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Thread: My Very Own WipEout Game Project :D

  1. #1

    Default My Very Own WipEout Game Project :D


    Wow, Nice to see some fans building a replica game.
    My apologies, I think it'll take me a year to read through all 134 pages of posts
    A Fortnight ago I actually had planed on creating Wipeout Game of my own, without actually knowing that you guys had already started.
    Soo...I just thought I'll create a thread of my own, to compare Timelines and asuch, and use this as general project Page.(Thats if the admin's don't mind me wasting Precious Space on there server )

    Anyway...My Project is called Fatal Velocity, And I'm trying to design it around a more "bare metal" version of Wipeout. I Hope to create more open tracks and destructive Environments, as I'm basing it around a Top Secret underground racing league, which "Only The Elite And The Foolish Enter."
    I want to get rid of Shields and high-tech weaponry and have armour plated Crafts that fall to bits when hit by missiles and armour piecing rounds.

    So, "How Are you going to do it?" , Well, I've actually started working with CryEngine 3 SDK, and thus am really excited about how awesome this project can actually be.

    If your not familiar with CryENGINE 3, it's the Engine used to Create Crysis 2 , and it a prime example of the Industries Leading Software SDK.
    Here's A Fraction of what it can do :


    The CryEngine also has Built in support for Destructible objects which I hope to use on the Race Crafts, and as you can see there, support for parallax mapping, SSDO , SSAO , AA , MSAA , Global Illumination and flash based GUI's with Autodesk Scale form.
    The Only Problem, this SDK is BIG , and will take a chunk of time to learn API's and as such, and rewriting the GameDLL, so I can use RaceCrafts as charaters instead of Actual Character Objects - alot of it however can and wil be done in LUA - the Scripting lauguage CryEngine uses, so all good there.


    The RaceCrafts are designed around After Market Modified Race crafts, similar to that of the crafts from 2048. I hope to integrate more teams or "Clans" , but keep Bad illegal versions of Feisar and Pirahana.

    Weapons I'm thinking about having :
    Rockets
    Mines
    Boost(Use at any pick(replaces regeneration))
    Replusor (replaces Quake(you have to be close to opponents to be effective, so there's more skill needed)
    more to be added!...

    I not having any shield or regeneration abilities, and no boost pads, but instead any X can be used to either burn the energy for a quick boost or use as the assigned weapon, so that the Boost is replacing the regeneration.

    The X's are not going to be "Fused" to the track. instead, the X's are just portable Electronic pads, placed on the track, plugged to a generator. This however has no effect on gamplay.

    I know these changes seems alittle drastic, too the point where it may not be Wipeout Any more, however, I'll give it a go, and if things feel cheap, I can always mod later.

    The Story Is Based around the F9000 (2190) , but hopefully, I can make a better WipEout then LPS did.
    Feisar and Auricom are funding an Underground Tournament as a hitch to capture more cash. The Races are highly illegal and so are even more dangerous, which captivates a even bigger Rating then the Sorted leagues.

    The Tournament is going to be an assortment of Point to Point(P2P) , Circuit(CIR) , Deathmatch(DM), and Time Trial(TT) races.

    The Racecrafts are built up using scrap parts of destroyed AG crafts from the races, along with after-market parts Custom made from the black market.

    Feisar and Auricom also enter there own Teams for the glorious prize of 420,000,000 CDTS


    All in all, I hope the game to be very Similar.
    Instead of the player Entering a team already available, I think I may allow a creation of a team, and a craft, simular to that of the Halo Games(you know the Emblem Creator and armour colours and asuch).
    This however will need some looking into.


    The Problems
    Some problems I may Face:

    Initial programming of the hovercrafts...
    Ai Programming of the Hovercrafts...
    Vehicle type charaters i the CryEngine.
    Better Camera Controls.
    Destructive Environments.
    Creating a extensive amount of 3d models.
    Creating Game rules in Cryengine.
    Setting up P2P networking
    initial Publishing

    Conclusion

    So yeah, thats the plan.
    Every asset I create, I will release packs for, so you can use them. stuff like models and sounds.
    Also the Objective is to create a non-comercial game, ie , it'll be free for download.
    Hopefully, soon I can setup a website. Maybe after the initial building of the game though :/

    Teams...

    Aztek
    Aztek AGS is built with pure speed as a priority, nothing else much after that.
    The Hull has been designed from parts of Stolen Super-Sonic Jets fused with Feisars Tail Wings to provide somewhat of any handling.
    Detailing must of been missed as this craft comes with small air brakes.

    Heres a not so final render :

    Last edited by Vorpal-Knife; 27th February 2012 at 09:37 PM.

  2. #2
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
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    shamarskii
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    Default

    Weapon-wise I can help you... but be careful...

