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Thread: (SSGX Origins) Let's make a Wipeout game! This time for real!

  1. #2401
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    Maybe also use the seperate story thread which exists already.

    I like your idea, but I don't know how we could create a roleplay on the internet. Or do you want us all to make a meeting Well, if you pay my airplane ticket, no problem xD

    ---

    In the story thread Oryx talked about an introduction track. What I am thinking about now is to create a really hidden track for a bonus. Nothing that can be unlocked in the campaign mode, more like a really secret track. Accessable by selecting a special race mode & class or just a hidden link in the track selection menu in racebox. Of course, since it's just some kind of extra, the track could be some pre-rendered stuff [nothing which is detailled out like all the other tracks].
    Maybe some of you know I am doing animation videos for our weapons. The track has just a single structure and the ambience is just a ground with flashing lights like in some computer simulation, no buildings & other stuff. Maybe, we could create a nice track in that area, should be a 4 days work or so since there is nothing else going on, the track routing itself should be the interesting part. Could be the effect like "Wow, I am racing on that digital track used for weapon animations...". Stuff like that keeps a game interesting for me even I played it through completely.

    ---

    I am trying to create the first animation scenes now. Note that the ships fly without turbine flames [yet] and it would be useful to have typical impact sounds and visual weapon effect off the race so I wanna ask what's the status here.

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    Quote Originally Posted by docfo4r View Post
    Maybe also use the seperate story thread which exists already.

    I like your idea, but I don't know how we could create a roleplay on the internet. Or do you want us all to make a meeting Well, if you pay my airplane ticket, no problem xD
    I never said dressing up and acting it out. Have you never heard of those RP threads?
    http://www.wipeoutzone.com/forum/sho...nd-information
    http://www.wipeoutzone.com/forum/sho...?7912-Jx350-rp

    My idea is similar to that, but instead of the FX-500 and JX-350, we are talking about the FX-150

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    Haha yeah I get your idea, was just kidding
    I like the idea, it sure helps and I think it's best if we all work on the story together more or less since I think everyone has nice bits of ideas & you & F.E.I.S.A.R. can make it into one complete story in case F.E.I. is still around.

    Finished a first simple Turbo-Animation now. Consists of 161 frames, takes around 1,5h to render it to 720p as my Rendercow tells me. Let's see how the quality is after that...

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    As for those 'Secret' tracks (the WipEout games have really been lacking 'Unlockables' lately);
    Why not take everything from Hellfire's 'Courses from Hell' video and use that information to make the most difficult track in existence? Outward-banked right-angle corners, broken sections of track, undulating chicanes, bulkheads, multiple routes, etc.

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    i'm all for a hard track but the bulkheads in question are only annoying and thats it.

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    Make them few and far between, make them open from further away, and make them not close once opened. But in that case, what is the point of having them? To give the track that Temtesh feeling to add to the Silverstream feeling and whatnot.

    Fine... no bulkheads.

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    Cool, that would be a quick way to get the story no ^_^

    Oryx, how is the site going?

    Doc, turbo animation? Let's see the doctor at work

    And I made a track, I'll upload by the end of the week, it was hard making a reverse version because of the big jump >.< but I got it, I got it... I just need to add elevation points
    Longest lap would be 55-1:10 on Vector I think, is that too long?

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    You made the track on your own? Like... You have a 3D model of it? That's awesome, would like to see it.

    Haha my work now depends on my lappy, it couldn't handle the animation rendering from yesterday due to some openGL error, but I updated stuff & changed settings, gonna go for a 720 instead of 1080 solution as for now.
    But like I said, animation is very very basic for now. No sounds, and for weapon animations I need the actual explosion effects, bombs & rocket models and whatever. So for now I can make Turbo & Phantomizer only
    When Turbo is finished finally, I gonna upload it first so you guys can have a look and tell me to change camera path, ambience & whatever if you're not satisfied
    Oh and I turned off all sort of motion blur as for now since the first result video looked very blurred out xD

    @Oryx: If you like to, you can help out with the new website. Just tell me and I'll pm the access data. I'm busy with the animations atm anyway

    @rdmx: Now that I see you lurking... How's your HUD going?
    Last edited by docfo4r; 16th August 2012 at 02:50 PM.

