Yeah, i had a lot of space left over and realised i needed trees, and the tree texture was just so huge it takes up that much texture space just by itself :dizzy
Printable View
Hey everyone, more news!
I've just been taking a bit of a break from development but I'm now back. Dreadofmondays is working on branding and UI designs, those will no doubt be shared at some point soon. I'm currently working on improving the physics and optimizing the game further. Wall collisions have been a bit of a gray area for a while, if you haven't been able to slide over them then you've been lucky. I've fixed that which makes scraping walls a lot less risky and I'm soon going to be working on the hovering to fix a few issues with bottoming out (such as small impacts chucking your ship into the air). Since people have also complained, the next version of the game is going to have a draw distance slider so you're not stuck with a low draw distance if you don't want it.
The main focus for the next version of the game is to polish what already exists, add actual racing, start adding weapons, add more tracks and allow custom ships. There could possibly be the start of implementing the track editor into the game too (it's currently a separate thing). A release date is not being mentioned yet because I just don't know when it will be ready, but a rough deadline I want to meet is within the next 3 months. There might be a small release before then just to introduce the ship editor, we'll see though.
Just given it a crack and I'm loving the handling already. A slight tighten up but otherwise a really good base you have going. Superb stuff! I haven't played Wipeout in ages so it took a little getting used to the controls again but otherwise it felt almost like I was playing 2097 all over again. :D
Made this and proud of it B)
Attachment 9894
@dreadofmondays
I love the style, this is piece of true graphic designer ;)
Reporting in just so there isn't a large space of time between now and the next thing.
Right now I'm working on a 3D menu, ship editor and track editor. The 3D menu will take a while because I'm having to program a system that can generate everything in realtime as up to now the menus have all been pre-made using the tools Unity provides which is very tedious if you want to create complicated interfaces. The ship editor already exists but needs to be moved over to the open source version of the project and it's the same story with the track editor but I'm re-creating it from scratch. I created a repository for the track editor, it's really bare bones stuff at the moment but I'll be updating it regularly.
Hi bigsnake, I wanted to say that I am impressed with your work.
May I ask you if you've ever considered developing an ag racing game as a full-time job? I mean with you and a team of other developers doing it for a living.
I would definitely buy a polished game with the physics engines and the ideas you're developing.
Anyway keep it up with the good work!
I definitely have, getting into gamedev full time is my future goal and being able to work on an AG racer in a team would be amazing! There's still a lot of potential with AG racers since it's such a niche genre that not many people have messed around with trying new ideas.
Has there been any progress on the CRT emulation code? I'd love to see it, if so.
I haven't worked on it yet, it's something I'm going to implement in the future since it will require a bit of work to get it to function.
Thanks!
I've just released a new version of the game, it's only minor but it fixes a few problems and there's some changes to the physics to make the ships more responsive and tighter. You can download it here and I've also updated the released thread.
https://www.youtube.com/watch?v=L1zTtHJzn5Q
Alright. I'll look forward to it! The HLSL MAME code is open-source, but I haven't seen anybody try to get the shaders working on modern games, since the whole point of MAME is for use in emulated Arcade games. As such, I do expect it to take a long time to implement.
But I'm thinking... You could probably use things like Scanlines on the in-game stuff, and "Vector" effects on the HUD and menus? Maybe not the Pincushion (curve) effect, though.
I've been working on a HUD design for Bigsnake. Right now it's exclusively the tachometer and shield gauge, but I'd like to get throughts from people watching this thread. https://imgur.com/ECM3u6e
@mdhay: awesome HUD, knight rider style xD i like it :robot
It looks very reminescent of LCARS. I love it! It's just begging to have a portion that doubles as a music visualizer.
I'm going to ignore why this was coloured almost the same colour as the body background and skip to saying that no, this is not a good idea.
There is no way that an interface, dynamic or not, would benefit from such a thing. A pilot of an AG craft needs to know about turbine RPM and airspeed more than whether is bangin' toonz aren't dank enough. Not only that, but it's infoxiation; in a racing game this is asking for trouble.
