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

  1. #2641
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    Quote Originally Posted by Oryx Crake View Post
    hm... I think we should try to get some beta testers. preferably also some who aren't wipeout pros (that would be pretty much every one on this forum) to evaluate the handling and controller issues. we don't want to make it too hard but we certainly don't want to make it too easy either
    I'll jump on board if you're looking for testers. This is starting to look seriously good now

  2. #2642
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    I'd love to help test this! Let me know if I can help in any way.

  3. #2643
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    Ok, so I'll do what I can to upload new version today for beta testing, it will include: (of course deadline will move to another day, "today" is just for motivation xd)
    - 2 race able tracks
    - rdmx's HUD
    - main menu packed with ships
    - better side shifts and barrel rolls
    - missing thing, camera look-back (or how other u can name that xd)
    Won't include:
    - Enemy AI.... yeah, having hard time coding this
    That's all. And happy new year... of school xD
    EDIT: U know, this one time I won't rush things as I'll make everything anyway and I'll make it good, not just for "one time use"
    Last edited by zero3growlithe; 3rd September 2012 at 03:41 PM.

  4. #2644
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    I'm no WipEout expert, can I get on board?

  5. #2645
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    Here are some tracks that I've drawn up
    This track is located on an offshore landfill.(If it makes it into the game,I'll call it Semakau Landfill)<-This track is very flat save for the bridge part
    This track is run around the Marina Channel(If it makes it into the game,I'll call it Marina Barrage)<-Quite based on Vineta K
    Note:The tracks are based on real life locations in Singapore.
    Comments and critiques are greatly appreciated.
    Last edited by F.E.I.S.A.R; 3rd September 2012 at 03:50 PM.

  6. #2646
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    @F.E.I. hey we came across that we have lots of flat tracks already. So I think it would be cool if you could create a track which provides some more jumps if you know what I mean

    @zero sounds great!

  7. #2647
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    Tracks with Jumps-Then what about going in reverse?

  8. #2648
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    Well if the track is flat you can't find jumps in reverse either

    I know what you mean. But I was thinking about having a hill-track, or a track like Anulpha Pass or Ubermall, you know, with some jumps
    The only track we really have that atm seems to be Basin' Park Hill.

  9. #2649
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    What about sudden and big undulation changes when entering the Underwater sections on my second track?

  10. #2650
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    Can you describe the changes?

  11. #2651
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    Sudden? :L
    Similar to Vink I'd imagine, dipping up and down under the water.

  12. #2652
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    Quote Originally Posted by zero3growlithe View Post
    Ok, so I'll do what I can to upload new version today for beta testing, it will include: (of course deadline will move to another day, "today" is just for motivation xd)
    - 2 race able tracks
    - rdmx's HUD
    - main menu packed with ships
    - better side shifts and barrel rolls
    - missing thing, camera look-back (or how other u can name that xd)
    Won't include:
    - Enemy AI.... yeah, having hard time coding this
    That's all. And happy new year... of school xD
    EDIT: U know, this one time I won't rush things as I'll make everything anyway and I'll make it good, not just for "one time use"
    Awesome! Will this be uploaded for anyone to try? I've watched all the youtube videos and this game is looking great so far!

  13. #2653
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    Quote Originally Posted by Amaroq Dricaldari View Post
    Is anyone new asking to join the team? We seem a little... shorthanded.
    What is needed?
    Last edited by r1c47; 3rd September 2012 at 08:47 PM. Reason: forgot to quote

  14. #2654
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    So, here's my idea for something to suggest if it's not too late to still toss around ideas.

    Asymmetrical Ship Design Study.jpg

    I wanted to think of ship designs we hadn't really seen before, like the CERN Prototype shape which looked like a big O from above, and I was enamored recently with the idea of asymmetrical ships. The Assegai from WO3 was slightly asymmetrical, but I never saw someone do that again. So here's the design, which would technically be a single-hull, but has its cockpit isolated to a pod off to the side to narrow the main hull in other directions.

    I did a really fast inked drawing of what this looks like in my head. I have no idea what team would build a ship like this around them, honestly, but if you were to press me I could think up one. I might as well toss this out there and see who bites.
    Last edited by Airrider; 3rd September 2012 at 10:13 PM.