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    A thought struck me late at night, so I stayed up to work on it. The downside is it's now three in the morning. The upside is, I can now present this!

    It is a track infographic that I can periodically update, and it looks sweet, too. I'm proud of it. :L
    Maybe these sorts of datafiles could find their way onto the website? One for each track, displaying vital information.
    Last edited by dreadofmondays; 16th August 2012 at 05:33 PM.

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    looks supersnazzy man, my worry is that it looks a bit too much like the hdfury GUI. we don't want to be stepping on any toes after all. also lads I think we should decide on an official logodesign, I've seen a few different versions, and while I pretty much like them all I feel we should stick with one all encompasing and final version of the SSGX logo. I myself am a bit partial to the one used in the game interface thus far, it's simple and classy just the way the rest of the design is intended to go. (though I admit a really liked typeproton's proposal aswell.)

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    @Oryx good idea. I also didn't know which one to use for the website. Let's all decide or create a official SSGX logo. Although I don't exactly know which one you mean from the game interface...

    @dreads I actually like it very much. Yeah, it looks a bit HD-ish and it's definately going the right way. Make a little work-around on it, it would fit perfect to the website! BTW: Did you create that track? It looks amazing so far!
    I really love that status update thing on it. So you have the basic template for creating such pictures? Mind if you keep every track sheet up to date then? Would be awesome

    Turbo animation finished rendering, I am actually happy with the quality result. Tomorrow or on weekend I will add up some sound [if I find something] and the electronical voice and then upload it so you guys can have a first impression. If it's ok, I will continue to the Phantomizer at next.

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    Wait, SSGX and FX-150 are two different logos right?

    Doc, XD no! A drawing! I have no modeling skills... except with clay

    Dread, right back to the classics... reminded me of the first and hardest WipEout.
    Last edited by feisar rocket; 16th August 2012 at 09:27 PM.

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    Hey guys... Am about to finish the turbo animation soon. Will add electronic voice tmrw explaining each pickup, but I have one request.

    We need [next to an official SSGX logo] our official SSGX font. Shouldn't be much of a discussion and I need it rather quick, so if Oryx or someone else have set their minds about that already, let me know

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    Quote Originally Posted by Docfo4r
    @dreads I actually like it very much. Yeah, it looks a bit HD-ish and it's definately going the right way. Make a little work-around on it, it would fit perfect to the website! BTW: Did you create that track? It looks amazing so far!
    I really love that status update thing on it. So you have the basic template for creating such pictures? Mind if you keep every track sheet up to date then? Would be awesome
    Quote Originally Posted by Oryx Crake
    looks supersnazzy man, my worry is that it looks a bit too much like the hdfury GUI. we don't want to be stepping on any toes after all. also lads I think we should decide on an official logodesign, I've seen a few different versions, and while I pretty much like them all I feel we should stick with one all encompasing and final version of the SSGX logo. I myself am a bit partial to the one used in the game interface thus far, it's simple and classy just the way the rest of the design is intended to go. (though I admit a really liked typeproton's proposal aswell.)
    Well I had planned to try and mirror HD's ui style for it. I didn't know SSGX has a website, so I will look that up and see if I can change the factfile to match. And I can probably keep the track sheets up to date for multiple ones, so long as there's a way to create the track map (this one was simply deleting the terrain and print screening).
    Once we decide on an official logo, we can start using it everywhere.


    I've had a look at the site, and I'll see if I can put together a coloured logo for my circuit.
    I'm thinking it might be time for us to start putting a serious plan together of what the game should be. This way, Xpand can for example designate a UI design, and we can all use that in our promo materials and whatnot. It'll be all in sync Maybe we should all go on skype or something and have a proper meeting where we can flesh some of this stuff out and decide exactly what it is we are doing?
    Last edited by dreadofmondays; 17th August 2012 at 06:29 AM.