Listen to this man, he's majoring in game design
They're both great, but I prefer the one on the right.
The one on the left has the "Km/h" sign too big: it doesn't contain any information, so it should be written much smaller imho.
It also has that void space under itself that seems a little weird, like if something's missing.
Jokes need to be seen to be funny; colouring that almost pure white was going to get in the way of that. Redundant, either way, because there's nothing to suggest it's a joke other than your saying it is after being told it was a bad idea. Given your suggestion of mouse steering, I'm assuming you just don't know what you're talking about and don't like it when nobody falls for it.
Thanks for the feedback, Mago. We've been talking behind the scenes about the HUD long before it was posted, and were leaning towards the one on the right! If In had taken the screenshot from the BNG file instead of my uni work, I would have been able to show you some changes I made!
The void space is actually for the weapon icons when those were made, in an attempt to have a HUD that was completely at the bottom. But that said, it'd look better reversed. Sadly it gets tedious to fix in Photoshop, and In could not be bothered! :P
I like the segmented design of the left one, it harkens back to the Wipeout 64 hud (the game is pretty underrated, tbh).
But yeah, in terms of actually conveying information, the right hand one is much more streamlined and less confusing to the eyes. Playing around with the style a little, I'm wondering if it would benefit from small notches along the shield gauge each 10%/25%, but not exactly banding all the way across the shield bar. Some people identify numbers quicker while others identify visuals easier, so reinforcing the shield percentage at certain points down the bar, especially at critical levels, would probably help a lot.
Kinda funny you should mention the resemblance! http://imgur.com/ExZkodL
Yeah, that's a great point about marking out critical thresholds- right now the red portions are still left over from experiementing for my uni project where I converted the shield gauge into engine RPM. I'll have a crack at it and see how I get on!
Cheers!
The wiki has gone a little quiet. Anyways, I've updated a number of things on Caliburn - just the Team Director spiel and a little play around on the stuff in the loading screen team info, but nothing too substantial on the backstory.
The different username is because I completely forgot what my other wikia log-in was.
Wow, game's starting to gain momentum here.
I like the HUD a lot, fits quite nice to Designers Republic's style. Should look good if it can adapt to the teams' liveries.
Holidays' over. I was going to come up with a HUD but nooooo, I was too busy fiddling with CS: Source mods and Wings Of Vi before Doomsday comes. Great.
Yeah, it is going to have the colours adapt to team liveries.
I put the HUD together because I'm designing some AG craft of my own, that are mostly* accurate from an engineering perspective. I wanted something like this in the glass cockpit, so why not kill two birds with one stone?
*Really stretching it, there, but it's using currently existing technology. Okay, xpand? :D
This game is becoming more awesome every day; I think that you must experiment and implement your ideas more, it already has enough WipEout-ish feeling :)
I happened to stumble upon these Unity projects while on my school's computer club class.
https://youtu.be/tHIRZ65Qeks
https://youtube.com/watch?v=MxcLA--2v-Y
The one on the bottom actually has it's source code publicly available.
Not so hot on the short render distance, needs more fog if you are going to do that.
Unrelated to issues of render distance;
Is it possible that we might get unlockable low-poly SSGX ships as well as the importable W3O/2097 ships?
In the past, there was a video uploaded where some tracks would let you play with extra ships, though none of them had any models and data; you were supposed to import them, but the description said that you could use the models and stats of the Wip3out or 2097 ships. The only reason they weren't included with the game was, as you said, Copyright.
The video where I saw this was on Von Snake's channel.
The ability to import ships from the original Wipeout games by reading the files from the disk is planned, but no where did I specify that you can import Wip3out ships. The reason is simply because next to nothing is known about Wip3out's data structures so it's unlikely being able to import them in the near future is going to happen.
The video you're talking about is this one.
Can someone please post the stat distributions of the ships and/or the backstories of the teams?
