I'll jump on board if you're looking for testers. This is starting to look seriously good now :)
I'd love to help test this! Let me know if I can help in any way. :D
Ok, so I'll do what I can to upload new version today for beta testing, it will include: (of course deadline will move to another day, "today" is just for motivation xd)
- 2 race able tracks
- rdmx's HUD
- main menu packed with ships
- better side shifts and barrel rolls
- missing thing, camera look-back (or how other u can name that xd)
Won't include:
- Enemy AI.... yeah, having hard time coding this :g
That's all. And happy new year... of school xD
EDIT: U know, this one time I won't rush things as I'll make everything anyway and I'll make it good, not just for "one time use" :)
I'm no WipEout expert, can I get on board?
Here are some tracks that I've drawn up
This track is located on an offshore landfill.(If it makes it into the game,I'll call it Semakau Landfill)<-This track is very flat save for the bridge part
This track is run around the Marina Channel(If it makes it into the game,I'll call it Marina Barrage)<-Quite based on Vineta K
Note:The tracks are based on real life locations in Singapore.
Comments and critiques are greatly appreciated.
@F.E.I. hey we came across that we have lots of flat tracks already. So I think it would be cool if you could create a track which provides some more jumps if you know what I mean ;)
@zero sounds great!
Tracks with Jumps-Then what about going in reverse?
Well if the track is flat you can't find jumps in reverse either ;)
I know what you mean. But I was thinking about having a hill-track, or a track like Anulpha Pass or Ubermall, you know, with some jumps ;)
The only track we really have that atm seems to be Basin' Park Hill.
What about sudden and big undulation changes when entering the Underwater sections on my second track?
Can you describe the changes?
Sudden? :D :L
Similar to Vink I'd imagine, dipping up and down under the water.
So, here's my idea for something to suggest if it's not too late to still toss around ideas.
Attachment 6686
I wanted to think of ship designs we hadn't really seen before, like the CERN Prototype shape which looked like a big O from above, and I was enamored recently with the idea of asymmetrical ships. The Assegai from WO3 was slightly asymmetrical, but I never saw someone do that again. So here's the design, which would technically be a single-hull, but has its cockpit isolated to a pod off to the side to narrow the main hull in other directions.
I did a really fast inked drawing of what this looks like in my head. I have no idea what team would build a ship like this around them, honestly, but if you were to press me I could think up one. I might as well toss this out there and see who bites.
@Airrider, we already have our quota on teams, so I highly doubt that one will make the final cut unless someone has something else to say.
Ah, crud. Could always wait for an expansion, I guess...:P
Vineta K's "dips" are not really dips...you had to execute certain manoeuvres to be able to get enough height for barrel rolling. By "sudden and big undulation changes" I mean something like the dip after the slope and chicanes coming out of the Sebenco Climb ice cave,but much bigger.
Beware, longer + colorful post ahead! :rock
Sooo, first of all, to clarify the situation of Gdocs:
Recently I got some access requests on our Google document. We used to have it opened for the public at first but recently we decide to lock it. We are having links to very raw material there and unfortunately we already encountered stuff got used on other websites without our permission. The document itself is created to keep an overview of everything we have so far, finished material as well as work in progress stuff & ideas. So I hope you guys understand that we can't give access to everyone but only the ones who are directly putting stuff into the game or having to use raw material, the "core team" so to say. There are no decisions made in Gdocs, everything new will be announced here of course :hyper
Secondly, I am thinking of how each pickup interacts with another. I wrote down some basics and opinions. Ideas & critics are highly welcomed!
First of all I saw we are actually having only 5 pickups out of 13 that cause direct damage on the enemy when used [these are Tractorbeam, Rockets, Cannon, Missile & Mines]. I thought that this is not much and it would take a long time if you really aim to bring an enemy down [unless we have incredibly high damage rates]. So first question: Should the Tractortrap or the Magnets decrease energy of the victim ship when attached, next to their actual effect?
Further on I though that it would be easier for coding & physics if you can only use one pickup at a time. For example: When the Phantomizer is active, you are not able to pick up something else.
Also we have to take care that the more powerful pickups should be rarer to get than normal ones [like the Quake in Wipeout]. So I created a frequency rate list based on the power/advantage of each pickup:
Turbo - high
Gravitron - medium
Teleporter - medium
Phantomizer - low
Mines - high
Magnets - medium
Tractortrap - low
Cannon - high
Rockets - high
Tractorbeam - high
Missile - medium
EMP - medium
Impulse - low
These are just my thoughts, so feel free to make suggestions ;)
And here are some basic interaction situations. What happenes to other pickups if you use the...
...Impulse -> Mines+Magnets+Tractortrap+Rockets+Missile+Cannon will be pushed away [like the enemy ship]. The Gravitron becomes deactivated aswell. No effect to an EMP or a Phantomizer in use.
...EMP -> Missile will loose target, continue flying straight forward. Magnets+Tractortrap+Gravitron become deactivated, an opened Portal from the Teleporter becomes closed. No effect to a Phantomizer in use.
...Phantomizer -> Magnets+Tractortrap+EMP+Impulse have no effect. When flying through a Portal from a Teleporter with a Phantomizer in use, the player will become teleported but the phantom ship continues it's normal flight.
...Gravitron -> Becomes deactivated when getting caught by a Tractortrap.
These are the first ideas. Don't know if I covered all cases.
Earlier somebody mentioned you need beta testers, preferably ones who aren't Wipeout pros. I don't normally like to toot my own horn, but I think I'd be pretty good for the job since I've actually never played a Wipeout game in my life (I've wanted to, though) although I do have experience in playing racing games.
Tried googling Slipstream GX. Other than YT vids and other stuff that looks like it is from the dev team, I can't seem to find any 'infingement' of sorts... :/ I must be missing something...
Here is a crude (mis)representation of the "sudden and big undulation changes. It sure has potential for BR opportunities going both forwards and backwards. Wonder if that very steep incline can be done going backwards,though(the craft is going forwards)...
@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...