2 Attachment(s)
Afterburner Icon Mockup Finished
I finished prototype of the Afterburner Icon.
Attachment 6126
I used the WipEout Pulse/WipEout HD Turbo Icon as a base, then worked my way up from there. The software used was Paint.NET
The Anti-Aliasing was done simply by doubling the size of the image and then returning it to its original size. Super Sampling was used.
Please give me feedback, and also keep in mind that it was done in about 5 minutes and I don't have very much skill at image-making.
The image you are about to see is the original WipEout Pulse/ WipEout HD Turbo icon. Enjoy.
Yet another wall of text...
If we are in subject of weapons I would like to list my weapon pack: (now where is my notebook for geography... hmmm, ah here xd)
Weapons:
1. Tractor Beam (Damage: 5 | 3 Shots | 1 shot loads 2 sec | Secondary Shot Mode : Bounce Laser)
Avoidable laser which deals small damage.
2. Rockets (Damage: 8 each | 2 rockets | Secondary Shot Mode : Shot rockets separately)
3. Missile (Damage: 12 | Secondary Shot Mode : Missile Dash in direction it's facing while flying | Homing Rocket)
4. Blades (Damage: 10 each | Secondary Shot Mode : Stop Blades Mid-Air)
Shots 2 blades in this "V" directions which ricochets from walls until they'll destroy
5. Impulse (No Damage | Force Type | Secondary Shot Mode : Small Speed Boost)
Sends a strong energy wave which pushes enemies away from ship on certain distance
6. Cannon (Damage: 1 each | 25 shots | Secondary Shot Mode: Send small flying disk which shots bullets in all directions while flying)
7. Satellite (Damage: 18 | Ultimate Weapon)
Satellite locks-on every ship which is further than player's ship and shoots a devastating laser at each found enemy ship
8. Plasma Bolt (Damage: 25 | Charge Time: 3 sec | Secondary Shot Mode: Shield)
Mines:
1. Mines (Damage : 5 | Secondary Shot Mode: Convert to Cannon)
Leaves 5 mines on track
2. Bomb (Damage: 15 | Secondary Shot Mode: 1 Tractor Beam Convert)
3. Magnets (No Damage | Secondary Shot Mode: Shot Forward)
Spreads 3 magnets on track which attaches to enemy ship on contact and slows it down a bit for a while
Assist:
1. Shield (Lasts: 5 sec)
2. Boost
3. Auto-Pilot (Lasts: 3 sec)
4. Gravitron (Lasts: 5 sec)
Portable mag-strip, ship holds onto track stronger
5. Black Matter (Lasts: 5 sec)
Stronger anti-gravity module, ship is lighter
What do you guys think? Something to add or delete?
@Oryx: As for SSGX site you can add new music to it :) http://soundcloud.com/zero3growlithe/total-randomizer (I'll just have to cut the beginning and remix it a bit)
About my track, Tristans Inferior I'm not going to put it in-game as it is just pointless to finish it as it is really boring to fly on... some screens of not finished track: here
General Feedback @zero3growlithe
Quote:
Originally Posted by
zero3growlithe
[COLOR="#008000"]4. Gravitron (Lasts: 5 sec)
Portable mag-strip, ship holds onto track stronger
5. Black Matter (Lasts: 5 sec)
Stronger anti-gravity module, ship is lighter
Black Matter should instead be called Inertial Dampener ('Black Matter' implies Dark Matter and Anti-Matter, which seem more like a weapon). And like I said earlier, Turbo (Boost) should be replaced with Afterburner.
Also, if the Mag-Lock sections are called Mag-Strips, then we can just call the Gravitron a Mobile Mag-Lock Module (MMLM). Gravitron just sounds too much like 80s science fiction, and Graviton particles are used for both Artificial Gravity and Anti-Gravity.
Quote:
Originally Posted by
zero3growlithe
Shots 2 blades in this "V" directions which ricochets from walls until they'll destroy
In addition, you should say 'shoots' instead of 'shots'. Shot is a noun, and shoot is a verb.
The Secondary Shot mode should be called either Secondary Fire or Alternate Fire.
Quote:
Originally Posted by
zero3growlithe
Mines:
1. Mines (Damage : 5 | Secondary Shot Mode: Convert to Cannon)
Leaves 5 mines on track
2. Bomb (Damage: 15 | Secondary Shot Mode: 1 Tractor Beam Convert)
3. Magnets (No Damage | Secondary Shot Mode: Shot Forward)
Spreads 3 magnets on track which attaches to enemy ship on contact and slows it down a bit for a while
The Mines category should be renamed the Deployables category, since Mines are already in that section as a weapon and the term 'Mine' implies a trap that blows up. Also, I think magnets should be renamed to Web (based on EVE Onlines Stasis Webifier, an Electronic Warfare weapon that slows down a targeted ship's movement with energy waves). They could be energy bulbbles on the ground that slow you down and can reduce a ship's top speed to one speed class below. Phantom temporaily becomes Rapier, for example. As for ships traveling at Vector, just bring them down to 100 kph (60 mph).