    People with netbooks (low cpu power) are going to wanna play...

    Hmm not a bad idea... NFS: SWO edition

    Maybe track info and ship description i can do for you when im done track description in Project Slipstream.

  3. #3

    Default

    Project Slipstream? is that the title of the community game?
    I really don't want to read 100's of pages of posts
    The Tracks do look REALLY awesome.

    Yeah, about that.... people with desktops can pick up a GPU for £60/$90 which will beable to run CE3 on low settings, however, yeah, it's a bit of a problem.

    I was also thinking about unity3D, but I want to use an AAA class game engine.
    Put it this way, I am working partly on my Laptop , and it seems to handle CE3 ok on low, bearing in mind it's running integrated solution intel HD 2000 GPU , Which has like 64MB of VRAM
    Still looks amazing.

  4. #4
    Join Date
    Jan 2009
    Location
    Malton (between Brampton and Mississauga. Literally) ,Ontario,Canada
    Timezone
    GMT -5
    PSN ID
    shamarskii
    Posts
    451

    Default

    Quote Originally Posted by Vorpal-Knife View Post
    Project Slipstream? is that the title of the community game?
    I... don't want to read 100's of pages of posts
    ...running integrated...intel HD 2000 GPU , Which has like 64MB of VRAM
    Still looks amazing.
    The title is Slipstream GX (too much F-Zero I guess) You don't have to read that much... just about 20-40 pages would be good.

    I'm running IIG so you're not alone.

  5. #5

    Default

    Cool.

    I'm designing concepts at the mo.
    The Problem is, I more of a Developer then a Designer / a Builder then an Architect

    Here is a concept image I've made up of a ship. the Team is called Az-Tek :
    http://postimage.org/image/udql7x4fh/

    Not as awesome as the Fury Crafts, But hey, it's my second concept!

  6. #6
    Join Date
    Apr 2010
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    That sounds really awesome! How far are you into this project? Also, if you want to share ideas, just say it! I designed most of the ships and tracks on splitstream GX. If you want some suggestions I can give you a hand! And if you're familiar with programming you wouldn't mind giving us some suggestions, right? We already have a playable version, though without menus, only one ship to pilot, basic, node based AI, and one (unfinished) track:
    http://www.youtube.com/watch?v=qlDwddu4a40

  7. #7

    Default

    Hey, So What type of Music you having? Obviously you can't use Original WO music , despite how awesome it may be. I've been popping around Stock audio stores on line (basically AudioJungle, and istockPhoto), I've seen some Dubstep stuff I like
    , Like proper Hardcore :

    http://audiojungle.net/item/drifter/...r=adamjamescuz

    http://audiojungle.net/item/destruct...leanmindsounds

    http://audiojungle.net/item/toxic-ar...author=Andy408

    http://audiojungle.net/item/london-c...author=abir187

    http://audiojungle.net/item/super-da...uthor=DarkSunz

    Maybe for loading scenes :
    http://audiojungle.net/item/sausage-...r=adamjamescuz

    Use in Track Animation before Race ? :
    http://audiojungle.net/item/summer/9...author=brandtz

    I love this one :
    http://audiojungle.net/item/robot-re...thor=Drumndizt

    These tracks are all good...just After 20 Minutes of listening to them, I have a head ache.
    I need some slower songs, but I can't see to find any which are good.

  8. #8
    Join Date
    Apr 2010
    Posts
    1,529

    Default

    We make our own music. Me and zero3growlithe. I do Oldskool jungle and zero makes a sort of electro/techno music, which fits the game better for some reason! xD

  9. #9

    Default

    I've decided to scrap the idea.
    I want to design something that resembles Wipeout in it's hay day.

    I have been trying to gather inspiration on tracks, and have found this site very useful :
    http://conceptships.blogspot.com/

    I've been using it for ages, as it's a brill site.
    Some stuff I really like, like : http://www.igorstshirts.com/blog/con...ject-77_03.jpg

    EDIT: Oh, and excuse me for being such a pr^ck Xpand. The Ships looks great! would love to see them in CryENGINE with all there glory.
    Still sketching ideas.
    Last edited by Vorpal-Knife; 4th March 2012 at 09:34 PM.

  10. #10

    Default

    Here is a definition for my Track based in las Vegas :
    "Ever Since The New Vegas Development has been declared open, The inhabitants left Las Vegas due to the Rising price of water and the lack of develpoment.
    The City Has Now been left to Ruin, and is derserted for most of the year, apart from when some brave few try to watch the races.
    The Track Is Outlined Purely for the bodies of the broken buildings, tearing across the road.
    Be Prepared for sudden low visibility, as Raging Dust storms cover the land with a High Inertia."

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