It has been a while since I saw a joke post on this thread, so I thought I would liven it up a bit.
@zero3growlithe
Maybe you should just have an AI Director do everything for you :lol
It has been a while since I saw a joke post on this thread, so I thought I would liven it up a bit.
@zero3growlithe
Maybe you should just have an AI Director do everything for you :lol
That's great, BUT, and here's the question did you use the correct scale for the track, and the new track? Because the one I sent you is completely diferent from the one you had in the last compiled version of the game... I'm going to try and finish Cassandra today and I'm going to instruct you on how to put it in game, properly, so we have a definitive version for that track. Just be around skype, when you can.
Eeeeerm, I thought about it after I finished making all nodes so no xD But changes can be made very quickly by changing ships scales properly so track scale can be the same and it will look as you want. Send me this properly scaled version of Cassandra after you finish it and I WILL take care of it.
btw. Click, and I'm on Skype xd
@Amaroq: If Unity would have "object programming" then it would look like this :P But here every AI has its own rules X_x
Zero: AI sounds really good, in the end did you go for a collision or distance based approach to your node nav points?
Yea, my track has long splits and... A really big jump. No, it's like CP's jump... x5 (better example, florion heights 3's jump... ×3)
I only have a line version ATM... I'll draw the track now.
Name: <none>
location: <a city, in a cold place>
Give me a name and I'll make the discription
How about a track with a Chenghou Project jump, except there is a track split at said jump, and you have to choose which track section to jump onto. There are two different track sections, in some areas the left route is more difficult but faster, while in areas the right route is more difficult but faster. In other words, both track sections have a similiar length and difficulty.
Just remind yourself that we need a second version of that track then or it can only raced forwards if it has jumps in it...
I have an idea for rev, like TA in pulse... (big jump forward, tunnel rev)
@Aspect: Distance based one cos it has better performance. If there will be problem with them being missed then I can just add a new variable that will give them individual detection range :P
Anyone mind if Triakis,AG Systems International and some other teams appear as parts suppliers in this game, or is this already planned?
....Calculating ground shadows... Almost ready! Only the bilboards and direction assist holograms are left.
@F.E.I.S.A.R
I will write a story within the next week. But please have some patience, a good story should take its time ;)
Also, hmmm I don't know how the others think about it but I wouldn't place so many obvious Wipeout stuff like that part suppliers in the game or it'll look too much of a wanna-be-Wipeout. But to add a little bit, maybe ONE part supplier from another Wipeout team could be a cool easter egg ;) Also it's a question if we even have the rights to use the Wipeout names...
Last but not least:
Attachment 6368Attachment 6369
99.99999999999999% Just placing the bilboards with the ads.
And it is DONE! FINALY! After 11 months and 23 days of work!
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Thanks to Type Proton for the advertising designs. I just had to paint them up in PS.
Oh man it felt like it took forever! It's not free of some adjustments, though.
Here's an overview of the track:
Attachment 6372
Well done ! :+
That's all? :blarg
Nah, just kidding^^ Awesome work man!! The track looks great, I like the mixture of the colors. And that board on the finish line looks great aswell.
You had that other track, Draco Cavernae, working at, right? Going for this one now? What's the next step?
Sorry, I'm curious, hehe
I'm free until this Sunday,and I feel that I have not made any significant contribution to this project. If I'm given some resources to write,it would be great.This would also be a good opportunity to brush up on my creative writing skills.
Also,with regards to the "Wannabe-WipEout" part,aren't pilots of the FX-150 considered wanna-be/amateur pilots. If this started after the AG Purity Festival in 2185,and the actual teams turned parts suppliers,does it not make sense to have a few references to the teams?
As for the trademarks and copyright,heard of AG-5Y5?
Alright, if you insist of it, you can take over the writing of the story :)
The thing I was thinking about is not to only have a background story, but also a story going through the whole campaign mode. In Wipeout it's always rather easy, you select a race, win it, go to the next race aso. until you're done. Maybe in SSGX we could supply a liiiittle more creativity. If you like to, we can help out each other a little bit regarding the writing progress. You seem to have more background knowledge so you could write the beginning of everything, backstory and so on and I could go on then to write the story for the campaign mode, because I have some stuff in my mind for that already ;)
You also have to think about people who are playing SSGX and maybe never heard of Wipeout. So for really everyone to enjoy the story, I wouldn't make it based too much on Wipeout related leagues/events.
Fantastic work on Cassandra! :D It really looks great!
@doc and F.e.i. why not collaborate? I know I don't feel like writing an entire story myself, maybe 2 heads is better than one?
