If only the teams were given pilots so that the teams could gain more of a unique personality towards the teams.
If only the teams were given pilots so that the teams could gain more of a unique personality towards the teams.
I'm the pilot, not some random guys... The team personality can be in the backstory and management, we don't need some pilots who aren't actually ones even piloting (that's us!). But I know the SSGX team feel otherwise so oh well.
I noticed the (placeholder?) b/w portraits when selecting my craft. :3 Hope the dev team does more with that!
It's interesting to see the different ways people engage with characters in the games they play.
For me, I'm always controlling a character. It's never supposed to be "me". Even when I'm playing an RPG, I don't try to create myself and imagine I'm somehow "in" the game when I'm playing. I'll make up a character with their own personality and background that I think would fit into the setting. As the player, I'm the unseen presence guiding that character's hand when they're driving, shooting or what have you. So having those characters be more defined presences within the game, with faces and histories and whatnot, can really add to my enjoyment.
I agree with SZEIKAN, in my opinion it is better in a racing game like wipeout or slipstream gx to have no character pilots in game so that it feels like you are the one who is piloting the ship. If there ever comes a time where I want to follow and control a character's story in a video game, I would go and play a role-playing game instead.
well not giving too much away here, let me just tell you that the idea of having pilot characters in the game was never for you to imagine yourself as being one of them, but rather as context to the story and an obstacle to overcome, which is also why they all have alternate liveries.
Oryx got it right.
The faces you are seeing do not refer to the player but to the lead pilot of the team. The current UI will be reworked and there will be a better presentation which hopefully clears up this confusion :)
reason for edit: replaced "actual pilot in the ship" by "player" for added clearness, hope you don't mind
I would like to have some characters in that game. Well of course, you time traveled to 2185 and are now a AC150 pilot, you are you, right. But I would prefer that you know who you have infront of you rather than "Oh here is a Logos, let's overtake him using a missile."
Well Jonny that really is the idea of the Lead pilots, they all have their own ship liveries and you will be able to spot them and distinguish them from the regular craft, how exactly this will be implemented in the game is a bit uncertain at the moment, but you will definitely be able to see if you are racing against one of the lead pilots.
Ah you wrote this earlier. Sorry, I missed that.
New videoblog is up:
https://www.youtube.com/watch?v=UdNbf3c7oJQ
Hope you enjoy it :)
Nice vid mate!
The main change I hope from the last build is a better handling of the ships ;)
https://www.youtube.com/watch?v=5J-TRVfVC-Q
yep, we've been doing it too, since last year!
Some progress on Basin Park finally:
https://www.youtube.com/watch?v=SU5W6650uMs&feature=youtu.be
New videoBlog from the programmers meeting in Poland is up :)
https://www.youtube.com/watch?v=7XQWohS6b9c&feature=youtu.be
Hey guys, when the final version is ready, would it be possible to compact the file and make it use less RAM because when I try to play it, the game crashes after the airtime studio logo appears.
(PC specs:
OS: Windows 7 Home Premium, Service Pack 1
Processor: AMD A4-5300 APU with Radeon(tm) HD Graphics 3.40 GHz
RAM: 4.00 GB
System type: 64-bit Operating System)
Here's something we've been cooking up since almost a year ago. We're trying really hard to release this at the right time, but we can't promise it'll come out on the 29th this month, because we are in the middle of optimizing the game's code and bugs occur and are fixed pretty much daily. In any case, we'll make an extra effort, because without this game we wouldn't be making SSGX in the first place. We would like to extend our greatest thanks to everyone who supported us, and everyone who worked on the Wipeout series. SSGX owes its birth to them.
https://www.youtube.com/watch?v=R5oMBwtztKs
@kingpin: The next build comes with lots of optimization + built on a new version of Unity. I can't give you exact values but the performance should be better this time :)
Sorry, nothing to see here
Why is the video private? I can't watch it.
