuff like that too...

TypeProton
2nd May 2012, 02:15 AM
I'm bored as hell and yet I can't think of anything.
Republika and Direcktor.
http://i.imgur.com/IMkID.jpg

docfo4r
2nd May 2012, 04:01 AM
The weapons sound interesting. Is there an explaination on what they do exactly [at least for Repulse and Clock]?

Dusk118
2nd May 2012, 05:02 AM
Actually, that looks perfect to me. With the demo you gave me, I felt like the ships were too big.

TypeProton
2nd May 2012, 06:54 AM
Repulse are WO Pulse's Repulsor. They create damaging force field that push surrounding opponents away around the user. I make an icon of it because of how un-dodgeable Quake was.
Clock is WO3's Clock. It prohibit lock-on weapons like Missile (and by current extension, leech beam) from locking at the user. I'd love it making the user do more damage when ramming other ships just for gimmick-ery sake though. ninjabuttrapelololol
Oh yes, why not make it actually render the user's weapon lock-on hidden from the victim? That would make it more viable.

But will, or how we implement these weapons in the game is up to others, not me.

Oryx Crake
2nd May 2012, 07:45 AM
I don't have anything so far to do with weapons or anything but I like the style of logos proton so I was thinking you could give making logos for all the tracks a go well all the named tracks, (I have tried but my inspiration is in short supply and the logos came out completely crap) that's to say: Cassandra, Draco Cavernae, Basin Park, Basin Park Hill and possibly Atlantica. those are the tracks I know of anyway. also I like the SGX logo is there an svg file somewhere I could have my hands on? I'd like to test it out on the cover art.

TypeProton
2nd May 2012, 08:17 AM
Will look into it Oryx! :)
[Here's the SendSpace link for a .svg file you asked. Included Quake icon. (http://www.sendspace.com/file/jczsai)]

Can I get a summary of those track (ex: How is it like) I've to make the logos of?

Oryx Crake
2nd May 2012, 05:44 PM
Cheers proton!

Ok so Cassandra is a mediterranian seaside track, quite technical, not unlike vineta k in it's setting and track type.

Draco Cavernae is the test track for the Amphithere team it's built in a wooded area by a lake with the teams headquarters attached to the track. It's a wider and more straight forward track than Cassandra but it features a unpaved section of track and some fairly tight corners.

Basin Park is a track laid out in a seaside park district in a big south-east asian city that climbs the hills of a coastline so if features a track that follows the natural geography of the area with a mix of inner city and park environments.

Basin park hill is a track that is located in the same area as basin park but instead of following the natural geography it sits on top of the the buildings and above the park making a turn into a tunnel in the mountain to the west of the park.

hope that gives you an idea :)

Also somewhat big news: Covox (this is his soundcloud account: http://soundcloud.com/covox) liked the idea of being on the soundtrack (!) I've yet to answer him anything but I'd urge everyone to have a look through his tracks and see if there is any one of them you particularly like. I like attack vector and Jet alone myself.

Xpand
2nd May 2012, 06:39 PM
Moar pics:
6113611461156116

docfo4r
2nd May 2012, 06:41 PM
Nice pictures, especially the last one looks cool.

Great thing about Covox, Oryx! I'm checkin' his music now.

zero3growlithe
2nd May 2012, 07:13 PM
Well, about music: This music is AWESOME but I don't see (or hear) it in racing game, more shot-em-up like games :g
(this one made me want to make one: http://soundcloud.com/covox/sulumi-city-stockholm-remix-by-covox :P)
Xpand: I like the direction this track is going :D Keep it up!
As for barrel rolls in SSGX... wow, this one is nice piece of nut to crunch xd And sound effects are hard to implement too when you want to avoid some things... oh, and I'll have to add 8x2 rays to ships what will decrease game's performance a bit.

btw. (still I don't know how much room I have for improvements in my source code as I don't have this Unity-Pro "Profiler" which shows what (and how much) takes PC's power so you can ignore message below if you want as it's a little harsh :?)
Low-end PC users: I'm sorry but I won't cut game features just to keep it playable on slower computers because I want to make this game good and stable just so players have a nice time playing it... I wonder if there is a developer in the world who won't meet his dreams just because there are (sorry for formulation) "exceptions" on this planet who'll want to play his game too. What worse even if he do cut them it won't get to larger part of players because many of them want to get to higher level with their machines, what follows is decreasing number of low-end PC users. Just my opinion, nothing to offense others.... said too hard? Sorry again

Oryx Crake
2nd May 2012, 07:33 PM
about covox's music I think many people have different opinions about what is racing music, I like to have some of covox's tracks on my wo list but I understand if others wouldn't, my thinking is that with a wide variety of tracks in the game you get a flavour that suits a lot of people, if maybe not every track but you know what I'm saying. Whatever the case though I'm honestly stunned covox even answered back XD

Dusk118
3rd May 2012, 01:12 AM
With all due respect, I would like to make the track icon for my track (Draco Cavernae). I'm rather picky on who works on my stuff. It's just how I am.

feisar rocket
3rd May 2012, 02:05 AM
We can make many more weapons! :)

Rapier, vampyre, etc... so many ideas...

docfo4r
3rd May 2012, 04:20 AM
Yeah I also think it would be cool to have some new kinds of weapons, so not all weapons are actually well known by Wipeouters. I played Fatal Inertia EX [a good future racing game, too] and they had a few nice weapons. They had this effect of letting me think "Wow, what was that just now?" when I fired it off!

Maybe we could have a weapon [call it "E-Disfunctioner"] which makes the glide controls go haywire on AI ships for a moment and if you got shot with it yourself, then for a moment the strongness of steering or acceleration variates between less and much. Also maybe you could do something with the HUD, letting it show up manipulated informations.

Another weapon could be some kind of weapon lockup for half a round [the one who got shot is not able to fire off a weapon or not able to collect a new weapon for an amout of time].

What about a time manipulation weapon? For example, you screwed up in a corner and lost some positions. You also got that time manipulation weapon collected. You fire it up and either you see the time goes backwards or you see a black hole coming up infront of you making the entire race go back 5 seconds or so. You are infront of the corner again and get a second change so to say.


...of course some things might be hard to realise, but just to give you guys an idea. Maybe it would be cool to have something more than just fire weapons.

TypeProton
3rd May 2012, 07:30 AM
Umm... We're still in Wipeout universe people... :/

edit : I mean we shouldn't have too many weapons. Especially one that have the role overlaps with other weapons. It's also about player reliance on weapon pad randomization. I, for one, would not like it when I have to try my luck on 10+ weapons in a race. That's too much for me.

Xpand
3rd May 2012, 09:06 AM
....
What about a time manipulation weapon? For example, you screwed up in a corner and lost some positions. You also got that time manipulation weapon collected. You fire it up and either you see the time goes backwards or you see a black hole coming up infront of you making the entire race go back 5 seconds or so. You are infront of the corner again and get a second change so to say.
....

That has a name, it's called cheating! :g

Oryx Crake
3rd May 2012, 09:20 AM
perhaps we ought to make a list of suggested weapons and see what everyone thinks. personally I would like it if weapons didn't play such a hug part of whether you win or not but then I'm a racing purist ^^; on the other hand without a multiplayer option I suppose the point is moot. by the way there have been control disruptors before. I think it might have even been in wo 1 I know for sure there was in wo 2097 there it was called electro bolt and it made your craft shake and be harder to control. I think there was one in pulse or pure too but that one was more random, then there was the grav stinger and gravity bomb in fusion.

Cipher
3rd May 2012, 11:27 AM
haha! electro bolt! good days, never knew what it did, didn't notice anything when it got fired on me xD
and aah yes, gravity bomb in fusion, god i hated that thing :D

Cipher

zero3growlithe
3rd May 2012, 12:11 PM
My fourth attempt to make a good HUD: https://picasaweb.google.com/lh/photo/1Dbz4BTDyRTTzWC0s-kdnNMTjNZETYmyPJy0liipFm0?feat=directlink (failed xd)
btw. What u guys think about health system where u have health and shield separate where health is not regenerating itself and shield do regenerate but is pretty weak?
EDIT: A little better version of HUD: https://picasaweb.google.com/lh/photo/gxsXVM-AtUVaJpYU19XwmNMTjNZETYmyPJy0liipFm0?feat=directli nk

Xpand
3rd May 2012, 12:17 PM
Aw gawd, that HUD! :blarg

The shield idea is nice, I say go. Then we could probably attempt to make some sort of part's shop, where you can costumize things like shield strength and regenaration time..

TypeProton
3rd May 2012, 01:26 PM
Get rid of unnecessary line (those frame) and it's perfect!
Agree on shield idea. But how do we repair it during race?

About the weapon list I'll start with my own first then let other add up or change it :
- Turbo
- Auto-Pilot
- Cannon
- Missile
- Rocket (Standard 3 shot)
- Shield
- Plasma
- Quake
- Mine
- Bomb
- Repulse (Based on WO Pulse's Repulsor. An energy burst that pushes surrounding opponent away from user. Will defeat Rocket,Missile and Plasma if it comes into contact.)
- Leech (Leech Beam)
- Wall (Fire a ball forward to another 'lane' (WO3's Force Wall style) that deploy into a wall that will damage anyone that crashes through it, Almost like Zone Barrier in Wipeout HD Fury Zone Battle mode.)
- Counter (Temporary energy field that envelope the user. Will defect 1 salvo of any weapon fired at it. Lock-on weapons will be defected back at the shooter. If Leech is used on it, the link will break instantly and zap 30 shield points off Leech's user)

Xpand
3rd May 2012, 01:31 PM
That counter weapon is almost like the WO3's blue repulsing shield (I can't remember it's name though)...

docfo4r
3rd May 2012, 01:42 PM
That has a name, it's called cheating! :g

^^
Well, did you ever play "Voltage" before? It's a nice glider-racer, too [althought the controls are not so great]. Since it's only russian on PC version, I can't tell you the name of the weapon but there is a weapon which activates an autopilot for 2 seconds, and in that time all AI ships freeze up and you travel forward a little faster. It was interesting to see but of course such kind of weapons should be rare to get. Otherwise it'll be frustrating if someone else uses them as much as a shield for example.

I also don't talk about having 10+ weapons, but maybe not to have only weapons who come from Wipeout. Why don't we think of something cool for ourselfes? We could at least replace the Canon...

Oryx Crake
3rd May 2012, 02:29 PM
I think we should keep it simple weapon wise, I like the weapon ideas so far but the more complex the weapon system the more chance of bugs and glitches and so on, the gravity bomb in fusion was horrible for that for example, sometimes it just shut off the ag generator in the craft within it's area of effect but sometimes a ship would be pulled towards it violently instead ending up in a wall somewhere it was especially unpredictable in loops and on mandarshee if I remember correctly

by the way the reflective shield in wo3 was called simply reflector :P

also for weapon systems

it could be an idea of instead of having pickups you get to choose what... say 5 different pickups you carry before a race and you get a set number of all these depending on which you've chosen. call it activation slots on the ship where you have say 20 and each pick up takes up a set amount of activation slots. say for example that a quake takes up 7 activation slots, a turbo 5 a shield 2 and a canon 1 so you could have for example: "2 turbos, 1 quake 1 shield and 1 canon" in your craft before a race and you have to be careful with how you use your stuff. that way the weapons become less random and the game more strategic. If these would be used to replenish energy the amount you'd regain would have to be higher perhaps but it would also mean that you cant be too wild with barrel rolls etc.

Just a thought

docfo4r
3rd May 2012, 04:20 PM
I like the idea!

