@docfo4r - We need to know what these weapons do first. The explanation is in the locked google docs.
@docfo4r - We need to know what these weapons do first. The explanation is in the locked google docs.
Oh, right. I'll copypaste the infos from over there. They have been written down some pages back aswell, btw ;)
Long post #2 :rock
TRACTORBEAM
Class: Offensive
Damage for a brief hit: 3% +++ Time lasting: 3 seconds +++ Absorb: +10% shield
So most damage would be 18% [two "hits" in one second possible], a laserline which aims the direction of the ships nose.
ROCKETS
Class: Offensive
Damage for one rocket: 10% +++ Shoots 3 rockets at once +++ Absorb: +17% shield
Description: Like the rockets in Wipeout. Maybe, to change it up a little bit: Just two rockets left & right get fired so aiming will be advanced aswell.
MISSILE
Class: Offensive
Damage: 15% +++ Homing +++ Absorb: +20% shield
Description: Homing for the next ship infront of the player. That ship is able to avoid the impact when turning sharp before the missile arrives. Ricochet if fired without a target found.
IMPULSE
Class: Offensive
Damage: 0% +++ Force field +++ Absorb: +10% shield
Description: Creates a force field pushing the AI away from the center of the ship.
CANNON
Class: Offensive
Damage for one bullet: 3% +++ 30 bullets +++ Absorb: +12% shield
Description: Used like a minigun, works like the Canon in Wipeout.
EMP
Class: Offensive
Damage: 0% +++ Absorb: +15% shield
Description: Creates a visually visible electromagnetic field around the player. Players ship protects itself. The AGD and turbine of AI ships nearby become turned off for the time the field lasts [2 seconds].
MAGNETS
Class: Defensive
Damage 0% +++ 3 magnets +++ Absorb: +10% shield
Description: Magnets fall on the track, able to roll around. Then attach to ships coming too close and pull the ship down to the side attached. Only fall off when hitting a wall or another ship.
MINES
Class: Defensive
Damage for one mine: 5% +++ 4 mines +++ Absorb: +12% shield
Description: Placing 4 mines in a row. They last for about one lap.
TRACTORTRAP
Class: Defensive
Damage: 0% +++ Absorb: +15% shield
Description: Placing an electromagnetic anchor onto the track. The ship travelling close to it gets attached and can't move forward until the magnet lost enough power [after 1 or 2 seconds]. Can be fried by EMP blasts and destroyed by impulse blasts.
TURBO
Class: Self-Usables
Absorb: +20% shield
Description: Functions like a turbo we all know.
GRAVITRON
Class: Self-Usables
Absorb: +13% shield
Description: Creates a portable maglock underneath players ship for 5 seconds. Player is able to travel through tiny hills and sharp corners much faster.
TELEPORTER
Class: Self-Usables
Absorb: +13% shield
Description: Player shoots a teleport [just like the Portal gun in Valve's "Portal"] which lasts for 2 seconds. Whoever travels through appears some meters ahead. The portal looks like a black hole with some effects.
PHANTOMIZER
Class: Self-Usables
Absorb: +15% shield
Description: Creates a hologram of the players ship. Aiming systems aim there. Own ship becomes invincible for 5 seconds. Collisions still possible!!! Replacement of the classic "shield". EMP & Impulse won't harm.
I know music has been mentioned a few times (maybe worth its own thread ;)), so i'd like to submit a track I made for your consideration. It's one I made quite a while ago, and always gives me a kick up the arse when I'm playing Wipeout. So here it is, hope you like it...
https://docs.google.com/open?id=0B7R...XZrM211X1FLN3M
Attachment 6689
Attachment 6690
Zepher redesigned...
Gonna add Thrust vectoring paddles as airbrakes on the side nozzles.
I love the new zepher. It looks so much better.
Some of these weapons seem either overly useless (eg. impulse), or ridiculously overpowered (a full cannon barrage will do 90 damage!) + phantomizer + gravitron. Keep the game as lightweight as possible.
The actual effect and damage rate are not set in stone yet. Of course you are right, it won't be possible to create 90% damage with a set of cannons. Since we don't have the weapons programmed yet, we will program them and see how it works.
I didn't understand why you think a gravitron is an overpowered pickup... It only keeps your ship on the track for a few seconds like a mag-lock. Can come in handy if there is a tight corner with a hill in the middle so you can go around without slowing down but on the other side on a straight hill you will loose ability to barrel roll, so you have to make sure if you need it or not depending on the situation.
Phantomizer acts basically like a shield, but instead of shielding your real ship, it creates a hologram. So enemys will aim for that hologram since your ship is invincible. But still you can damage yourself if you crash into the wall. It's a replacement for the overused "god mode-alike" shield which you can find in almost every shooting game which has pickups so I also can't see how it is "ridiculously overpowered".
And for the Impulse. Imagine there are two enemies on your rear. Fire off an impulse will push them away. Same goes for the enemies directly infront of you. You basically made yourself room to fly and win some seconds of distance.
The logo of the last team to enter the main roster is here say hello to artezix Attachment 6691
There might be some changes and some touch ups down the line but artezix as imagined and created by Zero3growlithe and logo design by me hope ya'll like it.
alright time to collect all the story details on teams, tracks and weaponry. so I would ask you all to send any pieces you've written to my email: Theodor.andren@gmail.com so that we can put together a comprehensive script as soon as possible thank you all :)
I don't know...I feel that consolidation of the story should be done like how the programming and modelling team are doing it:GDocs. This way the stories can be proofread and checked for errors.
thats the idea actually fei the thing is for that to happen we need it all collected in one place. which I'm taking upon myself to do :)
How about you open the doc and let collaborators dump their stories in there?
EDIT:Making it private so that only those who need to access it can.
cause I want to do some screening first, and in order to be sensitive to the creators of content like teams and tracks I don't want to set anything in stone before it's been cleared with the original content creators, and also so that I can set up the document clearly, I want a good structure before I open it up to the public.
it's all about getting everything right and making things easy for everyone.
It gives me mixed feelings to see that the game is almost finished. What do I not like about it? It garuntees that none of my ideas will make it in.
I think he is referring to me putting images on ModDB, and now being unable to remove them.
I don't think Xpand is very happy.
I said almost.
We aren't even half-way done.
The physics need tweaking, there's no AI, hardly any tracks are implemented, no weapons, no audio, not even HUD icons -- saying its almost finished sounds pretty optimistic :P
Actually there is AI, it was on previous versions, but zero took it out for improvements. There's also audio, although only ship related (engine sounds, collisions, etc).
It's not even half way done if you want my opinion. Even though the programming seems advanced already I think there's still a lot to do i.e. weapons and such...
The only reason you can't find almost no reference on Slipstream GX, beyond what we put online, on the interwebs is because it's still an underground game, once we release a demo version I will make sure we get noticed.
And Amaroq, not all ideas must be visual, keep that in mind. I can assure you that some ideas you gave on the physics are being used... Just because you don't see it, doesn't mean it isn't there, well, in most cases that is.
Exactly.
I somehow have the feeling some of you guys come up with an idea and expect to see it happen within the next 5 days :P
Currently we are working on tracks, animations, weapon models, team logos, ship texturing, coding... New ideas will get noticed but might be on hold as for now, so please be patient :)
We also collected content for an official first demo. But like zero said, we don't wanna rush things...