Quote:
Originally Posted by
zero3growlithe
2. Rockets (Damage: 8 each | 2 rockets | Secondary Shot Mode : Shot rockets separately)
3. Missile (Damage: 12 | Secondary Shot Mode : Missile Dash in direction it's facing while flying | Homing Rocket)
Read my post on the Weapons thread.
Quote:
Originally Posted by
zero3growlithe
6. Cannon (Damage: 1 each | 25 shots | Secondary Shot Mode: Send small flying disk which shots bullets in all directions while flying)
It should have thirty rounds, and the rounds should be magnetized to so that they will home in slightly towards the nearest target (it is easy to miss with that weapon). An easier alternative would be to make it a Hit-Scan weapon that bounces off the terrain.
Quote:
Originally Posted by
zero3growlithe
1. Tractor Beam (Damage: 5 | 3 Shots | 1 shot loads 2 sec | Secondary Shot Mode : Bounce Laser)
Avoidable laser which deals small damage.
5. Impulse (No Damage | Force Type | Secondary Shot Mode : Small Speed Boost)
Sends a strong energy wave which pushes enemies away from ship on certain distance
Impulse doesn't seem like a viable replacement for Quakes (it still needs to do a tiny bit of damage, and 'impulse' implies acting on instinct). And finally, Tractor Beams don't destroy things, they pull things (or push things if you invert the polarity). So a more reasonable usage would be to pull yourself towards an enemy ship (without causing damage) and then use your momentum to slingshot in front of them, and the Alternate Fire could push away everyone behind you.
Quote:
Originally Posted by
zero3growlithe
About my track, Tristans Inferior I'm not going to put it in-game as it is just pointless to finish it as it is really boring to fly on... some screens of not finished track:
here
Dude, I can solve that problem really easily. I will need some time to come up with ideas, but I will make sure it won't be boring. It looks like a very great track. It also seems unique.
P.S.: I sent you a private message. Not sure if you recieved it.
------
@Xpand
How do you like my Afterburner Icon?
Hint: Scroll Up
New game mode idea for Slipstream GX
Name: Marathon Survival (working title)
Concept: In this multiplayer mode, 2 or more players try to last as long as possible by racing on a randomly generated zone-style track, dodging mines, bombs, and rocks along the way. Points are gained based on how many hazards you successully dodge. You will get bonus points for getting a perfect zone and for making kills (everyone respawns upon death). Even on online play, there will still be bots.
Soundtrack: Fast-paced and energetic
Ships: Similiar to WipEout HD Fury's Zone Battle
This quote is where I got the idea:
Quote:
Originally Posted by
jesse9705
guys you know how in real life we got rally cars and rally tracks right well ive been thing what about Wipeout rallys maybye the rallys could be done on metal tracks with dirt on them with rocks everywhere you need to avoid well any simple
dodge as many rocks to get a perfect time score
competitive say we have 1 AI which is really competitive so it makes it more of a challenge ive made a blue print for a rally track for this
its simple a one way track no laps so it has to be challenging and it has to be fairly large for it to work
sorry of the image specs im getting used to using my new graphical studio
and i think i should share the software for the images i make is UP just download the free ware edition at:
http://www.ultimatepaint.com/download.php
and i have software for making the installer for the game too! :D
My idea is to have all of the ships stay in the same general area and making the terrain randomly generate and moving underneath the ships so that the players won't notice that they aren't actually leaving the area. In addition to randomly generated opstacles and such, there should also be random inclines and undulations to make the 'track' as varied as possible, and the visual style will be identicle to WipEout HD's Zone Mode.
The playing area should be moderately large (to keep people from noticing that they are limited to a single area), and there should also be something similiar to pilot assist to keep players from crashing into the invisible walls seperating the playing area from the fake terrain.
Every ship has max attributes, and the speed class should start at slow (around 100 kph/60 mph) and slowly increase every 10-20 seconds (like in Zone Mode), and acceleration will be automatic.
There will be speed and weapon pads here and there, but the only weapons will be reloadable Autocannons, the Nosferatu (a cooler name for Leech), Quake (an Omnidirectional version), Missiles, and targeted version of the Plasma Bolt. There will also be randomly spawned mines and bombs that you need to avoid (they will automatically be destroyed shortly after leaving the playing area).
You shields will slowly regenerate overtime (1 HP every 2 seconds), but you can speed up the process by getting perfect zones and by absorbing weaponry (which also activates a shield).
--- Inquiries, Suggestions, or Objections? If so, then please reply to this thread and give me honest, detailed feedback. ---
~ Time passes by so fast, keep out of the rain.
Amaroq Dricaldari