I guess there is enough place for a lot of ships.
Is this the opportunity to see the AAGRC-C-E-P 1.5t flying? Pls :D
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I guess there is enough place for a lot of ships.
Is this the opportunity to see the AAGRC-C-E-P 1.5t flying? Pls :D
Yeah there's enough space for anything honestly, I'm not really wanting to limit how many ships (and tracks for that matter) can be in the game. Ideally I only want a set number by default in the game, but extra ships can always be provided with Unity Asset Bundles and modding :)
Well I'm liking the fact that this track feels like it ventures out into Mother Nature a bit more than what Studio Liverpool has done with Wipeout.. As well as the darkness.. Things I've missed since older Wipeouts.. I think Wip3out did so well due to the George Lucas dark atmosphere vibe it had going for it, I really miss that as well.. I just hope Sony brings it back in the future, most likely with all the virtual reality stuff..
If it makes your life easier (since the thread is 76 pages long), you can read the info you need on the FTA Wiki (yeah, we have one of those, thanks Jonny! :D)
Oh sweet, that'll make life much easier, thanks !
Wipeout with VR would be damn cool, my brother has an oculus rift so if I can get it off him for a short while then I could implement a full cockpit view with virtual reality support into this. But yeah hopefully one day Sony will bring back Wipeout, I don't want to keep my hopes too high with that though because it most likely won't happen.
Physics Test 3
This test is setup as a time trial, once you've finished your last lap the ship will be handed over to AI and your results will be displayed on screen. I've also added speed pads and a developer settings menu. All of the ship settings I have access too are in the menu, read the readme for everything you need to know.
Download - https://db.tt/MSN7mJjp
sweet stuff here. I will test it later tonight again. I love all the options you are allowing us to see.
Grip force: is this how much the ship grips the track? or how it leaves the track surface over bumps?
How much the ship grips to the track. The grip force controls drag (or air resistance) and then the slip settings are for controlling how the airbrakes drag the ship around, lowering the turn falloff and airbrake falloff will also make the ship slip for longer. If you combine a low grip with higher slip values then the ship will slide around and swing out more.
Update: added another slip variable for overall slip control and allowed slip values to be zero so the ship can grip perfectly to the track.
since this is a PC project, what about implementing force feedback racing wheel support? i always dreamt of flying through wipeout with a wheel. would make the feeling of actually flying the ship much more enjoyable ;) i can say this, cause i played F-Zero X with my wheel on an emulator, it's truly amazing!!!!!
another thing i would like to suggest is a really long track like the Nordschleife/Isle of Man, with ultra hard corner combos.
After looking at it a little bit, I don't see why this would be illegal if the Super Smash Brothers Brawl mod "Project M" can get away with it. Since Project M runs on a moddified brawl engine, it's quote "sort of legal" because its a "mod." Creator of a Skyrim mod wouldn't be sued by Bethesda would he? Since this is a modification of WipEout HD Fury's engine (from my understanding, it is at least a replication of it) it should fall under the area of "sort of legal" as well. Change the name from "wipeout" to something that doesn't reference wipeout and hey presto, it's in the same boat as Project M.
I'm not saying that I know for sure, I'm just trying to offer some insight. If Project M gets away with calling Mario and Pikachu "Mario" and "Pikachu" then why can't this project get away with calling Feisar and Qirex "Feisar" and "Qirex". You know?
I think racing wheels should work with Unity's default input without any problem (you'd have to try binding the steering on the Unity launcher), vibration is something I can implement easily with a third party plugin. I'll check out some plugins for extending controller I/O and see what I can do. Also yeah a long track is something I want to try out, it would be great for really pushing endurance (especially with 5 laps).
The only problem is that we don't know how Sony stands on copyright with fan projects. Nintendo seem to be very wishy washy with how they treat fan projects, some projects are allowed but some aren't, it's strange how they work. The only reason I'd assume Project M is allowed is because it requires Brawl before you can play it, that means Nintendo can make a profit from it. Skyrim mods are obviously fine because Bethesda encourage modding, which is why Skyrim got a mod SDK. Unless I'm able to contact someone in the legal department at Sony it's safer to just keep it as a game that inspires from the original Wipeouts, I also don't necessarily want to begin finding out how to contact Sony about it either because then that would put a spotlight on the project for a while.
