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We have no plans for putting it into any major game distributor, especially for PS Store, that's like jumping from a cliff with no chute and hoping the ground is soft.
We also have no plans to make it for any platform other than PC.
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Are you guys planning to make a printable manual when the game actually comes out? If you are, I advise you to read the manual from the original WipE'out". It contains all the stats and facts that you could ever need, and detailed information on the world of AG racing. You could insert a few more (color) pictures, but please if you make a manual, do it like that one, with tons of backstory, stats, and explanations. It just makes you burn to play the game.
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Hey,
yes, these are the exact visions I have for the manual. In fact, this demo will also have a printable manual already and color pictures. But there is only details about handling, weapons etc. The basics you need for racing, so to speak, since this demo does not contain any story etc.
But the final manual will be like that and more :D
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That's fantastic, just made my day. Can't wait for the demo and the game, keep the awesomeness flowin! :)
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The demo has been deployed! Make sure to grab a helmet first before you download and execute it!
There are versions for:
- Mac DX11
- Windows x86
- Windows x64
- Windows x64 DX11
For more info, visit our website
www.slipstreamgx.com
You can find your download in the "Downloads" section [I know, very hard to guess that :D ]
Have fun!!!
And feedback is highly welcome, you can even find a form for that in the package!
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The new build is ACE! Congrats guys! :D
I noticed that you changed the handling drastically as well- it'll take some getting used to but I like it. :)
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Thanks, I'm glad you enjoy it :)
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hmmmm, where is this mac version? :p
trying to download it gives me; "sorry an error has occurred, retrying"
Cipher
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If gDrive displays an error, click the blue button on the lower right to download.
If the Mac version does not start, unpack the archive using Stuffit Expander. :)
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ah yes 'twas the google drive being derpy ;)
Thx and stuffit, that app is older than me, memoires :p
Cipher
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Initial impressions:
- love that absorb noise!
- like the launcher icon.
- I wish the airbrakes were more effective. Doesn't feel like they do much at all.
- when using analog steering, I wish the craft would hit 'full lock' earlier than it does. Seems to be set up for digital right now, and it feels kinda unresponsive as a result
- I maintain that the weapon icons are not as clear as they could be. I also think having the icon white, and the background be red/green/blue would be a good start, as it's kind of hard to read.
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You guys got music from CoLD SToRAGE!? Didn't know he was still letting people use his music, lol.
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He made this tune especially for SSGX :D
@rdmx, thx for the feedback, we'll take it all in consideration :)
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Same as rdmx.
- I think the handling and the aibrakes should be a little bit more responsive, although both are really good in the current demo.
- Concerning the items icons, it's a difficult matter. The icons are cool and and clearly visible in daylight, but too dark on night mode. Maybe doing like rdmx suggested is a good solution, and maybe set the position of the icons lower on the HUD.
- There's also a problem in speed lap mode. The times displayed by the HUD are a little messy. Sometimes, the HUD shows something like this :
LAP 7 : XX:XX
LAP 5 : XX:XX
LAP 6 : XX:XX
or
LAP 10 : XX:XX
LAP 11 : XX:XX
LAP 9: XX:XX
It's a little bit frustrating if we add the fact that the times on the HUD and the on the session screen are sometimes totally different. I noticed a difference of 1.9s between my best lap on the HUD and the same lap on the session screen. Oh and it would be better if have the current session best time displayed (just an idea).
-A little problem on endurance too. Happened on Cassandra night, beta class. Finished one lap ahaead of everyone but classed 5th. I saw my position shifting to 6th every time I crossed the starting grid and revert back to first after I crossed the finish line. Happened only once, but it could come back.
Great demo, guys ! Both tracks with day and night are really enjoyable and crossing the forest by night on Draco Cav' gives a wonderful feeling of speed. I'll see if I can do some works of background (inspiration is comng back).
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hmmm, dreadofmondays…. both of those suggestions were correct, although i did have stuffit, it used unrarx (my default) to extract and you were right, didn't run, not a major issue, but odd, not everyone has stuffit as their extractor, so they might end up thinking it's bugged, while in fact it's not ^^
and, although there's loads of instructions on the web, the document for controller setup is the one for windows, although it's just a matter of pairing using bluetooth (and resetting the controller)
Cipher
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Hey Mika,
thx for your big feedback :) Am glad you enjoy it for the most part, hehe.
About the speed lap time displaying:
You have 3 slots for lap times, they will always be written from up to down. So on lap 5 for example, you have 3 slots written [first 3 laps], and lap 4 did overwrite lap 1, so lap 5 did overwrite lap 2 and it looks like this now:
LAP 4: XX.XX
LAP 5: XX.XX [counting here]
LAP 3: XX.XX
I hope that explains :)
But of course you are right, the rounding of the numbers is something that we are going to fix for the future :)
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Hmm, I agree with Rdmx and Mikahail that the airbrakes probably should do a bit more, but other than that I do really like the changes to the handling. I'm just keeping away from the heavier-handling craft for now because they rely a lot more on the airbrakes. :)
I also really like the inclusion of night flights. It mixes things up a little! :D
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Overall, great demo, guys. Only a few little bugs, and I agree that the airbrakes and steering should be more effective. The bugs that I've encountered consist of:
1. The Atom doesn't protect you from some weapons (i.e. rockets and missiles)
2. Sometimes the ship gets stuck with its nose digging into the track and driving really slow at a weird angle after going off the jump in DC. It's not common, but does happen, and takes half a lap to reset.
