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

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  1. #11
    Join Date
    Jul 2010
    Location
    Somewhere in the center... Poland?
    PSN ID
    zero3growlithe
    Posts
    779

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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.

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