Intelectual property for Wipeout is still copyrighted though, stuff like team names might be the most problematic since it's what basically bridges the gap between two AG racing games.
SSGX was supposed to be a remake of the first WO game, but we had to leave that idea behind when we contacted Sony and were told to give up on the idea of using their intelectual property.
Indeed, names are the most problematic. I'm not sure how the more minor names would stand (like the speed classes for example), I'm still going to be renaming certain things just to remain safe. That answers the question to what would Sony think though so thanks Xpand, I guess Sony just don't like the idea of fan projects.
Also I've got the game setup for races, here's a demo of that. I'm interested to see how performance changes with this, I've already done a bunch of optimizations and CPU time has been decreased quite a bit although garbage collection every now and then spikes (it shouldn't have a noticeable effect on performance, but I'm still looking at sorting it out). The AI aren't the most intelligent right now but this serves as a good early stress test.
Update
Currently working on the tool for importing and setting up custom ships, It'll be part of the next update and have a user friendly interface. Gonna keep this post updated with screenshots of the progress.
XML file that has been saved from the game (getting settings to be read and wrote):
https://db.tt/fJiFSms8
Bloody hell, the one thing that really caught my attention with this is the atmosphere. It's so reminiscent of the classic trilogy it, brings back so many feels. Nostalgia is like a drug for me so this is just pure awesome. Great work man!
Thanks man, glad you like it!
I've got one last physics test, it has a classic Wipeout camera (press C, by default) and some minor tweaks to hovering.
Download: https://drive.google.com/file/d/0B84...ew?usp=sharing
Just a quick update: Meg.A.Byte kindly contributed his Hyperion ship model, download a test build with it here!
https://db.tt/RmkeuHX6
Notes
- Physics have been heavily tweaked to feel like more like Wipeout 3. The hovering is a mix between the older Wipeout's and Wipeout HD, being fairly bouncy but stable. For the handling, most of your turning should come from just turning with slight taps of the airbrakes. Using the airbrakes will quickly swing you out into the walls. The pitching right now remains fairly useless, I'll be focusing on the pitching soon.
- Added boost thrusters that activate when you start accelerating or hit a speed pad.
I'm also considering adding barrel rolls into the game, it gives being airborne a purpose. Sideshifting will not make its way in though as those will essentially break the game at this point.
I'm also back at college after a 2 week break so development will slow down a bit.
Dang, the ship looks sick! This should fit AGR's utopian world well.
And go ahead adding barrel rolls and side shifts. What you've done is a great hybird of a PurE/Wip3out physics. But still I prefer the gravity in later games.
The older games allow for you to be in the air a lot, just by pressing back off little bumps. The air time in the older games was for landing softer to keep your speed up, and small track shortcuts. It was also used for softer scraping around turns. If barrel rolls were added to the older games, it could be a barrel roll around the entire track. I think that once you get the pitch control in, you will hopefully not want to do that. Think about the gravity in XL class and wo three, when you are pitching back, you kinda fly at times, especially in the pal versions
On a side note, I am happy you are keeping side shifting out, as that would completely wreck the feel if you are trying to mimick the older versions.
Barrel rolls are in, if they end up messing around with the balance of the game at a later point then I can always disable them.
I'm working on the pitching now, I'll keep this post updated with changes and additions I make:
Physics:
- Lowered gravity setting from 210 to 180
- The ship now only has 80% of its full grip when airborne now
- Removed airborne angular drag resistance
- Added barrel rolls
The following are changes based on feedback from Jabberjaw via PM- Pitching now affects your top speed (about a 65km/h difference on D class, less in higher speed classes as drag means that more force has to be applied at higher speeds)
- Pitching now more greatly affects the hover damping (how fast the ship levels out to the target hover height)
- Pitching down decreases drag and makes walls slow the ship down slightly less, pitching up increases drag and makes walls slow the ship down slightly more
Other:
- HUD now moves about, vibrates and zooms/changes opacity based on ship movement and the ships condition.