Video is private, can't see it
as the two above posts already mentioned, the video is private, not possible to watch :(
Sorry guys we jumped the gun. SSGX is waay too unstable to be released. We're in a middle of a full code rewrite that will make the game lighter on the computer, and less bug prone. However the test builds we made to check if the game was good for release all failed because to the ton of bugs and glitches that happened due to half the code being legacy. Game crashes also happened. I hope you understand that we're trying our best not to give you a broken product.
Unity 5 changes everything and we're having to rebuild the entire game to make it work under the new system. It's really unfortunate timing for critical stuff like this to occur but we believe it's the best for the game. Thanks for understanding.
Massive apologies. I wonder how we could make it up to you ?
Just do your best, take your time, and make a quality product, that'll be enough!
https://docs.google.com/document/d/1...R9HrgGQyA/edit
https://drive.google.com/file/d/0Byn...VtZGljU3c/view
Anniversary build uploaded.
Contains all the F3600 ships and pilots and Korodera. Only that. Regular SSGX content is locked due to the reasons stated above.
It still has some bugs but they're very sparse. In any case please keep in mind what we said about the code rewrite before posting a bug report.
This is just so you guys don't go empty handed due to our and unity's f*** ups.
https://www.youtube.com/watch?v=nQFuBQub0yI
Plays pretty nicely considering it's mid-port! Just one hard crash mid-way through my 8th race. Only other thing I noticed was that the pitch controls seem to "toggle" rather than being "push to make". I ended up vertical in a Qirex on one Speed Lap session :)
Thanks for your feedback! Yeah, due to the current situation, the build is not in the most stable and optimized state, unfortunately. I hope you can enjoy it anyways. We will make sure to deliver the promised build including the finished SSGX tracks as well as the prototype ships as soon as we have SSGX stable again!
Besides there, I would like to share this document with you guys:
http://tinyurl.com/ssgx-bp
Here you can find the concept and general idea of the final tracks to make: Basin Park North and -South. And before I/we start the actual modeling phase, I'd like to share this concept with all you precious fans and supporters, so YOU girls and guys have a chance to not only read, but to comment on it to give me some feedback and improvements or add up your ideas.
Of course I can't promise that I can make every of your ideas reality, but I hope that the Basin Park tracks will be shaped not only by the SSGX-team, but also by the community that made SSGX even possible!
I'm not complaining about the game development, but could you plz put a joystick deadzone? My Xbox 360 controller stick got busted, so it's kind of loose. I keep tilting to the left most of the time, because of the low deadzone :/
Can be done, when doing more advanced In-game options I'll include this as a customizable option.
Wow! Game looks awesome. I want one when available.
As I'm kind of new here I haven't read thru the hundreds of pages in this topic but I was wondering about the barrel rolls. Do they serve a purpose or is it just for looks? It seems about as practical as popping a wheelie in a motorcycle race. I know they had them in 3 or fusion but I thought they were gimmicky there too...
Thanks for your kind words :)
As for the purpose of barrel rolls, a successful roll gives you a slight speed boost once you land on the ground. In WipEout games you perform a single barrel roll, in SSGX you can perform max. 3 barrel rolls for a more powerful boost.
Thank you for your kind recognition in the latest Facebook post. I'd think you there.... If I had a Facebook lol. But seriously, working with you guys was a fantastic experience that not only gave me further knowledge of software and design concepts, but also taught me the value of cooperation within a team. Thanks for letting me be a part of the ride and I wish you all the best of luck in your respective careers and in the completion of SSGX.
What are the speed classes and how fast are they?
Speed classes: Alpha~=Venom, Beta~=Rapier, Gamma~=Phantom.
So how is the development going? There is no post since 4th January...
Development is on hiatus. Everybody's busy with their personal lives (university, jobs, etc), and we're also waiting for the game's code to be completely converted and fixed from Javascript to C# before starting to add more content to the game.
but don't worry, we're still going to finish it! :D
Great news. This game is too good and too much fun not to.