3. The menu buttons are off, each actually corresponds to the one above it (if you click "event", you go to campaign, or after a race, if you click "back to menu", you restart the race.) This one, while it is able to be dealt with, is very annoying at times.
4. My tractor beam doesn't lock on to anything, no matter what I do. Even if I get it right on a ship, it doesn't lock, making it useless.
Aside from these bugs, it is a fantastic demo, and will provide entertainment for quite awhile. :) However, if you fix these bugs, it would be almost perfect.
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1) The Atom isn't supposed to protect against weapons.
2) That is very strange because it hasn't happened to any of us since like a year and a half ago
3) Another weird bug that never happened to us. And it's very strange because the menu is the first thing we see, we would notice that in a flash, a lot before releasing the demo.
Can you show it in a pic?
4) Yet another bug that never happened to anyone in the team.
You have a pretty odd list of bugs, lol. We'll look into it.
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Additional info to point 1 - The Atom makes Magnets fall off your ship, so you could say it protects you from Magnets. But the purpose of the Atom never has been protection anyways. It's more useful when you enter a tricky track section where you usually collide with the wall :)
As for the other bugs, very strange indeed. Especially the menu thing. A picture, or even a short video, would help us alot in checking out what is really going on.
For the Tractorbeam: Go on an easy AI alpha speed class race and try it one more time just to make sure. The Tractorbeam doesn't lock on to phantoms so maybe your latest victim was actually a bait, produced by the Phantomizer?
Here, again, would be helpful if you could somehow record what is happening. It doesn't need to have HD quality or anything, only so we can actually take a look.
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Great work guys! Are there any future plans to upload times?
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I was wondering about them because I do have some that have never been reported... don't know why, I figured maybe it's a compatibility issue? (I knew you guys wouldn't mess up the buttons without realizing it, that's what made me wonder) It seems that the Atom does prevent tractor beam lock ons, though, kind of interesting. I'll download the demo to a different user on my computer and get back to you. Thanks for hearing the weirdness! :)
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Tractorbeam locks-on to all ships except for phantoms and phantomizer users, it does lock-on to atom users.
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It's a miracle! When I downloaded the demo to the other account using a different web browser, it works flawlessly. The tractor beams lock on perfectly, there is no roughness in the jump at DC, and the menus run fine, working as they are supposed to. I really have to say, guys, now that I got the bugless version of the demo working, you have done an AMAZING job. It is absolutely stunning, a blast to play, no more complaints from here! Wonderful work, I will be entertained for months, keep it up guys! (and thanks for bearing with me :))
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How do you guys even download from Google Drive? I tried but nothing happens at all. I'm trying to download the 64 bit DX11 one.
EDIT: Got it. And holy crap! Lovin' it so far. I'll come back shortly with all my feedback.
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Nice to hear the bugs disappeared/the download works and that you guys can enjoy it :)
@DDD113: Maybe you had the wrong OS-architecture version running?
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Well thanks for not mentioning the FREE WALLPAPERS that come with the demo!! They are awesome, though they do look a bit like the WipEout HD wallpapers that was available for download on their site.
EDIT: "Unlocking Unlockables Unlocks Locked Unlockables"
...
I have no idea how to respond to that.
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I've just uploaded some footage to my channel, hopefully this'll help to get a bit more attention
http://youtu.be/T6pqfEIVXCA
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Yeah, I'm not sure what the issue was, maybe I just have too much stuff on my primary account and it couldn't process it right... no idea, but oh well, it works now, so I am satisfied. :D
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I have to congratulate the team responsible for SlipStream GX. I already know the project since it was just a topic and did not expect it to become so awesome.
It was through the video above posted by Hellfire_WZ (which has a great YouTube channel, btw ) that I saw how amazing this game is getting! The fidelity with the Wipeout games series is superb. I really want to help with the project any way i can!
I work with games, more specifically with Game Design. I have a game studio and work with Unity too, but at the moment we have been busy with many projects (advergames), so I can't relocate my team to assist in the game, but I personally want to help in any way I can.
So i can assist in Game Design in general, Level Design / Track Design, history, plot, teams, drivers. All in a matter of ideas and layouts, because unfortunately I am not an artist, if i was i could help in art and modeling. I can also help in the audio in terms of voices (male and female voices for narrators/advertisers, HUD and pilots).
I can also offer a new site and free hosting if you guys are interested. I saw that the website is in java and this is not the platform more user friendly, imo (mainly for mobile). I like to use Wordpress for it versatility and ease to install and update, mainly for users who has no knowledge or experience with websites.