Another variation could be, like you say a ship can only carry a certain amount of usables [weapons, turbos, shields etc.]. For example, you have 4 free slots. Each weapon fills up a slot. So you could choose to take a turbo, a shield, a leech beam and a quake on board. And in the race, you have an unlimited amount of the things you chose. But you have to fly over a pad to activate them for use. So before you flew over a pad, the weapons are available, but you can' fire them off. And once you got over the pad, you can fire of a weapon, or use a turbo or a shield. And once you used that, you need to fly over a pad again. Just an idea...

Also for the pads: We could instead also maybe create light beams on the track, something like a weapon release energy powerup instead of pads to fly over. And you have to fly through that beam from beginning to end to charge up enough energy to be able to use a weapon. If you get out of the beam too early, you won't be able to use your weapon and that release energy is back at 0%. This could be well used to make difficult tracks even more difficult [for example to place such a beam in a corner] or an easy track [to place the beam on a wide and straight section of the track]. Of course the beams shouldn't be very long, maybe as long as flying over 4 pads in a row in Wipeout.

But I see a problem on Oryx and on my idea about the weapon system: If we allow the player to select some weapons before the race, then we have to give him the ability to scroll through the weapons while in race to choose which one he wants to use or we have to define buttons, like 1 2 3 and 4 to use weapon slot 1, weapon slot 2, ws 3 and ws 4...

Oryx Crake
3rd May 2012, 05:59 PM
Yeah doc for scrolling I was thinking there is always in wipeout that one unused button in the case of HD it's the one used for 180 degree turn in eliminator and emp in detonator I can imagine a way in which this would work when playing on a keyboard as well. It would would only allow for scrolling in one direction but if you only have 4 or 5 options that might not be too big a problem, alternately holding down the same button and using up and down key to switch between the weapons. I like the idea of activation pads though.

Also let's say that you wanna get the race started quickly we could allow for the player to setup a set of quick race profiles, say three of them so they dont have to pick all the weps individually every time they race.

docfo4r
3rd May 2012, 06:26 PM
Oh, right. That's a good thing about the quick race profiles!

Hey that would definately be a cool thing to have that in Slipstream GX!

zero3growlithe
3rd May 2012, 07:47 PM
How about that:
During race player have 3 arrays of weapons: shooting, help & mines category. Weapon pad hit by player draws one of 3 colors (pink{shooting}, green{help}, blue{mines}) and weapon selection in player's array sets itself on first slot of category according to WP color. If player will hit next WP without using selected weapon the selection moves one slot further in same category. As for elements they are placed in categories according to their usefulness which we will decide when weapons will be accomplished. What u guys think?

zero3growlithe
4th May 2012, 12:33 PM
Doh, ok maybe I'll do a little final game project overview (what will it include not what is now):
-----------------------------------------------------------------------------------------------------------------
Most Important: Save Game Preferences (+ Auto Save Feature)
Game Modes:
- Campaign (where u can get money for upgrades)
- Zone
- Battle Arena (something like battlezone (http://www.youtube.com/watch?v=JajxhR9mWqg) multiplayer as I think it would be quiet fun mode)
- BA Options: Arena Battle (fighter) or Track Battle (chaser)
- Single Race
- Simulation Mode (i'm not sure about this mode as it is quiet impossible to fly with this thing in real life as for me... it would be pretty unplayable and not very attractive among players due to many and easy ship crashes and high difficulty)
- Speed Lap (do what u want, beat your lap records)
- Time Trial (beat your whole race time)
- Normal Eliminator (WOHD like)
- Survival (Battle Arena + weapon upgrades + many enemy ships + game play similar to this (http://www.youtube.com/watch?v=UEdUBg6Ec2w&feature=related) = fun (as for me xd))
- Multiplayer (...)

Number of ships and tracks: Mods and ship/track adding possibility (EDIT: impossible right now)

Available Speeds: Venom/Flash/Rapier/Phantom (the end)

Options:
- Music Playlist (Built-In, Play mode: Sequence/Random, Possibility of adding new tracks (?))
- Sounds Volume
- HUD Selection (yeah, becouse it's hard to decide which one to take although Oryx's got most votes :P)
- High Score Tables
hmmm, I'll add some later as I think I forgot something...

Garage:
- view your ships
- upgrade their stats
- change textures (well, I'll think of something on how to achieve that after I'll make Save feature work)
- Ship Creator (:P I was just playing game called Spore (http://www.youtube.com/watch?v=-JWZT1b8pS4) and it has ship editor from which I got an idea of making an build-in ship creator :g)

Weapons: Discussions in progress... xd

On track:
- Speed and Weapon Pads
- Weapon Absorbing to replenish energy (i suppose it's the best and easiest solution)

Player's Ship:
- side shifts
- side shift charge slam (double press and hold button to hit stronger)
- using weapons
- pitching
- barrel rolling
- air breaks

Some Eye Candy effects overview:
- when in menu: after selecting ship camera moves behind selected ship and shows as garage doors are opening (light is really strong so you can't see what is outside, from outside there are quiet sounds of loud crowd) and ship's engine is starting, ship starts fast with nice sound effects and camera flies behind it to the light where loading of track begins (you still hear this stupid crowd screaming), when track loads up this fkin light which made you blind disappears slowly finally and shows track from different perspectives and what not you can imagine (hola hola, not so far xd) and when player push button game is asking for u can finally begin this damn race :)
- during race: when player's health (or enemy's) reach 0, his ship begins to burn really fast (ship is still controllable for... 1-2 seconds?) and after that explodes making it fly... somewhere to the space... and when it hit something hard then it explodes totally but if not then it will just wait for some other ship to hit and destroy it xd Oh and while it's burning before exploding u can hit something hard to destroy it right away ^.^d Go ahead xd

I thinks that's all for now... and give me answer about which HUD to take and send me it's source files (*.psd file or other with layers) and decide on weapon system so everything will be clear :) Oh. and if there is an idea I've skipped here just let me know as I wrote everything i remembered or thought about.
btw. Looongest post in this threeeeaaaaaad, yeeeeaaaaah!!!

Oryx Crake
4th May 2012, 01:33 PM
I like the idea of hud selection man. I like all the hud styles we have now so picking just one doesn't feel right, how about we make them attainable through campaign mode just like in HD.
Also I haven't animated my hud style any but I hope that's alright. I made it in illustrator so it's a vector graphic file hope thats alright. Also I think I should tweak it a little take into consideration what people have said and so on. Get it to you soon as possible.

Xpand
4th May 2012, 01:39 PM
Hey, what about animations? Can't you make some sort of script that will take the tagged airbrake parts and animate them along their axis?

TypeProton
4th May 2012, 02:30 PM
Great, zero3growlithe! Make sure there's a husk remain when AG ship is destroyed.
The ship selection idea reminds me of WO Pure's intro. lol

I'll make the Blocky, my promised race mascot tomorrow. Probably some tracks' logo too. (In fact I don't have idea for those right now but we'll see.)

Also everybody please vote/comment on [weapon poll (http://www.wipeoutzone.com/forum/showthread.php?8787-How-we-should-implement-weapons-in-Slipstream-GX)] to decide on what we should use.

docfo4r
4th May 2012, 03:23 PM
Great post, zero!
It's nice to get a little overview of what is going on at the moment. I like the idea of the survival game mode. Because, I'd really like to not have a 100% Wipeout copy [same for the weapons]. But on the "Battle Arena", is this one held on the normal tracks or will there be some kinds of landscape like in the video you posted? Only thing I hope is that it won't be like the "Derby" racing modes in Destruction Derby and Flatout: Everyone in a small arena and the last one survives. I just absolutely don't like that^^

Cool to have a Zone Mode on Slipstream aswell. Will there also be some color changes like in Wipeout?

And "Free run" = "Speed lap"?

zero3growlithe
4th May 2012, 04:33 PM
@Xpand: Ah, yeah, I always forget about those airbreaks, I'll repair it xd
@docfo4r:
- Battle Arena will be something similar to "Blur's" deathmach but with boots (enemy ships) and will be available as Arena Battle (fighter) or Track Battle (chaser) :P
- Free Run = Speed Lap
- Color changes in zone? I can't even imagine on how would I do that in Unity X_X

docfo4r
4th May 2012, 04:56 PM
Yeah I was also wonderfing about the zone color^^
Hey: Since we have our HUD discussion... Why not use one HUD for the normal race mode, another HUD for elimiator and the third one for zone. Of course the creators have to customize their HUDS for every racing mode... In Wipeout we also have different HUDs depending on the race mode. Well, but in Wipeout the HUD was still somewhat similar. Don't know how it feels to have a completely different HUD for these racing modes, maybe not a good idea after all. Just food for thought...

Well, having the option to battle on fighter or chaser mode is cool. But isn't track battle like eliminator? Another idea [sorry I only come up with ideas but can't program any of them^^] is that every ship has just one other ship as target for the track battle or an advanced eliminator mode. Once you destroyed your target ship, you'll get a new ship as target [of course the destroyed ship will respawn]. It also means there is some guy after you only. And after a certain amount of time, the one with the most kills wins or set a kill target to find the winner of the match.

Rotational_aspect
4th May 2012, 10:15 PM
zero3growlithe> if your level is untextured in zone mode, can you animate the RGB value of the track model itself? If you keyframe it you could have a similar look to the 'real' zone mode.

TypeProton
5th May 2012, 06:45 AM
Blocky :D :
http://i.imgur.com/EQEPe.jpg

[.svg download link (http://www.sendspace.com/file/rtsr7u)]

feisar rocket
5th May 2012, 12:57 PM
Doh, ok maybe I'll do a little final game project overview (what will it include not what is now):
-----------------------------------------------------------------------------------------------------------------

- Zone ( nice )

- Simulation Mode (i'm not sure about this mode as it is quiet impossible to fly with this thing in real life as for me... it would be pretty unplayable and not very attractive among players due to many and easy ship crashes and high difficulty)
( I would love it, (of course it was my idea lol) the difficultly should be advised, and must be unlocked. "this is for elite players, like SoA, or Yeldar ;). Are you sure you want to push yourself to your limit, it made me cry. ( Give Zero max respect for making a very hard game mode, harder than zone sometimes, venom isn't friendly.) Then enter. Good luck. " <- little warning note

But this would be good for those who excel in WipEout. Making em stop bragging for a bit ;) Put the level of simulation too, for the little boys ;).)

Available Speeds: Venom/Flash/Rapier/Phantom (please put vector, at venom speed. So phantom is at super-phantom / zen speed :))


- Weapon Absorbing to replenish energy (i suppose it's the best and easiest solution) (when I read the title I was like "oh, hmm, okay..." I read bait then I paused "don't tell me..." So I start reading again begging for "pit lanes" but then, "absorbing" I was like "FAKKUUUUUU! Meh, if that's easier for him, I can live :)"

Player's Ship:
- pitching (as hard as WO3's)
- barrel rolling(make it as hard to br like in pure)
- air breaks

btw. Looongest post in this threeeeaaaaaad, yeeeeaaaaah!!!

That's my crit, in the brackets up there. Except the ones there to begin with.

So, track descriptions. Any needed?

Rotational_aspect
5th May 2012, 03:02 PM
TypeProton: love it! Kind of a crazy robotic Terence and Philip crossed with an LCD readout...

Xpand
10th May 2012, 09:45 PM
Sheesh...

http://www.youtube.com/watch?v=2WNpFWU_5KA

Amaroq Dricaldari
11th May 2012, 12:27 AM
I am not sure if you guys got the HUD sorted out, but I hope you don't make the mistakes that were made with the 2097 HUD.

Anyway, I had an idea for the weapon icons (forgive me if this is in the wrong thread). With the Quake, for example, it could combine the icon from WipEout HD with the one from wip3out, where it starts as a lowercase Q, and it then straightens out into two parallel lines, then it spikes and finally straightens out again with two arrows at the end. Pretty cool, right?