- Added ship boosting wind trails
- Added start boosting (around a 1 second time frame to start thrusting to boost)
- Added turbo pickup
Bug Fixes:
- Ship collider rotation fix (it was being created at a 45 degree angle for some reason, it messed with wall collisions and hovering near walls)
- Random wall knockback that flew the ship into the air (this was rare)
I'd love to see some creative track designs, Anulpha pass just can't be compared to alca vexus.
For testing only of course, I would love to see how well the physics work with some original tracks :)
Damn that's cool, if I get the time I don't see why I couldn't convert that guys javascript into C# to load the tracks into Unity for testing purposes, it would help a lot with seeing how the physics work in a real environment :)
Wow o.o Not one Wipeout project, but two? I'm impressed. This feels fairly solid. I managed to throw myself off the track a couple times from colliding with walls, but otherwise, I'm glad to see the wall collisions working pretty damn nicely. Keep it up man!
Since we are already talking about content, may I start designing the 3 Jennter crafts on paper? (If they are in?)
Sure, go ahead! I'd love to see some designs come through :)
One day my wall collisions will be completely bug free and it will be great. I thought I sorted a majority of issues out earlier on today, only to find that I managed to somehow shoot the ship into space by colliding nose first with a wall, not sure how that happened but finding the issue is going to be annoying.
Physics Test 4
Just finished the new physics test, which can be downloaded here.
This has a very basic environment setup, it continues on with that desert trend I had on the first track and features a new HUD, turbo pickup, WO3 hyper-thrust like feature, barrel rolls (will be limited on a per lap basis in the future) and loads of changes to pitching. Some minor additions include boosting wind trails and a Wipeout HD boost edge stretching effect.
You can also somewhat drift, turn very early into a corner and use the airbrakes to swing around the corner.
Physics Test 4.1
This small update adds per-class gravity and grip settings which allows me to make the ship control differently per class now. I've also redone the debugging screen, you no longer have to press the Apply button for settings to change and it now uses input fields instead of sliders so you can type in any value you like. If you find a good handling setup then feel free to share it :)
You can download it here.
I suck at any kind of drawings. If you want, you could make something up from my descriptions of the Angelus ships, send em to me, and I'll give you the final OK.
This is not just to bigsnake, but anyone who can do good designs of some kind.
Hello, I have been playing all of the test builds using my keyboard. I noticed that I am unable to steer and trigger the airbrake at the same time, as this results in the ship not turning at all.
Anyway, good work.
The spirit of wipeout shall live on in all these games! :clap:D8) (these things seem to grow from trees! xD)
EDIT: feature request: THE ABILITY TO CHANGE BETWEEN KPH AND MPH!@#$%!!!
WipEout NEEDED that in every game
There's a few people having issues with keyboards. Unfortunately it's out of my power and is because of Unity's crappy input manager, I'll have to implement my own input manager later down the line. Does your keyboard have anti-ghosting by any chance? I've found that this could be the culprit of keyboard input issues.
Will add it in, won't take much effort :)
I've finished the update for Physics Test 4, see the post here if you want to see it.
I would like to suggest some features.
1. Saving the F1 options. It could be just simple .txt file where all the options are saved. Because everytime I change some value, I have to change it again in next round. Also my handling setup is TurnGain: 4000, TurnFaloff: 5000, ABAmount: 4.
2. High scores. It could be just another Fx function, where I can find my best lap and 5 lap times.
Maybe I will add some more over time.
And thank you for keeping up your great work.
Thanks for the suggestions, saving and loading the ship setting options are now in, I'll add the high score saving soon :)
I have another build as well, this time it's a test of Zone mode. You can download it here.
You don't take damage from wall collisions yet so this is basically just a situation of keep going until the ship becomes completely uncontrollable.
Talking of wall collisions, my main focus for the next build will be wall collisions. They will be far less jarring. Forward collisions will more aless be the same where you quickly loose speed but the speed loss will be a lot smoother and hitting a wall with the back of your ship will not have any affect on its speed. With this I will also be properly calculating friction (at the moment your speed just decreases by a set value), this will allow for wall damage to be added.
Hello,
Just discovered the topic.
It look great.