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    I need a list of all of the teams as of the current time of development. Yes, including the ones that might not make the cut.

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    Quote Originally Posted by docfo4r View Post
    Hey guys... Am about to finish the turbo animation soon. Will add electronic voice tmrw explaining each pickup, but I have one request.

    We need [next to an official SSGX logo] our official SSGX font. Shouldn't be much of a discussion and I need it rather quick, so if Oryx or someone else have set their minds about that already, let me know
    Should be whichever font is in the logo. I need to know too.

    In addition, I was thinking that some circuits are sort of 'home grounds' for certain teams. You see this in WOHD with Talons Junction - tons of FEISAR paraphernalia everywhere. So I figured I'd have lots of billboards for Torus Advancements, who own one of the larger skyscrapers in the circuit. Therefore, you can possibly add Torus to the list of teams and create a ship to put their logos on. A friend of mine might want to do this, in fact.
    Last edited by dreadofmondays; 17th August 2012 at 07:41 AM.

  17. #2417
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    The RP is up.
    http://www.wipeoutzone.com/forum/sho...am-GX-Roleplay

    What happened to Rotaional_Aspect?
    Last edited by Amaroq Dricaldari; 17th August 2012 at 11:56 AM.

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    Whoa things are going forward. I wanna take a second and applause to everyone for the high motivation. It's fun to work with you guys.

    But also I have to emphasize we make sure that we're all working on the same lines. Like dreads said, maybe it really would be a good idea to have a skype meeting or something like that so we all can discuss what's coming next so everyone knows what the other one does and everyone knows where his own wheel is placed in the engine Although I know it might be difficult to find a time for everyone to chat. Anyway, my Skype name is "kai.hartmann89" - feel free to add me up.

    @dreads official website is slipstreamgx.com but I didn't work much on it, everything is pretty basic HTML there and there is no official font or logo on it yet. You seem to have some nice ideas about art design so if you like to help out on website/logo & stuff like that, let me know I anyway am busy with the animations now, so I can't improve the website atm.

    @Amaroq teams in a higher stage of development or even finished teams are Zepher, Cern, Solaris, Amphithere, Logos, Helios & iFreet. I didn't keep track of all the other teams where we only have a suggestion and/or backstory yet.

    Gotta work on the voice [& background sound] for the pickup animations now. I hope I can upload the first example of the Turbo animation today, if not then tomorrow.

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    Indeed, everyone is working hard what motivates others to make their best Anyway... ima back from sport camp, some things changed, like my TV broke, new cat in house and my best keyboard stopped working xd As for SSGX:
    - Xpand, no new animations for ships right now, but finally time will come for them too
    - I have schemes and ideas ready for intelligent A.I so I'll take care of it now (although this crappy USB keyboard i have now is making me sick...)
    - Lightmapping of track changed a bit so it looks better (@Xpand: billboards and all lights fixed)
    - Better explosions (I made use of particle animator to create nice effect of burning particle with smoke trail (with/without flame smoke animation made in PS CS5))
    - finally ships have mass (previously each one had 1 unit of mass xD) so physics engine makes everything work better (now each ship weights 6000 units but we can later discuss their parameters when everything will be ready)
    Things to do after A.I:
    - Race start counter with much better animaton and more (text when u'r on first place or when you are low on energy when close to finish line it will show something and of course everything followed by sounds (I'll try to make some voice sounds and let you hear them before getting them in-game if no other sounds will appear before that))
    - set-up new HUD and add option to main menu for changing HUDs
    That's all from me now i think... (GDocs updated)
    Last edited by zero3growlithe; 17th August 2012 at 03:30 PM.

  20. #2420
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    Quote Originally Posted by docfo4r View Post
    @rdmx: Now that I see you lurking... How's your HUD going?
    o.0 It was a concept. I'm not sure what I'm supposed to do?

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