As for the Turbo I think it should use the same icon as it does in HD, but rotated 45 degrees and it would start with a thin arrow, then a slighty wider one, and then a much wider one.
TL;DR It would combine the WipEout HD icon with the Pure icon.


------

Sorry in advance, but I haven't been on these forums very long. This is in fact my first post.

mangaroo
11th May 2012, 12:52 AM
Not really played 2097 much so I can't comment on the icons but that video looks amazing. Really looking forward to this.

Oryx Crake
11th May 2012, 01:23 AM
ok so I have finally managed to upload the HUD zero https://rapidshare.com/files/2505798939/Graphics.rar hope there are no problems with this file if there are just say so mate :)

Amaroq Dricaldari
11th May 2012, 01:28 AM
Hey, I was just now talking about the HUD.

Oryx Crake
11th May 2012, 01:36 AM
lol coincidence win, theres actually a poll here in the wipeoutfuture section where you can see the different ones we have.

Amaroq Dricaldari
11th May 2012, 02:34 AM
Well, I'm looking at something with a bit lower quality as Wipeout HD... Kinda like my Piranha model on my gallery...
I was aiming at ships that looked like the ones from the first wipeout games, like reconstructed replicas of the ships... I'm making a Feisar based on the F3600 series and I'll show it here to state my point...
And thanks!

Here's the Feisar model still in development:

1895
1896

I would also like the models to have some sort of cockpit... Not something to complicated, something like the WO3's cockpit...

It would be nice if you used the current FEISAR color scheme, though. I like the combination of Blue, Yellow and White.
Besides... Red, White and Blue seems more like an Auricom thing.



Hmm... reminds me of a track in a gameboy game... Ah, Hotwheels World Race (?), first track. I gotta make with FZEP.
Got a few names... but copyrights won't allow it...
WipEout: Stream.
WipEout: Omega
WipEout: A-A.G.A.R (Amateur-Anti Gravity Association of Racing)
WipEout: Crimson
WipEout: Purity Project
WipEout: Corruption (opposite of Pure, see what im getting to?)
WipEout: Spectrum
WipEout Corruption sounds like the name of a Fusion remake. Also, A-A.G.A.R. doesn't sound very awesome.

docfo4r
11th May 2012, 04:54 AM
Xpand, the track looks really awesome! Great work :)

Xpand
11th May 2012, 12:28 PM
It would be nice if you used the current FEISAR color scheme, though. I like the combination of Blue, Yellow and White.
Besides... Red, White and Blue seems more like an Auricom thing.


WipEout Corruption sounds like the name of a Fusion remake. Also, A-A.G.A.R. doesn't sond very awesome.

Lol, you need to get updated. The game is based on the Amateur league between the F9000 and FX-300. None of the teams are the same from the classic wipeout games. We already have Solaris, Helios, LOGOS, CERN, Zepher and Amphithere. The game is called Slipstream GX.

Amaroq Dricaldari
11th May 2012, 10:11 PM
How will Solaris fly? I want their color scheme to be Crimson, Gold, and White. In addition, I want them to play like FEISAR, but with their attributes leaning towards durability and away from thrust (unless poor thrust ruins the point of having high handling).

--- OFF TOPIC ---

It always bugged me how when the camera was set ot internal view, it doesn't show you inside the cockpit of the ship or anything, and instead it just replaces your player model with a camera that is low to the ground. It would be nice if you could at least see the front of the ship through the pilot's eyes.

Oryx Crake
11th May 2012, 10:18 PM
Ama we have a website here: http://wohdcup.sommarpojkarna.com/links/slipstream-gx

Amaroq Dricaldari
11th May 2012, 11:00 PM
The pictures in the teams section are a little too big, and I don't like the font. More importantly, the spacing between words on the main page is a bit cramped. I think you should take a look at the WipEout HD and Fury websites.

It would also be nice to see the backstory behind the teams.

3--
-2-
--1
GO!

------

One more comment: I saw the Amphithere page just now, and I am not sure the Anime-ish artstyle is the right way to go. However, I don't mean to offend the artist, so I apologize in advance.

Xpand
11th May 2012, 11:18 PM
How will Solaris fly? I want their color scheme to be Crimson, Gold, and White. In addition, I want them to play like FEISAR, but with their attributes leaning towards durability and away from thrust (unless poor thrust ruins the point of having high handling).


Ahem, if your going to demand anything, I suggest you come up with some ideas of your own. We're more or less in need of ideas for tracks and also for adverts to put on said tracks. By the way, the ships I talked about are already modeled and textured (http://www.youtube.com/watch?v=v91mS3dDvJE) and ready to use in the game engine we have...

I ask zero3growlithe to put up a video of the gameplay so you can see it, or just search for Slipstream GX in youtube.

Also there is an actual in-cockpit view in our ships (Or at least in the copy of the game project I have, not sure if zero3growlithe applied that on his). You can see the panels and screens and etc, only they're just white shinny screens, though...

Amaroq Dricaldari
11th May 2012, 11:25 PM
Sorry.

Xpand
12th May 2012, 12:21 AM
No need to appologise. Everyone can contribute and then sort out what ideas are best. It's a community project, so we have to work democraticaly. ;)

Amaroq Dricaldari
12th May 2012, 03:19 AM
The only idea I can think of right now is a better version of the famous Turbo pickup.

Afterburner:
- Replaces Turbo
- Fuel Based; you can use it in small bursts at a time for a continueous and steady speed boost, or you can use it all at once

Basically, it is a more controllable version. By using it in small bursts, you won't go as fast, but it will last longer, and you're less likely to crash into walls and fly off the track. But if you use it all at once, then you can quickly pull ahead of the rest of the pack.

Icon: Combines the WipEout HD icon (two or three upsidedown chevrons) with the Pure icon (the first one is thin, the next one is medium, and the next one is wide). In addition, it would be rotated 45 degrees clockwise.
In otherwords, it uses Pure's simple method of conveying increased distance and reduced time but combines it with the recognizeable arrows everyone loves.

Amaroq Dricaldari
12th May 2012, 06:29 AM
I finished prototype of the Afterburner Icon.
6126
I used the WipEout Pulse/WipEout HD Turbo Icon as a base, then worked my way up from there. The software used was Paint.NET (http://www.getpaint.net)

The Anti-Aliasing was done simply by doubling the size of the image and then returning it to its original size. Super Sampling was used.
Please give me feedback, and also keep in mind that it was done in about 5 minutes and I don't have very much skill at image-making.

The image you are about to see is the original WipEout Pulse/ WipEout HD Turbo icon. Enjoy.

zero3growlithe
12th May 2012, 07:15 PM
If we are in subject of weapons I would like to list my weapon pack: (now where is my notebook for geography... hmmm, ah here xd)
Weapons:
1. Tractor Beam (Damage: 5 | 3 Shots | 1 shot loads 2 sec | Secondary Shot Mode : Bounce Laser)
Avoidable laser which deals small damage.
2. Rockets (Damage: 8 each | 2 rockets | Secondary Shot Mode : Shot rockets separately)
3. Missile (Damage: 12 | Secondary Shot Mode : Missile Dash in direction it's facing while flying | Homing Rocket)
4. Blades (Damage: 10 each | Secondary Shot Mode : Stop Blades Mid-Air)
Shots 2 blades in this "V" directions which ricochets from walls until they'll destroy
5. Impulse (No Damage | Force Type | Secondary Shot Mode : Small Speed Boost)
Sends a strong energy wave which pushes enemies away from ship on certain distance
6. Cannon (Damage: 1 each | 25 shots | Secondary Shot Mode: Send small flying disk which shots bullets in all directions while flying)
7. Satellite (Damage: 18 | Ultimate Weapon)
Satellite locks-on every ship which is further than player's ship and shoots a devastating laser at each found enemy ship
8. Plasma Bolt (Damage: 25 | Charge Time: 3 sec | Secondary Shot Mode: Shield)

Mines:
1. Mines (Damage : 5 | Secondary Shot Mode: Convert to Cannon)
Leaves 5 mines on track
2. Bomb (Damage: 15 | Secondary Shot Mode: 1 Tractor Beam Convert)
3. Magnets (No Damage | Secondary Shot Mode: Shot Forward)
Spreads 3 magnets on track which attaches to enemy ship on contact and slows it down a bit for a while

Assist:
1. Shield (Lasts: 5 sec)
2. Boost
3. Auto-Pilot (Lasts: 3 sec)
4. Gravitron (Lasts: 5 sec)
Portable mag-strip, ship holds onto track stronger
5. Black Matter (Lasts: 5 sec)
Stronger anti-gravity module, ship is lighter

What do you guys think? Something to add or delete?

@Oryx: As for SSGX site you can add new music to it :) http://soundcloud.com/zero3growlithe/total-randomizer (I'll just have to cut the beginning and remix it a bit)

About my track, Tristans Inferior I'm not going to put it in-game as it is just pointless to finish it as it is really boring to fly on... some screens of not finished track: here (https://picasaweb.google.com/106083964399065727105/TristansInferiorStopped?authuser=0&feat=directlink)

Xpand
12th May 2012, 07:50 PM
Weird, your track looks pretty cool to me. I think its only problem is its length, but otherwise it's a pretty good track.

Amaroq Dricaldari
12th May 2012, 07:57 PM
4. Gravitron (Lasts: 5 sec)
Portable mag-strip, ship holds onto track stronger
5. Black Matter (Lasts: 5 sec)
Stronger anti-gravity module, ship is lighter

Black Matter should instead be called Inertial Dampener ('Black Matter' implies Dark Matter and Anti-Matter, which seem more like a weapon). And like I said earlier, Turbo (Boost) should be replaced with Afterburner.
Also, if the Mag-Lock sections are called Mag-Strips, then we can just call the Gravitron a Mobile Mag-Lock Module (MMLM). Gravitron just sounds too much like 80s science fiction, and Graviton particles are used for both Artificial Gravity and Anti-Gravity.


Shots 2 blades in this "V" directions which ricochets from walls until they'll destroy

In addition, you should say 'shoots' instead of 'shots'. Shot is a noun, and shoot is a verb.
The Secondary Shot mode should be called either Secondary Fire or Alternate Fire.


[COLOR=#0000ff]Mines:
1. Mines (Damage : 5 | Secondary Shot Mode: Convert to Cannon)
Leaves 5 mines on track
2. Bomb (Damage: 15 | Secondary Shot Mode: 1 Tractor Beam Convert)
3. Magnets (No Damage | Secondary Shot Mode: Shot Forward)
Spreads 3 magnets on track which attaches to enemy ship on contact and slows it down a bit for a while
The Mines category should be renamed the Deployables category, since Mines are already in that section as a weapon and the term 'Mine' implies a trap that blows up. Also, I think magnets should be renamed to Web (based on EVE Onlines Stasis Webifier, an Electronic Warfare weapon that slows down a targeted ship's movement with energy waves). They could be energy bulbbles on the ground that slow you down and can reduce a ship's top speed to one speed class below. Phantom temporaily becomes Rapier, for example. As for ships traveling at Vector, just bring them down to 100 kph (60 mph).



2. Rockets (Damage: 8 each | 2 rockets | Secondary Shot Mode : Shot rockets separately)
3. Missile (Damage: 12 | Secondary Shot Mode : Missile Dash in direction it's facing while flying | Homing Rocket)

Read my post on the Weapons thread.


6. Cannon (Damage: 1 each | 25 shots | Secondary Shot Mode: Send small flying disk which shots bullets in all directions while flying)

It should have thirty rounds, and the rounds should be magnetized to so that they will home in slightly towards the nearest target (it is easy to miss with that weapon). An easier alternative would be to make it a Hit-Scan weapon that bounces off the terrain.