  15. #2655
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    @Airrider, we already have our quota on teams, so I highly doubt that one will make the final cut unless someone has something else to say.

  16. #2656
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    Ah, crud. Could always wait for an expansion, I guess...

  17. #2657
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    Quote Originally Posted by docfo4r View Post
    Can you describe the changes?
    Quote Originally Posted by dreadofmondays View Post
    Sudden? :L
    Similar to Vink I'd imagine, dipping up and down under the water.
    Vineta K's "dips" are not really dips...you had to execute certain manoeuvres to be able to get enough height for barrel rolling. By "sudden and big undulation changes" I mean something like the dip after the slope and chicanes coming out of the Sebenco Climb ice cave,but much bigger.

  18. #2658
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    Default Situation on G-Docs & pickups

    Beware, longer + colorful post ahead!

    Sooo, first of all, to clarify the situation of Gdocs:
    Recently I got some access requests on our Google document. We used to have it opened for the public at first but recently we decide to lock it. We are having links to very raw material there and unfortunately we already encountered stuff got used on other websites without our permission. The document itself is created to keep an overview of everything we have so far, finished material as well as work in progress stuff & ideas. So I hope you guys understand that we can't give access to everyone but only the ones who are directly putting stuff into the game or having to use raw material, the "core team" so to say. There are no decisions made in Gdocs, everything new will be announced here of course


    Secondly, I am thinking of how each pickup interacts with another. I wrote down some basics and opinions. Ideas & critics are highly welcomed!
    First of all I saw we are actually having only 5 pickups out of 13 that cause direct damage on the enemy when used [these are Tractorbeam, Rockets, Cannon, Missile & Mines]. I thought that this is not much and it would take a long time if you really aim to bring an enemy down [unless we have incredibly high damage rates]. So first question: Should the Tractortrap or the Magnets decrease energy of the victim ship when attached, next to their actual effect?

    Further on I though that it would be easier for coding & physics if you can only use one pickup at a time. For example: When the Phantomizer is active, you are not able to pick up something else.
    Also we have to take care that the more powerful pickups should be rarer to get than normal ones [like the Quake in Wipeout]. So I created a frequency rate list based on the power/advantage of each pickup:
    Turbo - high
    Gravitron - medium
    Teleporter - medium
    Phantomizer - low
    Mines - high
    Magnets - medium
    Tractortrap - low
    Cannon - high
    Rockets - high
    Tractorbeam - high
    Missile - medium
    EMP - medium
    Impulse - low
    These are just my thoughts, so feel free to make suggestions

    And here are some basic interaction situations. What happenes to other pickups if you use the...
    ...Impulse -> Mines+Magnets+Tractortrap+Rockets+Missile+Cannon will be pushed away [like the enemy ship]. The Gravitron becomes deactivated aswell. No effect to an EMP or a Phantomizer in use.
    ...EMP -> Missile will loose target, continue flying straight forward. Magnets+Tractortrap+Gravitron become deactivated, an opened Portal from the Teleporter becomes closed. No effect to a Phantomizer in use.
    ...Phantomizer -> Magnets+Tractortrap+EMP+Impulse have no effect. When flying through a Portal from a Teleporter with a Phantomizer in use, the player will become teleported but the phantom ship continues it's normal flight.
    ...Gravitron -> Becomes deactivated when getting caught by a Tractortrap.
    These are the first ideas. Don't know if I covered all cases.

  19. #2659
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    Earlier somebody mentioned you need beta testers, preferably ones who aren't Wipeout pros. I don't normally like to toot my own horn, but I think I'd be pretty good for the job since I've actually never played a Wipeout game in my life (I've wanted to, though) although I do have experience in playing racing games.

  20. #2660
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    Quote Originally Posted by docfo4r View Post
    We are having links to very raw material there and unfortunately we already encountered stuff got used on other websites without our permission.
    Tried googling Slipstream GX. Other than YT vids and other stuff that looks like it is from the dev team, I can't seem to find any 'infingement' of sorts... :/ I must be missing something...

    Here is a crude (mis)representation of the "sudden and big undulation changes. It sure has potential for BR opportunities going both forwards and backwards. Wonder if that very steep incline can be done going backwards,though(the craft is going forwards)...

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