The final stats are still to be decided but here's here a document containing the story for the game's world, team lore and stats, copied straight out of the game's design doc https://docs.google.com/document/d/1...it?usp=sharing
All this information will be on the wiki at some point, I would have done it sooner but I've been caught up with college as of recently.
BALLISTIC NG STAT BALANCE NOW
(speed / thrust / handling / energy / total)(specialty)
Omnicom ( ? / ? / ? / ? / ? ) (no comment)
G-Tek ( 4 / 6 / 8 / 6 / 22 ) (Balanced plus handling, frail poor craft overall)
Diavolt ( 8 / 9 / 3 / 8 / 28 ) (high thrust low handling, good bulk)
Nexus ( 8 / 7 / 3 / 5 / 23 ) (a weaker diavolt)
Wyvern ( 7 / 5 / 7 / 6 / 25 ) (okay at everything, frail)
Scorpio ( 6 / 9 / 6 / 7 / 28 ) (High thrust, average bulk)
Tenrai ( 7 / 7 / 10 / 4 / 28 ) (Exceptionally better than G-tek)
Hyperion ( 6 / 8 / 6 / 5 / 25 ) (a weaker scorpio)
Caliburn ( 8 / 3 / 9 / 5 / 25 ) (The only craft with poor thrust)
Barracuda ( 10 / 10 / 10 / 10 / 40 ) (The overpowered monster because fun)
There is an obsession with poor shields and high thrust in this game. Here is a revised stat distribution:
BALLISTIC NG STAT BALANCE TRUE
(speed / thrust / handling / energy / total)(specialty)(wipeout counterpart)
Omnicom ( 7 / 7 / 7 / 7 / 28 ) (The beginner’s balance)(auricom)
G-Tek ( 4 / 9 / 9 / 6 / 28 ) (thrust, handling)(AGS)
Diavolt ( 8 / 7 / 4 / 9 / 28 ) (speed, bulk)(Qirex)
Nexus ( 9 / 6 / 5 / 7 / 27 ) (speed)(Piranha)
Wyvern ( 8 / 8 / 7 / 5 / 28 ) (speed & thrust, but frail)(EGX)
Scorpio ( 5 / 9 / 6 / 8 / 28 ) (High thrust and bulk)(Goteki)
Tenrai ( 7 / 7 / 9 / 4 / 27 ) (Good speed and high agility, low shields)(Icaras)
Hyperion ( 6 / 5 / 8 / 8 / 27 ) (handling, shield)(Feisar)
Caliburn (8 / 4 / 8 / 7 / 27) (No wipeout counterpart)
Barracuda (10 / 10 / 10 / 10 / 40) (The overpowered monster because fun)
Stats range from 4-9. the total ranges from 27-28. there is a craft with every level of quality for each stat. ie. it is possible to experience speed from 4-10. ie. it’s not like there is no craft with 6 speed. I put a lot of thought into this, I hope it looks good to you :)
Thanks to MAD I've now seen this project and it's truly amazing! I never met someone both being able to deal with Unity and bringing up such a realistic W'O'' clone. Congratulations! Due to the 300+ videos on YouTube and their dates I see this is going on for over one year already - yet I think this is an astounding short time with a huge progress for a spare time/open source game. I instantly felt home when steering thru the tracks (although I'm not that used to the keyboard for W'O'').
The tracks look great, the scenary has fantastic textures and also is more detailled than I would have ever dared to imagine, the craft's behaviour and look are perfectly fitting, the music is well done, and the menu so far is also quite intuitive (I only didn't expect ENTER to do nothing).