1. Tractor Beam (Damage: 5 | 3 Shots | 1 shot loads 2 sec | Secondary Shot Mode : Bounce Laser)
Avoidable laser which deals small damage.
5. Impulse (No Damage | Force Type | Secondary Shot Mode : Small Speed Boost)
Sends a strong energy wave which pushes enemies away from ship on certain distance

Impulse doesn't seem like a viable replacement for Quakes (it still needs to do a tiny bit of damage, and 'impulse' implies acting on instinct). And finally, Tractor Beams don't destroy things, they pull things (or push things if you invert the polarity). So a more reasonable usage would be to pull yourself towards an enemy ship (without causing damage) and then use your momentum to slingshot in front of them, and the Alternate Fire could push away everyone behind you.


About my track, Tristans Inferior I'm not going to put it in-game as it is just pointless to finish it as it is really boring to fly on... some screens of not finished track: here (https://picasaweb.google.com/106083964399065727105/TristansInferiorStopped?authuser=0&feat=directlink)

Dude, I can solve that problem really easily. I will need some time to come up with ideas, but I will make sure it won't be boring. It looks like a very great track. It also seems unique.

P.S.: I sent you a private message. Not sure if you recieved it.

------

@Xpand
How do you like my Afterburner Icon?
Hint: Scroll Up

zero3growlithe
12th May 2012, 08:10 PM
Woooo, u'r awesome! I already like you :D Learned something new. You are like an WZ-bot wikipedia xD And I'll try to adapt to your suggestions :)

P.S.: I sent you a private message. Not sure if you recieved it.
Well, now I did, but if you wouldn't have told me I wonder if I would see it as now it's hard to notice those notifications after skin change on WZ xd


Weird, your track looks pretty cool to me. I think its only problem is its length, but otherwise it's a pretty good track.
@Xpand: If you say so, maybe I'll think of some jumps or something... not mentioning that track is too narrow and trees are too big aaaaaaand other stuff xd

Amaroq Dricaldari
12th May 2012, 08:23 PM
Bots aren't this smart or this creative. They do have one advantage though; they don't make typos.


(i need a little more powerfull CPU to make an animation, becouse at this time 1 render takes about 2 hours to complete :brickwall
Have you tried CUDA and a GTX 560?

------

@Xpand, do you know how to make the illusion of a 3D object in Adobe Illustrator? I have some mild experience, but I'm not very good at it.

The reason I was asking is because I wanted help making a 3D FEISAR logo (as a personal project). If you can make it, then a logo that combines the one from WipEout HD/Pulse with the one from 2048 would be awesome.

zero3growlithe
12th May 2012, 09:06 PM
@Amaroq Dricaldari (this name is so hard to write xd): Where did you take this post from? xd It was like... year ago? Now my PC is something like this: Intel i5 (i2500k), Geforce GT 430 (well...), 8Gb RAM "Corsair" so in comparison with my old junk, hmmmm, grand canyon xD
btw. Sent you a private message... you noticed? :P

Amaroq Dricaldari
12th May 2012, 09:29 PM
I am new to these forums, so I was looking through this thread from beginning to end, and I noticed your post on Page Six (might be page 12 for you, but set it to show 20 posts per page on mine).

Also, you can just call me Amaroq.

Xpand
12th May 2012, 10:28 PM
I finished prototype of the Afterburner Icon.
6126
I used the WipEout Pulse/WipEout HD Turbo Icon as a base, then worked my way up from there. The software used was Paint.NET (http://www.getpaint.net)


Looks nice, but we haven't decided the weapon logos quite yet. We'll keep it as a possible option to work from.

Amaroq Dricaldari
12th May 2012, 10:40 PM
Thank you. The arrows were used because everyone recognizes that as 'Hey! I can go forward really fast now!' while the sizes and density were based on the Turbo icon from WipEout Pure, which was suppossed to convey the concept of increased distance over a reduced period of time. I wonder, do you think I should add lines to it to bring a feeling of nostalgia to people who have seen the Turbo icon in the first WipEout (the icon that looked rather religious).

---

What I have to say about Rockets and Missiles (http://www.wipeoutzone.com/forum/showthread.php?8787-How-we-should-implement-weapons-in-Slipstream-GX&p=215564#post215564) (scroll down to my first post on that thread).

Amaroq Dricaldari
13th May 2012, 01:38 AM
I have some ideas about the control scheme.


Regarding keyboard controls, there's no reason to set them up differently from the console games' controls. Use the arrow keys or WASD in place of a crosspad, with Enter or Escape being the pause menu, and put the thrust and weapon functions on the opposite side of the keyboard, with the left and right brake keys on either side of them. Here's the configuration that I've always used for the PC and emulated versions:

Arrow keys = Pitch and rotation
Left Shift = Left brake
Spacebar = Right brake
X = Thrust
Z = Use weapon
S = Drop weapon
D = Change view
Left Control = Rear view
C = Hyperthrust (in Wipeout 3)
Enter (or, more recently, Right Shift) = Pause

Of course, the keys should be user-definable, and not locked into a predetermined configuration. But I figured that it would be helpful to post a configuration that I find comfortable to use. Arrange your hands on the keyboard to line up with it; it works quite well.

Better idea:

W: Push nose down
S: Pull nose up
A: Left Side Shift
D: Right Side Shift
Shift: Accelerate
Space: Airbrake
Mouse: Steering/Pitch Control/Aiming
Left-Click: Use Weapon
Right-Click: Absorb Weapon
Q: Mode-specific action
E: Rear-View
C: Change Camera Placement
J: Jump*
Esc: Pause
Backspace: Back
Enter: Select/Post Chat Message
Y: Open Chat Window (in multiplayer lobbies)
U: Team Chat
T: Multiplayer Settings/View Online Friends/View Invitations
~ Open Developer Console**
*this idea has been disputed on the thread "physics of wipeout 2048"
**used for debugging, using cheats, etcetra

Alternate Control Scheme:

W: Accelerate
S: Airbrakes/Move Backwards (when not moving forwards)
A: Steer Left/Side-shift (double-tap)
D: Steer Right/Side-shift (double-tap)
Left-Click: Use Weapon
Right-Click: Absorb Weapon
Mouse: Control Pitch and Steer Craft

------
The reason I use the WASD keys is because it is so much easier for me (I play many first person shooters). It is more natural and I can use my right hand for my mouse and not the stupid arrow keys. Also, I suggested the use of the mouse for steering because it is far more precise than a thumbstick, and you can use it to emulate analogue control. Not only that, but it is much ahrder to oversteer when using a high-handling craft such as a FEISAR.

P.S.: What is Hyperthrust?

F.E.I.S.A.R
13th May 2012, 01:42 AM
EDIT:I'm NOT used to WASD as main controls. I'm used to Up,Down,Left,Right. And if force feedback is enabled,I suggest that we used a gamepad instead. MUCH more accurate.

Anyone mind a team with airbrakes that have more turning power than normal steering?
Also,anyone mind a high speed,high stakes Speedway Oval?

Amaroq Dricaldari
13th May 2012, 01:51 AM
Like I said, those were just ideas. Besides, this might not be going on consoles. If you want to use a gamepad, then I am pretty sure we can include alternate control schemes and perhaps even a custom controls feature.

Also, I don't mind the idea of a Speedway Oval. I actually like NASCAR.
Fun-Fact: Did you know that NASCARs go so fast and the track is so long and simple that the drivers have to race for 200 laps? Racing games make it look so easy.

Anyway, I always wanted to make a track that was basically a speedway oval, but with wide roads, two shallow corners, two banked sharp corners, and inclines near the track sides to guide players away from the walls and onto a decent racing line. My dream was to make the perfect track for new players and heavy craft.

Amaroq Dricaldari
13th May 2012, 05:32 AM
Name: Marathon Survival (working title)
Concept: In this multiplayer mode, 2 or more players try to last as long as possible by racing on a randomly generated zone-style track, dodging mines, bombs, and rocks along the way. Points are gained based on how many hazards you successully dodge. You will get bonus points for getting a perfect zone and for making kills (everyone respawns upon death). Even on online play, there will still be bots.
Soundtrack: Fast-paced and energetic
Ships: Similiar to WipEout HD Fury's Zone Battle

This quote is where I got the idea:


guys you know how in real life we got rally cars and rally tracks right well ive been thing what about Wipeout rallys maybye the rallys could be done on metal tracks with dirt on them with rocks everywhere you need to avoid well any simple
dodge as many rocks to get a perfect time score
competitive say we have 1 AI which is really competitive so it makes it more of a challenge ive made a blue print for a rally track for this
its simple a one way track no laps so it has to be challenging and it has to be fairly large for it to work
sorry of the image specs im getting used to using my new graphical studio
and i think i should share the software for the images i make is UP just download the free ware edition at: http://www.ultimatepaint.com/download.php
and i have software for making the installer for the game too! :D

My idea is to have all of the ships stay in the same general area and making the terrain randomly generate and moving underneath the ships so that the players won't notice that they aren't actually leaving the area. In addition to randomly generated opstacles and such, there should also be random inclines and undulations to make the 'track' as varied as possible, and the visual style will be identicle to WipEout HD's Zone Mode.

The playing area should be moderately large (to keep people from noticing that they are limited to a single area), and there should also be something similiar to pilot assist to keep players from crashing into the invisible walls seperating the playing area from the fake terrain.

Every ship has max attributes, and the speed class should start at slow (around 100 kph/60 mph) and slowly increase every 10-20 seconds (like in Zone Mode), and acceleration will be automatic.
There will be speed and weapon pads here and there, but the only weapons will be reloadable Autocannons, the Nosferatu (a cooler name for Leech), Quake (an Omnidirectional version), Missiles, and targeted version of the Plasma Bolt. There will also be randomly spawned mines and bombs that you need to avoid (they will automatically be destroyed shortly after leaving the playing area).

You shields will slowly regenerate overtime (1 HP every 2 seconds), but you can speed up the process by getting perfect zones and by absorbing weaponry (which also activates a shield).



--- Inquiries, Suggestions, or Objections? If so, then please reply to this thread and give me honest, detailed feedback. ---

~ Time passes by so fast, keep out of the rain.
Amaroq Dricaldari

Xpand
13th May 2012, 10:55 AM
What the... The controls are already set: Arrow keys for turning, X to accelerate. No one uses the mouse in racing games... It's much more ergonomic and efficient to use a combination between left hand and right hand keyboard mapping. There is no such thing as console in this game. This is not a FPS game. Only FPS/TPS use mouse+WASD. ;)

Oryx Crake
13th May 2012, 11:31 AM
wouldn't it be possible to allow for players to map their own controls? I mean I have no idea how problematic that would be to program but I figure some people are more comfortable with wasd and some aren't... just a thought.

zero3growlithe
13th May 2012, 01:20 PM
While turning on the game an Unity's window with settings appears where you have a tab named Input where you can change controls even to gamepad buttons.
EDIT: Ahahahahaah xD

TypeProton
13th May 2012, 01:43 PM
I lost track of current goal after bunch of Amaroq's post right now. Can you remind us what it is? More tracks?
Will do current track's logo. But I'll take my time on it. There's no deadlines afterall. :P

Oryx Crake
13th May 2012, 02:17 PM
aye as it stands right now what we really need is more tracks, I know of 5 that are currently in modeling development out of which I don't know if all of them will stand up to scrutiny (I know 2 that will for sure) that is Cassandra, Draco Cavernae, the Basin Park tracks and Zero's track which I'm not sure I heard the name of. but then I don't know all the tracks people are working on either there might be more out there... perhaps it would be a good idea to compile a list XD

Xpand
13th May 2012, 03:17 PM
I'm working in the interstices of work until June.. After that I'll be off for like half a month, probably, because of final exams... After that I'll turn on the turbo and finish the two tracks I'm working on.

TypeProton
13th May 2012, 03:37 PM
A preview of what's to come.

http://i.imgur.com/A9YvF.png

Now back to chruncing Cassandra's logo...