Is there a reason why you decided to start your own project and not join the SSGX team?
Why adding barrel-rolls if the gameplay is intended to be close to PS1 games?
That said, it's awesome what you achieved alone, really impressive! :)
Thanks, I'm glad you like the look of the project so far :)
The guys working on SSGX are rather busy as of recently and they've already got the game planned how they want it, it wouldn't be very practical for me to ask to join at this point because they're already mid-development. Before I even knew what SSGX was I was working on another project (AGR2280) so by the time I did know I was busy with my own thing.
For the barrel rolls, it's just because they're a fun addition. I mentioned in the description of one of my development videos that I was going to be limiting their use to 3-4 per lap to keep it balanced since you can leave the track very easily and because there's two other methods of boosting (turbo pickup and a hyperthrust-eqsue feature), the usage limit might be lowered even more or their effect as a method of boosting altogether might be removed just so they are a fancy trick you can do in mid-air yet though.
If anything, hyper-thrust should be brought back instead of barrel rolls.. I could see a remade version of the first Wipeout using raw horsepower for hyper thrust much like classic muscle cars, but for jet engines as that was the idea for the original.. Jet engines and magnets.. It would also go with the original style better. You could even add a sonic boom effect when activated.
Thanks for the answer :)
Well, I personaly disliked the Hyperthrust in W3O. But it's a personal thing, I'm sure some liked it ;)
I saw later that you were working on AGR2280 ;)
I hope you can get some help for music, modeling, etc because the physic seems really good. That said, I didn't try it with a controller in my own hands.
I tried SSGX and I told the guys that the ships are way too heavy, it's almost impossible to turn without airbrakes... and even with airbrakes, you have to know the track because you have to anticipate A LOT. I hope they will fix it, SSGX is promissing also :)
EDIT : just saw the last 2 vids, awesome work ;)
The hyper thrust he put in doesn't affect shield energy, and can be used after weapon hits putting a lot of strategy of when to use it. It is also not as fast as the turbo weapon pickup. It feels really good so far.
Actually it does, using up the full amount of thrust you can have per lap in one go will waste up about the same amount as a single barrel roll, no where near as much as the hyperthrust did in WO3 but still enough to make it's usage during a race a hazard.
I like the idea of the sonic boom effect, I'll have to add something like that in the future.
TheConzio has actually already donated some of his tracks for use in the game, he originally contacted me about music in AGR but I never got round to it, I recently contacted him back asking for permission to use them in this instead and I've got the go, what he sent me will more then likely be in the next release.
The way I'm currently seeing the hyperthrust and barrel roll situation is that they play together. Each lap you are given about 3 seconds of hyperthrust and 3 barrel rolls, however you want to use them is up to you. Using the full amount of the hyperthrust given to you will waste up around 15 shield energy, performing a barrel roll will waste up 15 shield energy. Once you have performed 3 barrel rolls you can still barrel roll, but they are purely cosmetic until you next past the starting line, the same goes for the hyperthrust.
In racebox you will be able to disable both the hyperthrust and barrel rolls, disabling one will give you unlimited of the other. So disabling barrel rolls will give you unlimited hyperthrust and disabling hyperthrust will give you unlimited barrel rolls. You can also disable both if you so desire. The unlimited hyperthrust will however waste up a bit more of your shield energy when being used, going from around a cost of 5 shield energy per second to 10 per second.
I was also talking to Jabberjaw about replenishing shield energy via PM. The way we seem to both be looking at this is that there's both absorbing pickups and a pitlane. However, absorbing a pickup will only give you a very small amount of shield energy compared to the pitlane. Basically, absorbing pickups is for saving your ass at the last minute so you can make it back to the pitlane providing you don't keep taking more damage.
https://m.youtube.com/watch?v=4PKft8...ature=youtu.be
A short video of ballisticNG early build. No side shifts give it an older game feel with a mix of HD of how the ship moves. I'm looking forward to seeing tracks with multiple bumps and turns to get the sliding feel of the older games. The hyper thrust is excellent for recovery from wall hits, and will certainly help with weapon hits too. This race was the standard settings using a negcon ( hours to figure out how to do this)