If you want suggestions for improvements/ideas I'd be happy to list them, but those are rather cosmetic, not fundamental. So I don't want you to loose focus on the main work and rather come up with this after you're done and feel kinda bored for the first time. ;)
- - - Updated - - -
Oh, let me format that for you:
BALLISTIC NG STAT BALANCE NOW
BALLISTIC NG STAT BALANCE TRUECode:speed thrust handling energy total specialty
Omnicom ? ? ? ? ? no comment
G-Tek 4 6 8 6 22 Balanced plus handling, frail poor craft overall
Diavolt 8 9 3 8 28 high thrust low handling, good bulk
Nexus 8 7 3 5 23 a weaker diavolt
Wyvern 7 5 7 6 25 okay at everything, frail
Scorpio 6 9 6 7 28 High thrust, average bulk
Tenrai 7 7 10 4 28 Exceptionally better than G-tek
Hyperion 6 8 6 5 25 a weaker scorpio
Caliburn 8 3 9 5 25 The only craft with poor thrust
Barracuda 10 10 10 10 40 The overpowered monster because fun
Code:speed thrust handling energy total wipeout specialty
Omnicom 7 7 7 7 28 auricom The beginner’s balance
G-Tek 4 9 9 6 28 AG.Sys thrust, handling
Diavolt 8 7 4 9 28 Qirex speed, bulk
Nexus 9 6 5 7 27 Piranha speed
Wyvern 8 8 7 5 28 EG-X speed & thrust, but frail
Scorpio 5 9 6 8 28 Goteki High thrust and bulk
Tenrai 7 7 9 4 27 Icaras Good speed and high agility, low shields
Hyperion 6 5 8 8 27 FEISAR handling, shield
Caliburn 8 4 8 7 27 none
Barracuda 10 10 10 10 40 The overpowered monster because fun
Final stats ultimately come down to what feels comfortable and balanced.
The numbers in handling especially are a rough estimate, based on the effect of 3-4 different qualities.
I.e. I thought the analog might be similar to post-fall Assegai, but Caliburn's poor thrust is made up in a little extra hidden turning grip that isn't fully represented in the handling stat and that the other ships don't have, quite similar to Harimau, to be honest.
But I still like the proposed new stat balance, AG. There currently seem to be one or two ships with very close stat line-ups, and a few suffering overall.
I'd be interested in seeing how these new ones feel.
Thanks! Glad you're enjoying it so far :) I wouldn't be nearly as far as I am right now without Dreadofmondays and Xpand, they've both been a huge help with assets and Dreadofmondays has done a fantastic job with the backstory. I'm always open to suggestions and ideas so let me know what you've got in mind!
I'll have to try that out, the ships do have more of a base for their final stats right now though, it's mostly thrust and top speeds that need to be tweaked the most, I'll probably create a drag strip track to balance those. I've laid out what I have in the table below, let me know any changes you think could be made :)
Speed Thrust Handling Energy Firepower Wipeout Focus MAIN: Omnicom 5 6 5 7 6 Auricom Balanced G-Tek 4 5 9 7 5 FEISAR Handling Diavolt 8 5 3 5 8 Qirex Firepower Nexus 9 6 5 3 5 Icarus Speed Wyvern 6 7 4 6 5 AG. Sys Speed/Thrust Scorpio 5 9 6 8 4 Goteki. 45 Thrust/Shielding Tenrai 7 5 8 4 2 Assegai Speed/Handling Hyperion 7 4 5 5 6 Piranha Speed UNLOCKABLES: Caliburn 6 2 10 7 4 No Equivalent Handling Barracuda 10 10 10 10 0 2097/XL Piranha Everything except firepower NX2000 10 10 10 2 7 No Equivalent Speed/Handling/Thrust/Energy MTechP1 4 5 10 7 5 No Equivalent Handling ProtonicAG4 7 7 1 8 3 WO1 Qirex Being a heavy ****er
These are all the meaningful values that are given to a ship for anyone who is interested:
Max Speed - Maximum amount of force that is applied to the ship
Acceleration - How fast changes to the ship speed happen
These two values stay the same, having both of them is pretty much redundant at this point:
Power Gain - How fast the engine reaches maximum power
Power Falloff - How fast the engine losses power
Turn Speed - How fast the ship can turn
Turn Gain - How fast the ship starts turning
Turn Falloff - How fast the ship stops turning
Grip - How much drag is applied on the ships lateral axis
Slip Amount - How much the airbrakes reduce the grip
Slip Gain - How fast the airbrakes reduce the grip
Slip Falloff - How fast the ship recovers from airbrake slip
These are global across all ships:
Airbrake Speed - How fast the airbrakes rotate the ship
Airbrake Gain - How fast the airbrakes start rotating the ship
Airbrake Falloff - How fast the airbrakes stop rotating the ship
Airbrake Drag Multiplier - The percentage of the max speed using the airbrakes can slow the ship down
Airbrake Drag Gain - How fast the airbrakes slow the ship down
Airbrake Drag Falloff - How fast the ship recovers from airbrake drag
There are a lot more, but those are the settings that effect the ship the most.