Oryx Crake
13th May 2012, 03:56 PM
I'm liking it proton especially the hill one it's got an art deco flair to it :thumbsup: they might be monochrome in game but I'm liking these man good job

zero3growlithe
13th May 2012, 04:14 PM
@Proton: Aweeeesoooome! :D Likin it a lot ^^:+

New movie from SSGX with small update of Camera/AI/Results Screen... on venom speed sometimes ships that collide together disappear because one of functions that keep them flying (sometimes they pierce into the track and don't want to move) check whether they collide constantly while having speed smaller than value which I've set too high and respawns them in last checkpoint...
http://www.youtube.com/watch?v=RvRmn1_1pQ8&feature=youtu.be (read description xd)

Xpand
13th May 2012, 04:19 PM
@Proton: Cool! Like Oryx said it will probably be monochromatic in-game. Can't wait to see the Cassandra logo!

Oryx Crake
13th May 2012, 04:57 PM
the camera looks pretty great to me now zero the ships look a tad small though.

Also hm... I dunno if this will simply make it more tedious or not but it seems to me that venom speed really is quite uneventful maybe an idea to spice things up would be to make the ships slidier the slower they go, calling it... "less response from control surfaces" or some physically pseudo plausible explanation like that... meh just a thought it might be a crap thought at that XD

Amaroq Dricaldari
13th May 2012, 04:57 PM
What the... The controls are already set: Arrow keys for turning, X to accelerate. No one uses the mouse in racing games... It's much more ergonomic and efficient to use a combination between left hand and right hand keyboard mapping. There is no such thing as console in this game. This is not a FPS game. Only FPS/TPS use mouse+WASD. ;)
I know plenty of games that use the WASD keys and aren't shooters. I really think it is the way to go. I feel it is more ergonomic for me than using the arrow keys.

As for the mouse, everyone knows that it is more precise than a thumbstick, and thus we could use it to emulate analogue control (we would need to hook up a controller to the computer otherwise).

---

P.S.: Why did my game-mode thread get merged with this one? It was going tobe a seperate thread because I wanted to keep the conversation about it seperate from this one. It even had a poll!

Xpand
13th May 2012, 05:10 PM
The reason why no one, and I mean NO ONE uses mouse control in racing games is because of the large amount of space you would need to move the mouse to make the car/ship turn. I mean, if it was a nascar game, where every turn is a left turn you would be constantly having to lift the mouse and place it in another position because you ran out of space. Kinda like a typewritter, really. Just imagine this in tracks where you have lots of tight corners and fast moving vehicles... Yeah... You can map the mouse as a joystick though... I think the Unity compiler has that option, right zero? Or a way to assign a certain dx movement of the mouse to a certain centripetal acceleration to make the ship turn faster as the mouse moves more to the sides. But it won't solve the reset axis problem, plus you'll have a longer reaction time for the ship to turn, because you have to move the mouse 2 times the distance to turn to the other side..

Amaroq Dricaldari
13th May 2012, 05:18 PM
Um, not really. I have my windows mouse sensitivity set very high, so I don't have to move it very much to get the cursor to go from one side of the screen to another. Just have a small deadzone in the center of the screen where you won't turn, and then you can move the mouse slightly to make the ship turn slightly and move the mouse slightly further to make the ship turn quickly. Same thing with pitch contol.

Not only that, but some people have very large mouse pads.

Anyway, I don't mean moving the mouse constantly but just moving it once to tell the game that you move the mouse to the left and thus want the ship to start turning left, and that it shouldn't stop turning until you move the mouse back to the center of the screen.

zero3growlithe
13th May 2012, 05:27 PM
But to center it back it would be a problem without knowing where cursor is and where center of "deadzone" is :|

Amaroq Dricaldari
13th May 2012, 05:35 PM
Just draw some lines around the rectangular deadzone (make them translucent so that they match the HUD) and draw a simple square as a cursor, or better yet just make the game automatically center the cursor when the race starts and not show it to the players (unless they enable a debugging overlay, another reason I suggested adding a developer console so that you can edit things while you're testing them).

Xpand
13th May 2012, 05:42 PM
I say we keep with the keyboard for now... Let's just focus on finishing the game physics and gameplay and then try that system...

Oryx Crake
13th May 2012, 06:13 PM
if we're talking default controls here I have no problem with wasd being used for pitch and steering but I'd rather not play with the mouse I've tried racing games with mouse control and it doesn't have the feeling (the keyboard doesn't come close to the gamepad either but the mouse is worse) I think keeping it simple and sort of conventional as far as controls go is the right way to go tbh.

Amaroq Dricaldari
13th May 2012, 06:27 PM
My idea was basically to just have the mouse behave like an analogue stick.
TL : DR The concept is far more simple than I made it sound earlier.


----------------- OFF TOPIC (BEWARE OF OLD POSTS) -----------------

Oh, I just looked at a picture you drew a while back


do that! :rock

BTW, can anyone tell me where's the Dynamic material tab on Blend 2.57?

Edit: Drew two new ships:
6129
The Top-View of the first ship kinda reminds me of those Veritech drawings in the Robotech RPG books. Maybe as an easter egg, one of you guys can make a hidden Veritech (and paint it in FEISAR colors). It would be bloody-awesome to fly (especially since it would be like flying a Pir-Hana with FEISAR handling and Goteki thrust)


When I looked for a Tron glow tutorial lots popped up, I'm sure one will work!
That just gave me another (and probably more plausible) idea: A Tron Legacy style ship that you can unlock. The lights would be FEISAR colored, and it could look like a cross between an AG Systems Fury* and a Goteki Fury*.


I made a awesome team logo! Zero, does atlantis have a logo yet?
Maybe we could make an Atlantis. I hope it will look like the one in Stargate**.


Ok thanks for the code Xpand. :) I've got the making the track working but i can't remember how you apply a texture to a model. Could you give me a point in the right direction?
Dude, get Blender.

*The Fury ships are the ones that came with WipEout HD's Fury expansion
**Stargate is an awesome series. Everyone go watch SG-1 and Atlantis on Netflix

---
P.S.: Sorry for scrounging up your older posts, but I am still combing this thread from beginning to end for information.

Vorpal-Knife
14th May 2012, 07:52 AM
I have some ideas about the control scheme.



Better idea:

W: Push nose down
S: Pull nose up
A: Left Side Shift
D: Right Side Shift
Shift: Accelerate
Space: Airbrake
Mouse: Steering/Pitch Control/Aiming
Left-Click: Use Weapon
Right-Click: Absorb Weapon
Q: Mode-specific action
E: Rear-View
C: Change Camera Placement
J: Jump*
Esc: Pause
Backspace: Back
Enter: Select/Post Chat Message
Y: Open Chat Window (in multiplayer lobbies)
U: Team Chat
T: Multiplayer Settings/View Online Friends/View Invitations
~ Open Developer Console**
*this idea has been disputed on the thread "physics of wipeout 2048"
**used for debugging, using cheats, etcetra




Yeah - ^ That sounds badass. If you were to compile the game for mac (your working in unity right?) then the mighty mouse may be a pain in the arse.

zero3growlithe
14th May 2012, 12:03 PM
Aaaaaah, you can call me genius, I won't get upset :P
Random Enemy AI Ships loader script (https://picasaweb.google.com/lh/photo/VcGqubFMlq4TixkISoWrmdMTjNZETYmyPJy0liipFm0?feat=d irectlink) is ready! :D
This damn thing was hell of a nut to crunch for me xd

Xpand
14th May 2012, 01:08 PM
Cool! Did you managed to keep repeated ships from being selected?

Rotational_aspect
14th May 2012, 01:20 PM
Long post warning!


Aaaaaah, you can call me genius, I won't get upset :P
Random Enemy AI Ships loader script (https://picasaweb.google.com/lh/photo/VcGqubFMlq4TixkISoWrmdMTjNZETYmyPJy0liipFm0?feat=d irectlink) is ready! :D
This damn thing was hell of a nut to crunch for me xd

Nice one! I kind of side stepped this by allowing the player to select the AI racers and their weapons- so if you want a big challenge you kit out your opponents with powerful weapons and fast ships. I might grow a conscience and do it properly at some point.

Just a small ;) update from me:

Things are going well (although at the minute I have no art assets, its all flying cubes!)

I have got a working ship select script- this has the 6dof constraint code so the weapons that my ships carry now have mass and are fully destructable- for example, one weapon has a fuel tank that if hit blows up and deals massive damage to the ship carrying it. So if someone carries mines, if you shoot them before they are dropped then its sweet revenge!

The track select will use a similar script to the above ship select.

I'm going over my old code for my weapons and slowly integrating it into my main 'test' file, and trying to spot bugs as all these separate files are brought together. At the minute I'm having fun with mines and lasers.

The timers all now seem to work: I have split times between the leader and second place, lap time, total time, best time. I managed to sort out a minor glitch in the race position script too. Occasionally something weird happens but its happens rarely.

Just as Zero can see how hard a ship hits something, all my ships and weapons calculate collision speeds. If a ship carries a weapon and flies too low, the weapon can be smashed off its mounting, or explode. I am also experimenting with having smoke and flames stream out the back that get worse as you get more damage. I was also thinking about destructible tracks, so heavy ships could damage the track depending on the collision...

Each ship will have multiple parts, so if it hits something hard enough that chunk will either explode, fall off or stop working. Every ship has a 'core'- if this parts health goes to zero then the whole ship explodes. So smaller, more agile ships therefore have more exposed cores and are more fragile.

Little bit of code optimisation.

Started making an 'arena-cam' that tracks selected ships.

Weapons are now full physics objects, when they are released they crash and roll properly. EDIT: I forgot to add, once the payloads have been jettisoned, the ship becomes faster since its not as heavy.

Look forward to more updates from GX!:hyper

F.E.I.S.A.R
14th May 2012, 02:44 PM
This plan view is of a track that could be a superspeedway in Slipstream GX (http://www.wipeoutzone.com/forum/attachment.php?attachmentid=4331&d=1269619482)
While the picture linked is rather bare(the track is made of wire/paper-clip),this ensures that interpretation of what and how the track should be like is open-ended.If anyone wants banks(and maybe even outward banking),the track can be moulded to fit
Anyone mind if I create a ship that has,for some reason,airbrakes whose turning ability is much greater than normal steering?(in this case,airbrakes are the main form of steering(PirHana 2048 Prototype-like),the normal steering now has the role of...the airbrakes. It adds to the airbrakes)

Also,with the super speedway idea and what I feel should be some super speedways having ridiculous track lengths of say,in excess of 50Km,anyone mind a Mach One Speed class that can only be used on specific tracks(like Speed Ovals[think the first Prototype Track that used the special craft in WipEout 3])?

Now to shoot down some ideas:


That just gave me another (and probably more plausible) idea: A Tron Legacy style ship that you can unlock. The lights would be FEISAR colored, and it could look like a cross between an AG Systems Fury* and a Goteki Fury*.
And let it break the game by having a solid vapour trail that other ships can collide into,eliminating them?



The Top-View of the first ship kinda reminds me of those Veritech drawings in the Robotech RPG books. Maybe as an easter egg, one of you guys can make a hidden Veritech (and paint it in FEISAR colors). It would be bloody-awesome to fly (especially since it would be like flying a Pir-Hana with FEISAR handling and Goteki thrust)
With respect to game balance,a craft with Piranha Speed,FEISAR handling and Goteki thrust means that the craft...has Icarus grade shields,or maybe even worse(This assumption is based on the maximum of 34/40 stat wise that AG-Systems and FEISAR had in WipEout Pulse/HD,the best/worst case scenario being 9/10 Speed,9/10 Handling,9/10 Thrust and 7/10 Shield,the worst/best case scenario being 10/10 Speed,10/10 Thrust,10/10 Handling,and 4/10 Shield

zero3growlithe
14th May 2012, 03:12 PM
Cool! Did you managed to keep repeated ships from being selected?