Also: Attachment 6373Attachment 6374Attachment 6375 some new buildings added and a slight course change on basin park hill, also been doing some thinking on basin park proper widened some corners and such, sadly there's a limit to what I can do with my crappy gpu (at this point I can't view the model in perspective view without a shitload of "artifacts" popping up all over the place) since I can basically only model in orthographic view as it is now... hopefully this wont mean too much work for whoever takes over the final modeling stuff.
Gonna start work on textures soon, but I must admit that that will probably be slow as I have never tried my hand at texturing before.
Yeah, that's a good idea Oryx!
BTW: Your track looks good so far. I'm sure it will be interesting to drive through it but of course there is lots of work left to do. Good luck with texturing, keep it up!
Then get skype. It doesn't cost you anything. I already told people who are working in this project to add my contact, and I only have like 3 contacts...
ricardo.xpand it's not hard and it eases communication a lot. We don't have to use the forums as a chat board...
Yep, I totally prefer Skype aswell!
Also I have to announce that I am in school from Sunday till next Friday and then on holidays until July 18th. Can't use internet in that time so I won't post here for a time. Telling you about it to make sure you guys won't think that I don't care anymore or so ;)
See you later!
people should add me to I'm obviously not as knowledgeable as xpand or zero on everything but anything I can help with I will My skype contact is: Frumpman1 or Theodor Andrén
w00t!
Alright, I got some new track ideas :
Hu Bian Circuit (Hu Bian means lakeside in chinese. According to Google Translate.), LotusLake (If you want a shorter, more wipeout-ish name.)
General feel (Outside image, I do not own them.) : [link][link][link]
This one came from my time in China, but I forget about them until now. :D
China, being resourceful as ever, decide to create a new anti-gravity racing circuit. Based on ancient Chinese garden house style, Hu Bian Circuit features a long straightforward trip letting you admire lush garden and great Chinese architecture. While the track itself doesn't have many corners, they are packed with minor 45/90 degrees turn during narrow high-speed section under the shades of lakeside buildings with some sharp turns thrown in at both ends of the track. At one point you'll have to make a decision to choose a split-pathways. Faster or more loaded up. While another exciting section is a bumpy run through the garden where pilots will have to tackle a chicane at high speed.
tl;dr : A long-beautiful Chinese track. One part narrow indoor high-speed. One part bumpy semi-outdoor through the garden. One huge lake in the middle. Intermediate difficulty.
Highride (Someone think of better name for me please?)
General feel : Nighttime race on Tokyo highway.
A combined effort of Japanese government and construction firm. The space is limited enough in Tokyo. So they developed a modular highway which can be adjusted as needed. Turning your usual commute into a fully capable Anti-grav racetrack under a week. Designed under concept "Spectacular", it's layout is simple: Straight track with few corners, divined lane and high jumps. What make this track spectacular is the abundance of weapon pads. It's also have long chain of speedpads available through the entire track, if you're good enough to hold it. Racing under the lights of the city, the feel of highway battle is deliberately invoked here. Easy difficulty.
tl:dr : Wide high-speed nighttime highway track. Great for combat or duel events.
- - - - -
I'm going to draw a concept art for it later! Tell me what you think. :)
I've been making a track as well. I recently finished the 'landscape' and I need to texture next and start adding structures.
The general theme of my track is a twisty cutting on the side and basin of a valley. It has a huge sweeping turn at the end, and a twisty chicane across the cutting, as well as a three-way crossing and a high line through a small town. :) I'll probably figure out some lore to go with it after the track has been done.
You could use the name "Shutoko" (or modify it) for your Tokyo track. It's the name of the Tokyo Highway and this highway could be the base of your modular highway.
IIRC,Metropia is in Kyoto. And I thought this game is pre FX-300,putting it before 2197? If so,then Metropia would not be there(yet). Construction of such circuits began/begin circa 2202.
For tracks:How many tracks do/did we plan to have? I'm now thinking of a Singapore-Malaysia/Malaysia-Indonesia Supercircuit for the Mach One speed class and wonder if it will work. I'm also thinking of a tracks in both Singapore(the Central Business District) and Kuala Lumpur(Malaysia's capital city). Plan on calling them Singa(Singapore's Courtesy (Campaign) Lion) and Harimau respectively(The Lion and Tiger.How much historical links do both countries have?).
@Type:Yeah. Hubian is Lakeside,quite a good name. Wonder why you would want Lotus Lake,though. May I throw in Tao Hu(Peach Lake) Circuit as a suggestion?(I'm of Chinese descent,and Chinese is my mother tongue. First language is still English,though)
Zero: penny for your thoughts?