Suggestions:
- Menu selection overflow: when the first item is highlighted and I press <UP>, the highlight should go to the bottom item. Same for <DOWN> on bottom item, or <LEFT> on leftmost item, or <RIGHT> on rightmost item. Examples: when selecting the track or the craft I highlight the first track or craft (using the keyboard), but then have to tap <DOWN> several times to reach the "ok" button, whereas one <UP> could go there directly.
- In-game console and configuration files: the more a user is able to adjust, the longer the whole software remains future-proof. Examples:
if this could be done thru human readible files everybody would be able to fit the details his needs, i.e. one may want to disable all HUD elements. :P
- various fine tuning to the graphics, like disable lightning or anything else that might help low end computers, or just increase details for high end computers;
- setting the craft's attributes (speed, handling, plasma trail color...);
- setting track details (disable rain, enable snow, daylight/night);
- modifying the menus (so the user could create his own item that is already a combination of a specific craft+track+class);
- modifying HUD setup (reducing/increasing displayed bars/items);
- key assignment thru a configuration file as well (so you don't have to care for a GUI setup anymore)...
- In-game billboards show custom pictures. Again: works thru a configuration file, where one lists file locations and assigns them to specific billboards, and in which mode (3 pictures alternating, or permanent display in random order thru the track, or...). Picture format virtually doesn't matter - in doubt I could write a tool that'd prepare everything for the game.
Oh, and how do you currently record game videos?
Nice ideas!
a) I was originally going to add selection overflow but I forgot about it after trying to figure out how to do it with Unity's built in UI system. I just figured out how I can setup the navigation to do that so I'll be doing that after I finished typing this :)
b) There's not really too much to adjust with graphics other then weather effects, lighting is 100% baked and there aren't any other real-time effects being used other then the toggable post processing effects already implemented, there is going to be a draw distance option in the future though. A console is something I have tried out in the past that I need to re-implement, it's definitely something I want to have because debugging wise it can be useful and it also provides some fun commands to mess about with.
Menu modification is something I plan to semi-implement with the track and ship editors, I plan to have a system like WOPulse and HD so you can build your own mini-campaigns using custom content, it would be in a grid instead of hexagons though. HUD modifications is also something I had mentioned wanting to do quite a while ago, it's likely it'll be a feature much later in development though.
Then finally key configurations is something that will take a bit more work because I'll need to use a custom input manager, Aybe had created one a while ago so I'm most likely going to implement that. Unity's default input manager doesn't allow rebinding at game runtime so I have no control over that right now. There is a config file containing settings though, check the userdata folder created in the game's directory when you launch the game.
c. That's a cool idea, I can't say it would be easily achievable through already existing tracks in the game because all the track textures are bundled into atlases so the environment is rendered in 1-2 sweeps as 1 object. In the track editor though it's something that can absolutely happen, I will probably end up making some form of basic modeling tools to go with the track editor at some point so that can be integrated into that.
And I use OBS Studio to record videos, I record then upload the output file straight to Youtube :)
Edit:
I now have a spreadsheet for all of the teams indepth stats, they're really unbalanced right now but I'll be working on that soon. Here's the link to it