Now we can see who is not reading descriptions ;) Yeah, they don't repeat.

@Rotational_Aspect: If you think of something better than me with this strong/weak collision detecting thing (i have to change mine because it sucks right now) I would be really grateful if you could share your thought with me ;) Oh, and thanks for mentioning about split time thing, totally forgot there is something like that xd And looking forward on seeing your final project too ^^:+

Amaroq Dricaldari
14th May 2012, 09:26 PM
Yeah - ^ That sounds badass. If you were to compile the game for mac (your working in unity right?) then the mighty mouse may be a pain in the arse.
Honestly, I suck ass at programming But if I could program, I would do it (plus, I don't have any creative software aside from Paint.NET and a pirated copy of Adobe Illustrator).

Anyway, my idea (like I keep saying) is to just have the game respond to mouse movements as if it were an analogue stick. Move your mouse to the left, the ship will start turning left. Move it to the right, your ship will start turning right. Move it to the center, and it will stop turning. Same thing with pitch.

And let it break the game by having a solid vapour trail that other ships can collide into,eliminating them?

No, just a TRON-legacy style cosmetics. No light-trail of death. As for the veritech, it was suppossed to be a joke. Sorry for confusing you :(

Rotational_aspect
14th May 2012, 09:39 PM
Zero>



def Collision(cn):
ow = cn.owner
collision = cn.sensors["collision"]
collision.propName = "solid"
multiplier = 1
if ow["health"] > 0:
if collision.positive:
linv_now = ow.getLinearVelocity()
linv_before = ow.get("linv_before", linv_now)
applied_vec = linv_now - linv_before
print ("For object:", ow.name)
print ("--Impact magnitude:", applied_vec.magnitude)
print ("")
ow["health"] = ow.get("health", 0.0) - applied_vec.magnitude * multiplier
print(str(ow.name) + str(ow["health"]))
else:
ow["linv_before"] = ow.getLinearVelocity()


This is my collision code, it simply takes the linear velocity and compares it to before, subtracting any difference from a health value (the multiplier allows me to lessen or worsen collisions). I did have a line that printed the direction of the hit too. I hope it is of some use. At some point I think Blenders physics are going to be able to detect the magnitude of collisions automatically- will be great when it does!

Split times are working for me, although sometimes when multiple ships fly across the line it gets confused.

Amaroq Dricaldari
15th May 2012, 02:48 AM
To make things easier for all of you :hyper, I came up with a brand new idea! :)
You guys should all move in to the same neighborhood and set all of your computers up in one building and work together in person! It's brilliant! 8) You will no longer need to send files back and forth, you can all work as a group to eliminate confusion and conflicts, and you can combine your resources to dramtically reduce your development cycle. That is how professional game developers do it, so you should all do the same!:rock


--- END OF J:donutKE ---

F.E.I.S.A.R
15th May 2012, 01:53 PM
Idea ignoring FTW[/sarcasm]

Any game files that can be played as Alpha?

Current computer specs:
i7-2670QM
8Gb RAM
nVidia GeForce GT 550m
750 Gb HDD

TypeProton
15th May 2012, 02:36 PM
Here's the latest ones I've found in Zero's post. But there's a lot of changes that have been done but not released yet.



btw. Here's my simple example of new camera I've just implemented :) By the way you can check if AI difficulty is not too high as I've made them under my preference xd
https://rapidshare.com/files/1099540221/GameProjects.rar

NOTE: Don't press "c" in-game, if you do just press "r" to restart game. In track selection screen "Tristans Inferior" is not completed so it's just for a simple ride. Some functions has been deactivated in-game due to works in progress in scripting. Brightness of engine flames is low due to missing shader needed for it so It's just light "trying" to make it glow... Airbreaks animations will come in later. end of message
Ah, and "X" button is for accepting things and for thrust...

Amaroq Dricaldari
15th May 2012, 03:29 PM
The X button still being used for Selecting Things and engaging the Thrust, eh? Reminds me of that Freddie Wong video. What was it called, Bodycount?

Mission: Infiltrate base and hack computer
*When he gets to the computer*
On the laptop's screen: Hold X to hack computer (because Bodycount is an XBox 360 game).
*Freddie presses X on the laptop's keyboard*

Xpand
15th May 2012, 03:43 PM
Hey, can someone tell me if we have some avertisement logos done? Just so I start placing the already textured screens around Cassandra... Thanks.
TypeProton, anything on your end? Even if they are only concept drawings I can color them in a flash and use them.

TypeProton
15th May 2012, 03:50 PM
No progress on adverts on my end, sorry. But you can work on it right away if you want to. Or if you'd like me to do it then just tell me here.
[Ads concept (http://i.imgur.com/YwVii.jpg)]
DECOY - Clothing brand that wearer can change graphic on clothing digitally.
Me-clicks - Clothing brand
Terrafirma - Terraforming firm
Labranth - the name says it all
Thingth! - Brain nutrient food
Nimble - Racing apparel (helmets,clothing,gloves etc.)
The rest is up to you.

Amaroq Dricaldari
15th May 2012, 04:31 PM
about drawing on paper.... i am the world's absolute worst at that xD so i dont even bother, i just cant draw on paper :(
oh and thanks for the tip, ill use that for later.... if i ever do draw things on paper ;)

Remember to get alot of blank paper, get some graph paper (the kind with a grid on it) and put it under the blank paper, and then grab a mechanical pencil, some extra graphite, a high qulaity eraser, a ruler, a compass (the kind for drawing circles, not the kind that tells you which way is north), and that one tool that mathmeticians use that I forgot the name of. You know, the one that is shaped like a half-circle and shows you angles (-90o 90o)?


Oh and zero, please remove the trees for now. You want to keep at least 25FPS of frame rate on low end computers...

Just do what Minecraft does with plants: Two intersecting planes with a Tree Texture on them. If you want to give them a general 3D shape, then maybe it will still support bump mapping.

Xpand
15th May 2012, 04:37 PM
Thanks, TP.

Theme song anyone?

http://www.youtube.com/watch?v=6INXyhm9eEU

Strangely it's from one of my favourite producers. He also has a music with the Goteki's motto! xD

Also:
6137

Oryx Crake
15th May 2012, 05:29 PM
I haven't spent much time thinking of ads but you have the imagine logo I made as a sponsor thing for ifreet I could get to work on some basic sponsor thingies too so we have a large pool to choose from between tp's stuff and everyone else's

Amaroq Dricaldari
15th May 2012, 06:51 PM
I came up with a new idea involving forests:

When making a large number of trees, instead of making it multiple individual trees you can make multiple groups of trees (each group being a single two-planed sprite). This would only work for trees that are off in the distance, though. The closer trees should still be individual.
Hopefully, this idea should improve performance on tracks that are in forests.

---

Also, here is my friend's lecture on Fake Physics (http://tinyurl.com/76vnq4l)
Summary:
By "fake" it is meant that these block-objects are not following a consistent physical law. They just react to certain situations in a way that makes them "look" physically believable.
Remember that the part I want you to see starts at 2:39 (minutes:seconds), but you can watch the full thing if you're interested.

---

Next, here is TinyURL (http://tinyurl.com). I'm showing it to you all because the URL for this thread is so long.
Here is the shortened version of this thread's URL: http://tinyurl.com/6nvv57f
And the preview: http://preview.tinyurl.com/6nvv57f

---

Finally, I had to dig up another old post. Sorry guys :(


But I'll probably repeat the LAAG and Calculus exams because I'm pretty sure I've failed those... Lack of cold head during the Calculus exam and I'm going to fail LAAG due to only 4 days I had available for studying 3 months of stuff...

Perhaps you're improved modeling skills might help you out with LAAG.
Also, you use Illustrator, right? I have CS4 on my computer, and I can come up with some pretty cool stuff, such as Kilogons (1,000 Sided Polygons)

------

And before I confuse any of you, I use commas to seperate thousands from hundreds, and use periods as decimal points. Examples:
"3.1415926535897932384626433832795"
"If you have at least $1,000,000 then you are a Millionare."

Xpand
15th May 2012, 07:00 PM
LAAG: Linear Algebra and Analitic Geometry (Pure maths) =/= 3D modeling (My course has nothing about 3D modeling in it)
Also, why do you keep replying to old posts like those? I mean, I get the ones related to the game, but those random ones are a bit unnecessary, don't you think so?

I don't use illustrator. I use PS CS3 and a bunch of 3d cad software.

Amaroq Dricaldari
15th May 2012, 07:05 PM
I went to your page and I thought I saw you say something about Illustrator.

Also, sorry about the old posts. I guess I should go tell a moderator to delete my posts and give me a 1-year ban.

------

I have an oldish book in my house for learning Python. It is called Hello World.
I forgot how long ago it was, but someone bought it for me for my birthday. I gave up on python programming because even when I did my programming correctly I couldn't get the program I was writting to work properly, and it wasn't even tht sophisticated either. It was just a simple, text-based number guessing game. However, the book still teaches you some very important things and it also starts you off with basic stuff before moving you on to more advanced things.

Also, the program I was writting didn't start failing until after I started trying to improve upon it (the ridiculous simplicity was insulting my intelligence, so I tried to make changes and failed epicly).

Oryx Crake
15th May 2012, 09:06 PM
Played around with beveling in blender and made a very basic ship concept, I highly doubt we're gonna use this one and if we against all odds end up using it it will need changes but if anyone feels so inclined feel free to come up with a name and a story and maybe even a colorscheme have fun :) (if you wanna!)

61396140614161426143

Xpand
15th May 2012, 09:21 PM
Also, the program I was writting didn't start failing until after I started trying to improve upon it (the ridiculous simplicity was insulting my intelligence, so I tried to make changes and failed epicly

"Simplicity is the ultimate sophistication" - Leonardo DaVinci

Of course, you can't make it so simple that it won't work...

Also, Oryx, that looks way better structured than the iFreet! xD There's a lot more "smoothness" going on on those polygons!

Oryx Crake
15th May 2012, 09:33 PM
yeah man I thought it came out a lot better I'm not sure I figured out how to bevel properly though, can't seem to make it bevel only one bit of the model at a time... new tools and all that ^^;

Amaroq Dricaldari
15th May 2012, 09:43 PM
There's a lot more "smoothness" going on on those polygons!
*watches as millions of wasted polygons are discovered*
:rock

---

I got the Hello World! .pdf off my computer. Turns out anyone who owns the paperback version will gets a free E-Book copy.
I would upload it here, but it is too big, and for some stupid-ass reason this computer used the trial version of WinZIP. Does anywhere know where I can get WinRAR?

------

btw, did anyone notice my hidden text in my previous post?

Xpand
16th May 2012, 12:09 AM
6144614561466147

Sooo much lightmapping....

TypeProton
16th May 2012, 06:55 AM
Ladies (if there's any) and gentlemen, Cassandra.
http://i.imgur.com/AJJY0.png

All track's logo are done except Draco Cavernae per track owner's request. [In it's full .SVG glory (http://www.sendspace.com/file/efb80s)]

Oryx Crake
16th May 2012, 02:01 PM
A couple new renders of this craft I'm working on. again it's not an official team for the game and it might never be in the game but for fun for those of you who want to let's see what we can make of this yeah?