How perfect are you aiming SSGX to be? I ask as I've come across a quite complex problem in my game (my ships vibrate when they brake) and I'm tempted to just ignore it since I am not a pro programmer, but its kind of irritating.....
.....so really, should I really be worried about these things? I always wonder if by obsessing over small details I will kill my enjoyment of making this. What do you think?
Well, I want it to be as good as I'm capable of doing :) As for your issue could you show me what is happening? Or say what are you using to stop ships, force in opposite direction or translate or direct velocity control? xd
I would have repaired this issue on your place cos then you'll probably have pangs of conscience when you'll progress further and somehing will happen that make you unable to repair this issue without great effort and it will make game less fun :P
I have put myself on as a whenever-you-need-it graphic designer. I'm working on the menu now.
Thanks Zero! For a while I actually changed the movement system to get round this.
The problem I had was to control drifting in turns, as my physics model uses forces rather than linear velocity. As the ships go into a turn, an opposite force is applied in the x axis to stop the ship drifting out of control. The trouble was, the counter force is large (mass * speed) and the drifting threshold in the x axis small (between 1 and 10). So when the force was applied, the ship would respond but would visibly shake (if the threshold is =< 3) or jitter (threshold > 3). Since the speeds are quite high the stopping force is proportionally high too.
I then created a 'fork' in my game by replacing force based movement with linear velocity (just like WOHD, ironically). This eliminated the problem completely since linear forces act on an individual axis (so you can disable x y or z axis movement by not simulating that axis). This approach was much cleaner movement wise, but meant I lost the ships mass values (as the speed was set directly), so when a ship dumps its weapon, it no longer gained speed. I could simulate this with maths (like I had done years ago!) but it added complexity that I just did not want when the force based version did this for free.
I even contemplated having a 'driving' object that jitters (but is invisible) and parent a visible ship mesh to this (but with an animation offset to 'cushion' the vibration)- again I rigged up simple demos and this approach was plausible too.
After many swear words I realised the solution was incredibly simple. In Blender there are several modes of movement- in the logic block motion is an advanced movement system (servo motion).
....''At the heart of the servo motion actuator there is a PID servo controller: it measures the speed error (= the difference between the target speed and the actual speed) and updates the force based on the error by applying a force that is proportional to the error (the 'P' coefficient) and proportional to the integral of the error (the 'I' coefficient). The higher the coefficients, the "harder" the speed control (= quick reaction); the lower the coefficients, the "softer" the speed control (=slow reaction, sliding effect). Additionally you can limit the force along each axis so that the accelaration (or braking) force is limited''....
I used this in the x axis (so the target speed was 0 (i.e. the ship not braking in the x axis at all), maximum braking was 1500 units (i.e. the ship drifting in the + x axis) and -1500 in the -x axis). I then made a simple velocity check (if the x axis speed > n) and when true activated the servo actuator. This works really well and is butter smooth, with no shaking at all with only two lines of code.....result!
In a way I am glad this problem cropped up....its forced me to think creatively and I've learned a great deal, not to mention teaching me to not overlook the logic blocks in Blender.
Test Menu.
Attachment 6392
Comments?
Note: I went with worst case scenario for resolution.
Edit-Xpand informs me we already have a pretty cool menu. So this idea is spare stuff.
@AG have a look at the different HUDs we have and try to make menus to fit them, I suggest, that means making at least 3 different menus but it makes the whole thing fit as it were which would be awesome. (your current one fits fairly well with Zero's HUD though which is nice)
I wish this topic had been around about 4 years ago, I designed an awesome Wipeout-esque track set on a black sand volcanic island. It was a abit like Arridos from the first game, made from blasted sandstone but the sandstone was black.
Anyway, good luck with this guys, love all your ideas, really interesting and I'm looking forward to seeing how it turns out!
Overused pads anyone?
Attachment 6399
Attachment 6398
@Xpand : Awww yeah.
We may need to put colored lights into it though, according to [this]
Working of Hubian's concept art will commence tomorrow if nothing goes wrong. As for the highway track I think I didn't quite got it nailed down yet.
The cross light bars are colored. They have a reddish glow on this one, but I can make the colors more noticeable. But technically no one notices the color of the pads when they race. I just go over them and what comes up is used or absorbed. Actually HD's weapon pads are always red.
Also, anyone who has nothing to do, they can start designing visible weapon objects: Bombs, Mines, rockets.