Then there is my congratulations and my offerings for the project. :-)
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Hey! Thanks for the interest! We can talk better about this in Skype (so we don't flood the thread and get lost in between posts), with the SSGX team, PM me your skype name and I'll add you to the group.
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Okay, so explain to me exactly what the Atom does and doesn't do. It says on the website that it is a temporary new ship surface that lasts for six seconds and reduces all friction so you can hit walls without losing speed and your overall top speed increases. It also says that it protects the ship from EMPs, Impulse Blasts, Magnets, Mines, and Tractortraps. I just want to clarify the functions it performs, please tell me which of these are true, which are not, and if there are any other changes to the weapon. Thanks for your time. :)
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Hey, had a quick play of the new demo. Noticed some issues relating to input that are probably not bugs but rather simple oversights. Just to let you know:
Firstly, for people who want to do a lot of remapping, the current interface is slow as you have to scroll down every few lines to get to the next set of buttons. Would be better if everything was visible at once; doesn't have to be in a list format.
Secondly, "sideshift -" and "sideshift +" are not good descriptors - would be better if they were labelled sideshift left and sideshift right.
Thirdly, I'm using an X-input compatible controller, and in menus I have to use the controller's joystick to navigate, even though the default keyboard controls are there for up down, etc... The D-pad also does not work. Also, rather frustratingly, the joystick must centre right in the middle before you can navigate to the next selection. Would be good if there was a large deadzone or some other fix in menus.
Lastly, better nomenclature should be used and more/streamlined options provided in the input selection menu. For example, "escape" is both the menu button while racing and the back button in other menus. Would be good if you used a more standardised/less contextual scheme, so it would make a tad more sense to people who want to change controls for the first time, and also for familiarity with typical console gamepads. I mean, if I wanted the O button to be back as it somewhat commonly is with the current control scheme, it would have to be the start menu OR be both absorb and start. This is restrictive.
Gameplay seems unique after five minutes or so of play; hard to get used to from WipEout, as I've loaded this up on my HTPC with Pure and Pulse on it, which I've been playing a little recently as well. Obviously not enough time to critique in any real detail, but one thing that stands out to me from the beginning is how far in the centre of the screen the ship is. IMO it would feel more comfortable being lower/closer to the screen edge, but that's just me.
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I can't change the appearance of unity input settings and writing my own input options in-game would take a lot of time for something you do once. I don't have control over PS3 or other controller so I can't detect whether u'r using d-pad or something else. Back button will be added as supposed to in menus.
As for camera I plan to add the possibility to adjust height and distance from ship.
Don't expect those changes to pop-up anytime soon.
@DDD113: Atom only protects you from magnets and friction and this is what it was supposed to do from the beginning. Someone was supposed to change the description but seems like it was too much to do.
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Alrighty, thanks for the clarification, I was just confused, but it's all good now! :)
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Just a suggestion as far as gameplay goes. I think the Impulse Blast is a bit too powerful, in Gamma class it tends to send me careening halfway across the map, sometimes even landing on other sections of track! (that part could be solved with more restrictive respawn areas, i.e. the ship can't go very far from the track it's on without respawining) I think this could be fixed by reducing the blast force but adding a slowdown effect after the initial blast. This way, it is still a powerful weapon, but not quite as violent and unpredictable. Also in closing, I would like to retract my statement about the ships needing to turn more. Once I have played through the entire demo in Gamma class, I believe that the ship physics are solid, and do not need changed.
P.S. Go iFreet, die LOGOS!!!
Edit: Also just wondering on the side, what software/program did you guys use to create some of the music you have, because I know some of you have created tracks.
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Just something I noticed when looking at my video again - it seems that using the Phantomizer on a night track also knocks out your headlights while active. Will double check this when I can.
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@DDD13: All I can say is that the music from Xpand [RBnG] is created with the aid of Fruit Loops. But I am not sure about that so better ask him directly. All other music doesn't come from the team.
@Hellfire: The headlights will get turned off indeed, but that was made on purpose. Imagine a multiplayer match against your friend and you use the Phantomizer. Now, the bait doesn't have headlights so you could unveil it when your friend uses the Phantomizer. But usually, unless you hold a Missile which needs time to lock on, people usually don't take a closer look if anything on their potentional victim looks suspicious [even now they have a reason for doing so]. But: When you see clear and bright headlights without a ship [or only a vague blue body], your camouflage is instantly discovered.
This makes the usage of the Phantomizer a bit more advanced, especially on dark sections of night time tracks. In case it gets too tricky to fly an almost invisible ship at night without headlights, we gotta find some solution, like a temporary night vision or something. But for now, we want to see how the people are getting along with the pickups and soaking in feedback :)
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Ah, I see. Thought I'd flag it in case it was an oversight ;) I was lucky in that I had the other craft to navigate by, I could imagine the case of someone on their own going "Oooo, what does this do?...FUUUUUUUU *crash*"