6148614961506151615261546153

zero3growlithe
16th May 2012, 10:24 PM
Any game files that can be played as Alpha?
Uploaded today: https://rapidshare.com/files/3252641533/SSGX_Alpha.rar (edit: wooops, i've uploaded higher difficulty version of game...)
@Oryx: Looks cool! :D But you can simplify it a bit in some places as they look a little "overdone"(?) like in my old ship: Img1 (https://picasaweb.google.com/lh/photo/icc-QzRa0sAvS9mQReRJsNMTjNZETYmyPJy0liipFm0?feat=direc tlink) Img2 (https://picasaweb.google.com/lh/photo/GuVlb25qVXBdyxzqiw3DZdMTjNZETYmyPJy0liipFm0?feat=d irectlink) Img3 (https://picasaweb.google.com/lh/photo/NBhqNUuiTRPhXvQQU3AcPtMTjNZETYmyPJy0liipFm0?feat=d irectlink) (too much "fake"(?) smoothing, use normals smoothing instead without adding poligons or smooth option which adds some)

EDIT: My new ship: https://picasaweb.google.com/lh/photo/BPnHpXLDo_7Jm0phKRpRftMTjNZETYmyPJy0liipFm0?feat=d irectlink (i hate texturing... xD)

(btw. Can't get rid of those thumbnails on the bottom of my post...)

feisar rocket
17th May 2012, 12:22 AM
Yesh! an update :)

As I fell into LBP alot, WipEout LBP is getting improvements now. I didn't really come on...

Well, I can devote some time in this again..

So, so far Im not doing any important stuff... and my art was found... in the trash... so Im restarting.

Next, Zero, do you need any short track descriptions... Im sure you remember those I made... (especially Cassy's... lol "...luscious fields of ireland..." "umm, its by the mediterranean fei..." good times Xpand... )

So, my skill is track descriptions, what needs to be done right now, ill help them... :)

P.S. a french version... *looks at Xpand* we can make one?

Amaroq Dricaldari
17th May 2012, 12:29 AM
(btw. Can't get rid of those thumbnails on the bottom of my post...)

Edit Post
Go Advanced
Manage Attachments
Check and Delete Attachments
Hit Done

feisar rocket
17th May 2012, 12:30 AM
...Huh?

Oh... never mind...

Amaroq Dricaldari
17th May 2012, 12:32 AM
Sorry, wrote that post and forgot to post it.
When I hit "done", you had already replied without me knowing about it.

Xpand
17th May 2012, 12:34 AM
(btw. Can't get rid of those thumbnails on the bottom of my post...)

Use the insert image button instead of the attachments, on the top toolbar.

Just leavin this here: http://soundcloud.com/rbng-1/fresh-minds
Now off to get some sleep...

Oryx Crake
17th May 2012, 02:58 AM
I showed Challenger#001 my concept ship and he wrote this lovely backstory in about 20 minutes so I felt I had to honor it with a livery as well. (warning this is quite a big file.)6163

Name: The Pendulum Corporation
'Country' of Origin: Lunar Colonies
Backstory: The Lunar Colonies, set up towards the front end of the 22nd century have been one of the major sources of relief on a struggling population of Earth. With overcrowding becoming a serious issue, the project to install a false atmosphere on the moon and prep it for large-scale colonisation, the work of the Pendulum Corporation, was a lifesaver.

Many poor citizens in the cramped areas of the new megacities took the cheap trips off-world to settle, all finding some form of work that mostly filtered back to the Pendulum Corporation, whether it be construction, retail, or working the indoor farms to grow the food needed to support the population.

It was the work of the Pendulum Corporation and their legion of employees that built the famous Katmoda 12 station for the infamous F9000 league, and brought the concept of Antigravity racing to the Moon.

It didn't take long for ideas of a Lunar AG-Team to begin circulating the corporation, and Pendulum decided it was a good idea. The P1 was based on a rapid response police/law enforcement vehicle that was initially built for high speed, high altitude flight. It wasn't hard to reduce the height at which it flew, but the issues came with airbrake technology. Piranha, the world leaders in that technology, weren't being free with their customers and Pendulum was forced to create their own, very poor system.

However, the fledgeling Triakis Industries, suppliers of weapons to the F9000 after Goteki 45 were put out of business, was more than happy to share weapons technology, and Pendulum was packing some of the most devastating weapons technology on track, moreseo even than the terrifyingly effective Xios ships.

Pendulum only ever raced at their home track however, not willing to return off world back to Earth for reasons of secularism. They filled the slot of the dropped out Auricom as a 'home' team for Katmoda 12 until the end of the league, where they continued to use the tracks as high speed transport networks, and track day events for budding AG-amateurs. As a result, the Moon has a huge AG-Racing community and their own junior league for Hoverbikes.

The Pendulum P2 is an advancement of the P1 in the form of slightly reduced weapons capacity, and better airbraking system, however the main focus of the ship is still a massive top speed and punishing weapons power. The Handling is still difficult, and the shielding non-existent.

Amaroq Dricaldari
17th May 2012, 03:25 AM
Maybe you should convert that to a PNG or TGA so that I can use it to help make a 2D version of Slipstream GX (I read Amorbis' latest post on his WipEout 2D thread, and felt honorbound to help resurrect it, but with a Slipstream twist).
I got the idea because of the shrinked thumbnail for the image.

Oryx Crake
17th May 2012, 03:28 AM
hehe the image is actually a png don't know if you can download it from here though.

Rotational_aspect
17th May 2012, 06:38 AM
I like the menu UI, very slick- and it runs surprisingly well on my wifes netbook!

zero3growlithe
17th May 2012, 07:43 AM
Heh, code is tidy so game is running quiet well :P Still improving some functions which I've made quiet untidy earlier...

btw. Here's version of game for those who just want to spent time flying pointlessly forward xD Check physics and camera how they work on very jumpy terrain :P
https://rapidshare.com/files/2536637211/FreeRun_SSGX_8D.rar (some of you probably wonder why AI ships sometimes hang in the air and don't want to move in previous upload of game, well... i don't know either...)
"C" to change camera view, "B" to boost, "X" to accelerate, if u get stuck... reset the game xD (Warning! Very GPU demanding because of large amount of grass!)

docfo4r
17th May 2012, 11:25 AM
Wonderful work, guys. Couldn't use internet for some days and now I saw the progress of Slipstream finally.

I really like the handling of the ships, great work. It's a totally different thing after seeing videos and pictures to finally play it myself. It looks great!

Cassandras light mapping looks also cool, good work Xpand.
And also good work on the Logo, TypeProton.

TypeProton
17th May 2012, 11:34 AM
Uploaded today: https://rapidshare.com/files/3252641533/SSGX_Alpha.rar (edit: wooops, i've uploaded higher difficulty version of game...)

Sorry, but could you upload it at any place other than Rapidshare? It's... wacky for me. Keeps blocking my download and doesn't allow download manager. I suggest Sendspace.

ps: Ol, what about my ship?
@Docfo4r : Thanks!
@Oryx : Good read sir! There's already black ship which is LOGOS out there so I suggest changing liveries?

edit: NVM. I got it now. Still not recommend Rapidshare.

Xpand
17th May 2012, 07:02 PM
Cassandras light mapping looks also cool, good work Xpand.


Lol, thanks, but the track model in that game version is outrageously outdated. The current cassandra is stuffed up with glowing windows and signs! :D

Changed it because zero was bitchin' about the music being too monotonous :g:
http://soundcloud.com/rbng-1/fresh-minds

Edit:
Started mapping the start line:
What do you think of them start pads?
6164

Edit2
Added a start line laser emitter:
6166

And a little bonus pic:
6165

Only the lap screen is missing.

Amaroq Dricaldari
18th May 2012, 12:29 AM
It is a shame you hate Dubstep, because I can actually think of plenty of Dubstep that would go along will with WipEout. Dubstep can be far more sophisticated than just distorted bass (which even on its own, can actually sound awesome if you do it just right).

Speaking of which, maybe you guys should all move to somewhere near Studio Liverpool and then apply for jobs. I would do the same, but I live in the US, and I'm already planning to work at Nvidia.

Xpand
18th May 2012, 12:38 AM
Lol, Europe isn't the US. At least I can't just move from Portugal to England like that. xD Even so, this is not what I'm going to do for a living. I'm going to research levitating properties for superconductive materials and how to make them levitate at ambient temperature.

Mu5
18th May 2012, 10:13 AM
Yeah? I just read this - http://en.wikipedia.org/wiki/Magnetic_levitation

......Thanks now my brain hurts :D

That bonus pic looks awesome bro :D :+

feisar rocket
18th May 2012, 10:16 AM
Oh! That sounds cool!

Zero, do you have my cassandra description?

Mu, that was a good way to start my morning, reading about magnetics. Now Im thinking about it... hmm...

Amaroq Dricaldari
18th May 2012, 09:19 PM
Cool. Can you also try to figure out how to make something float without having magnets beneath it?

In addition, I want to add airbrakes to my car to make it stop faster. Any suggestions?

Xpand
18th May 2012, 10:07 PM
Superconductive materials don't need to have magnetic fields present for them to levitate. You can create levitation with electric fields.




In addition, I want to add airbrakes to my car to make it stop faster. Any suggestions?

Airbrakes are only useful in highway speeds or higher. At low speed they do nothing. The best type of airbrakes for cars are roof deploying spoilers or a boot deploying air brake, like the ones on those Porsches. But roof ones work better for average highway speeds because they catch most of the airflow. I suggest you use a worm gear connected to a servo motor and a regular gear connected to the airbrake's pivot point. It will massivelly reduce the stress on the servo motor, plus helps holding the spoiler in position. The only bad side is that it isn't too quick to deploy.
Something like this:
http://www.geardesign.co.uk/images/gears/worm-gears.jpg
http://en.wikipedia.org/wiki/Worm_drive

Oryx Crake
18th May 2012, 10:42 PM
Couldn't you use hydraulics or pressurized air pistons to make the control surfaces react quicker though ric? or maybe that would be less durable and not at all as quick... I don't know engineering after all... in any case I read somewhere that really the only speeds where air brakes of the size that would be usable on a car, actually produce enough drag to have any effect beyond the negligible is above 150 km/h, after that though the efficiency rises quite dramatically, so much so that the air brake on the bugatti veyron has the stopping power of all the disc brakes on a volkswagen golf put together at speeds around 400 km/h.

would be fun to know if you could correct my factual errors or misses here actually physics can be fun.

Xpand
18th May 2012, 10:57 PM
You could use hydraulics or pressurized air. But the needed reservoirs for this kind of operation would take a bit more space than just the motor mechanism. The deployment time with the motor would depend on the motor's RPM speed and also the gear's number of teeth. The minimum area of an effective airbrake at speeds like 120-140km/h would be, I think, about 3-4 sq meters. But air drag increases with the square of the velocity, so yeah, at speeds over 200km/h things would get pretty interesting with this kind of airbrake. You would have to use a much stronger servo-motor, or even use hydraulics.

Oryx Crake
18th May 2012, 11:14 PM
I wasn't entirely out of bounds then eh? Yey I understand basic science me! :g hehe. In any case having air brakes on anything slower than an audi-r-something seems to be slightly redundant as you will never reach speeds like that with out miles and miles of open road... Unless you use parachute air brakes like the ones dragsters use, but I think you'd have to be quite insane to fit something like that onto a road vehicle and also it's a one use breaks it kind of thing...

F.E.I.S.A.R
19th May 2012, 09:48 AM
Hello....has anyone even read my ideas?

Oryx Crake
19th May 2012, 10:24 AM
@f.e.i.s.a.r

Can't speak for anyone else but I read them.

Ok speedoval: I find speed ovals sort of boring ^^; plus I'm working on 2 tracks already, also how close to you paper clip design would you want it to be? because as it's a perspective view we cant extrapolate distances and such from the picture which we would need in case we were to use your design. Granted an oval is a fairly simple design but your paper clip design isn't just a simple symmetrical oval so how accurate we can be is all dependent on how close you want it to be to your design, I highly suggest you just get a pen and paper and draw it out on there top view and side view and write your preferred measurements. It might sound a bit anal but in order to make a good 3d model that's what we sort of need.

Mach1 speed: I'm all for it if we make the oval, they kinda go together

air braker ship: I don't ask if I want to design something man just get cracking :g I can't guarantee it'll make it into the game I know not all of my ship designs will for example but you don't need anyone's permission to design stuff. just make sure you design it orthogonally if you want someone to model it in 3d. Also any design you do we'd need a top and side view to model it.

Xpand
19th May 2012, 10:54 PM
Here's another pic of DC showing the tallest white skyscrapers in the horizon
6168


I'm looking at the track while listening to this: http://www.youtube.com/watch?v=na4XtBo2iFg&feature=g-vrec

6169
OMG... This track is going to be perfect.... I can imagine the ships flying around with the sun reflecting on their metal skin, leaving dust clouds behind them. Pure speed combined with the beauty of the scene... I can see a white, red and black ship dominating the track. All it's three exhaust shoot reddish flames while the thundering sound of the plasma jet engine makes the birds fly out of the trees as the ship goes by.
The pure white city in the horizon, while the clear blue sky illuminates the whole scene.
Oh man... As much as I like Cassandra, DC seems like such a wonderful track...

docfo4r
20th May 2012, 12:09 PM
The track indeed looks wonderful. And it relaxing to look at it with that music. Keep on working on it!

Just one thing: Do you really want to keep the track color like this? I think that brown is too bright for the rest of the ambience, maybe darken it a little bit?
Other than that, I am really looking forward to this track!!

I'm sorry for my dumb question... But what does "DC" stand for, again?

Xpand
20th May 2012, 12:53 PM
DC: Draco Cavernae

I based the track's color from Blue Ridge. I think it goes well with the all natural scene and forest. Oh and it's orange, not brown. :D

docfo4r
20th May 2012, 01:02 PM
Oh, alright. Sorry haha^^
Anyway, I am excited to see more of your track. I really love the nature surrounding...

Rotational_aspect
21st May 2012, 07:15 AM
Nice track!

Update:

About to finalise my camera select system- I can now cycle through all ships and cycle through any cameras on that ship, as well as have an 'arena cam' that would let me have a more F1 TV style watching experience.

MyNameIsBom
21st May 2012, 09:24 AM
Seems like this project is going along well :) Congrats to all of you!
My apologies for "dropping" out of the project back then, hopefully I will be able to help out again from now on.... I cant promise anything though :/

Let me know if there's anything I could possibly help with :) (not programming -.-)

F.E.I.S.A.R
21st May 2012, 03:13 PM
These two are done on paper
First oval (http://www.wipeoutzone.com/forum/album.php?albumid=182&attachmentid=6180)
Second Oval(Note:Last corner is meant to be a troll corner) (http://www.wipeoutzone.com/forum/album.php?albumid=182&attachmentid=6181)
These are completely digital
Looks more like the traditional oval,but the corner at the bottom left hand side immediately before the straight can be used to catch pilots off guard (http://www.wipeoutzone.com/forum/album.php?albumid=182&attachmentid=6182)
1st two corners are like Indianapolis,then there is another troll corner... (http://www.wipeoutzone.com/forum/album.php?albumid=182&attachmentid=6183)

These were done in a time period of less than half an hour. I would have added more details and quality if I had time.
Undulations are up to the people who design the tracks.
Anyone mind if the max speed for Mach One is 1500kph?

Amaroq Dricaldari
21st May 2012, 10:52 PM
That is more than Mach 1, if I'm correct.

Though if there was also a Mach 2 (2450 kph), then that would be nice.

Cipher
21st May 2012, 11:22 PM
mach 1 = 1224 km/h ;)

mach 2 would be 2448 (just to be exact lol)

Cipher

F.E.I.S.A.R
21st May 2012, 11:23 PM
@Amaroq:That's the point. As long as it is above Mach 1,why be so nitty-gritty?
And if the top speed is Mach 1 itself,it would be pointless,wouldn't it?

Xpand
21st May 2012, 11:26 PM
Mach 1 is 1224 km/h
But why stop at mach 1 or 2, why not mach 3 with red glowing ships from all the air friction? :P
I don't think we would be able to make a single turn without having the pilot collapsing over all the G force... An 80 kg pilot doing an average WO track turn at mach one would suffer a G force of about: F=m*a (=) Fc=m*ac (=) Fc=80*(340^2)/45 (The 45m is the radius of the turn) (=) Fc=... Let me get my calculator.... Fc=205511 N which is about 256.8 G... O.O
For an admissible G force (10 G) the turn radius of the Mach one track should be of about 1156 meters... Lol That would make a turn length of about 7263 meters... Sheesh! :D
Talk about a huge track. I guess it could be a speed-run test track, like the ones they use to test sports cars and stuff like that. But even so those are just like 15-20 km in length! Ahahahah

F.E.I.S.A.R
21st May 2012, 11:36 PM
I'll get a little fan wanky...

The Race Commission(or rather,the Belmondo Fondation)has decreed that (oval)Tracks for use on the Mach One speed class have to be more than 20 kilometres in length.

So yeah,if a turn has a to have a radius of about 1156m,so be it(though I wonder how I will add my troll corners).

Oryx Crake
22nd May 2012, 02:33 AM
after some trial and error with the alpha game I've come to the conclusion that the ships are a little fragile. or perhaps more accurately that because they are equally fragile across speed classes that what is a minor hit with the wall in venom and flash will take about 20 off of your health on rapier and phantom, simply because you can't get away from the wall quickly enough. I can easily finish a flash race but rapier is hard to complete, especially if you're using the boost. I can imagine a few ways to combat this issue, the most efficient if not the easiest one would probably be to have dynamic damage, as in a hit will deal more damage on venom and flash than on rapier and so on and so forth. or perhaps the simplest one just make the ships stronger.

I feel this is an issue we should address or at least talk about especially if we're going to have energy draining weapons and/or functions such as hyper boost or barrel rolls.

other than that I think the alpha looks and runs pretty great.

zero3growlithe
22nd May 2012, 04:29 AM
First: No sideshifts (YET)
Second: Can't tell difference between hard and weak wall hits from my actual scripts and energy drain is constant + it's fast because i've uploaded wrong version of game (i wrote that under download link X_X!) which is hard becouse of my preference... (you should be happy that it is not easy as piece of cake but possible to finish at this stage o development where there is no weapons yet)

Xpand
22nd May 2012, 12:18 PM
Hmm, I'm curious to see how you're going to make the sideshifts work. Probably by counting the elapsed time between two hits of the airbrake key? If the time is smaller than a set value then the ship will side-shift (apply a sideways force)... And then disable that for a few seconds so we can't sideshift two times in a row...

Oryx Crake
22nd May 2012, 01:09 PM
lol don't get me wrong zero I love what you've done so far it's got exactly the right feel and physics for my liking and I think for most of us die hard fans, and if I knew a damn about programming I'd present you with possible solutions or code but since I don't I'm reduced to "whining" ^^; my point though was that without many hours of practice I wont be finishing a rapier race let alone a phantom race. I mean I wont say I'm some sort of super talent at wipeout or racing games but if I find it hard to do then people without my 1000 plus hours of experience from wipeout games on all platforms will find it next to impossible.

Again don't get me wrong I love what you've done so far and for the shield all I would suggest is some tweaking, but if this is the hard version I've been playing then perhaps not even that.

keep up the good work in any case :)

Rotational_aspect
22nd May 2012, 02:20 PM
Sideshifts would be quite easy, like you say its a matter of timing. A bigger problem is adding the sideways force to the forward speed (as you are mixing vectors). I'm only a begginer at this stuff so it makes my head hurt a little!

Actually, this leads me onto my question to Zero- how have you managed to get your AI ships to bank into curves? At present I have a basic node seeking method that self rights, but I'm finding it very difficult to mix banking into this without it affecting the rest.

dreadofmondays
22nd May 2012, 02:44 PM
Dunno if there is already a post about this, but Tristans Inferior needs a bit of work. The main problem is that on Phantom you can skip through the walls. You can fix this with a seperate collision mesh to the world's visual mesh... this collide mesh will have much thicker walls then what is visible on screen. This should fix the skipping. There's also a bump that throws you off the track near the start of the river.
Other than that, I really am loving this! The ships are really nice and the death animation is great. Cassandra is looking really nice and I love the handling of the ship. :) Keep up the good work guys!

Xpand
22nd May 2012, 03:23 PM
Sideshifts would be quite easy, like you say its a matter of timing. A bigger problem is adding the sideways force to the forward speed (as you are mixing vectors). I'm only a begginer at this stuff so it makes my head hurt a little!

Actually, this leads me onto my question to Zero- how have you managed to get your AI ships to bank into curves? At present I have a basic node seeking method that self rights, but I'm finding it very difficult to mix banking into this without it affecting the rest.

Well velocity and force vectors don't actually interact since velocity derives from force (F=dp/dt (=) F=m(dv/dt) where dp is the infinitesimal variation of linear momentum and dv is the infinitesimal variation of linear velocity). What you can have is the forward thrust force interacting with the sideways force. Now I don't think that applying a sideways force on a forward moving object would be a problem. The software calculates the sum of the force vectors on its own and from there determines the aceleration (F=ma).

Don't mind all the maths... I just had to learn the nasty habit of prooving things mathematically... I'll just keep on modeling...

zero3growlithe
22nd May 2012, 03:50 PM
@dreadofmonkeys: FFFFFFUUUUU... well done in pointing this out yourself... (sorry i'm like this, it's normal) Glad you like death animation though :P

@Aspect: Well, making them bank wasn't hard, I'm just simulating Horizontal axis input and they do the same what player's ship do ;) I know what will be hard though... in WOHD while ship is on a track like Moa Therma it has to allign its horizontal rotation to match track's "orientation" (?)... you know what i mean? :g This is not easy for me...
As for sideshift, side force is just a matter of writing 'rigidbody.AddRelativeForce (Vector3);' ^^

@Oryx: Okay, no worries, as i said above it's normal that i react harsh xd Especially on morning :g

EDIT: As for AI banking, they bank a little because side raycasts which are supposed to keep them in the middle of the track follow their rotation and it's not detecting what it's supposed to detect :|
btw. Who'll beat this record? xD http://www.youtube.com/watch?v=9NkDhSipvM4

Amaroq Dricaldari
23rd May 2012, 03:30 AM
Mach 1 is 1224 km/h
But why stop at mach 1 or 2, why not mach 3 with red glowing ships from all the air friction? :P
I don't think we would be able to make a single turn without having the pilot collapsing over all the G force... An 80 kg pilot doing an average WO track turn at mach one would suffer a G force of about: F=m*a (=) Fc=m*ac (=) Fc=80*(340^2)/45 (The 45m is the radius of the turn) (=) Fc=... Let me get my calculator.... Fc=205511 N which is about 256.8 G... O.O
For an admissible G force (10 G) the turn radius of the Mach one track should be of about 1156 meters... Lol That would make a turn length of about 7263 meters... Sheesh! :D
Talk about a huge track. I guess it could be a speed-run test track, like the ones they use to test sports cars and stuff like that. But even so those are just like 15-20 km in length! Ahahahah

Mach 1 = 1225.05588 kph (761.2144327129563 mph (340.2933 m/s))
Mach 2 = 2450.11176 kph (1522.428865425913 mph (680.5866 m/s))

As for the G-Forces, the answer is easy: Artificial Gravity inside the cockpits, a seperate inner cabin and outer cabin (both moving independently), and inertial dampeners (supplied by Helios on behalf of the Triakis weapons corporation, back before they were considered illegal (this is the amature league).

@zero3growlithe Edit your post, click on 'Go Advanced', and click on 'disable smileys in post'. Then, use things such as this:
Happy :)
Sad :(
Mad >:(
Wink ;)
Crying :'(
Etcetra.