@dread:can you make the date of completion no later than 218x? If the game is set in the 2180s, your track is anachronism stew...
Also,I should have elaborated,only those with tracks currently being worked on should give their stories.
@dread:can you make the date of completion no later than 218x? If the game is set in the 2180s, your track is anachronism stew...
Also,I should have elaborated,only those with tracks currently being worked on should give their stories.
Raptor1, 'reverse' variants of tracks are separate from forward variants, with their own mesh and files. Your track is reversible with a modification of that rock section on the reverse variant, in the same way that the corner on Chenghou becomes flat when played in reverse. Just to clarify with everyone. We will find a way to make every track reversible regardless of how difficult it is!
And I've changed the completion date.![]()
Last edited by dreadofmondays; 18th September 2012 at 04:07 AM.
Oh BTW Raptor1, are you still making logo for Draco Cavernae? So I can omit it out of my WIP logo queue.
Gotta keep all those nice descriptions together, someone gotta store them into the story-docs!
Cassandra
Finalized: 20th February 2178
Location: Barcelona, Spain
Description:
Situated on the luxurious shores of the Mediterranean, southern Spain, Cassandra stresses the importance of touristic influx to the city of Barcelona.
The track itself is characterized by winding tight corners and a narrow sections. The pilots need to be constantly aware of the path ahead, because it might just disappear in front of their eyes. Race with caution and enjoy the scenic view to the sea.
(...)
Ok laddies I have added all the track stories I could find in the last few pages to the story document. and will be writing the story for the basin parks soon enough....
EDIT: Actually I'm gonna leave that up to someone else to do it's in a park in a seaside metropolis, I was thinking somewhere in south east asia, other than that your reins are as it were free![]()
Last edited by Oryx Crake; 18th September 2012 at 10:00 AM.
Oh hey Type but if you like to, can you create one for my track [Nazca Remains]? I really like your work on the logos so far. And maybe can you add one of these symbols from the nazca lines into it?
http://www.labyrinthina.com/nazdrawing.jpg
[I think the Lizard or Parrot looks nice although they are one of the bigger ones, what do you think? Possible?]
EDIT:
I test-raced your track on phantom speed, I got a lap time of around 40 seconds although I just raced a few rounds. I think it can be shortened up by ~5 seconds when you have some skills on the track. I put it into the Storydocs for you![]()
Last edited by docfo4r; 19th September 2012 at 07:21 PM.
I'm about to test this pet project, and I was thinking of a Game Development Kit release, sometime in the future. One that will allow us to implement our own teams and tracks.
That is one of the main objectives of the final release. But we have a bigger problem than making the SDK, which is how are we going to import the new ships without havint to recompile the whole game, because unity saves ALL the game-files in a encrypted compressed file.
Perhaps you have to release it uncompiled with a batch file that can be used to recompile when needed.
Any new musicians?
Also, my laptop broke, my dad is getting it fixed.
The Hard-Disc died, and I was unable to back up my data. Fortunately, I still have my unbreakable tablet, and life can't take that away from me.
Blend1 is also on the list to produce some music for us.![]()
Last edited by Xpand; 20th September 2012 at 12:29 PM.
Then why not give us the source? And to follow-up, is there anyway to set up a development environment for Unity?
If you don't think that giving us the uncompiled source is possible, why not set up an SVN repository?
UPDATE: Maybe I should get the free version of Unity, and then worry about the SlipStream GX source files, once I make something with my current knowledge of the engine.
Last edited by FEISAR_ARCH; 20th September 2012 at 01:32 PM. Reason: Grammar, and Plan
Oh no we won't make the source files available to public. There will be modding support, but sure as hell we're not releasing the project files. What if someone grabs hold of them and then states the game is theirs. There will be no other way to prove that we're the original creators since both copier and creator have the original source files... I have fallen in that mistake a couple of times... And I saw a friend of mine having his work stollen by another person because they had access to his online source files...
Last edited by Xpand; 20th September 2012 at 01:36 PM.
Exactly. We gotta be careful about this. I think we should release the game itself when it's done. Play it, collect trophies, complete the campaign, play online... Plenty of things that entertain you. There is no need for a users track/ship editor/importer at the first place. Wipeout also doesn't have that and we all love it anyway.
We have to be careful with public editing availability. Otherwise SSGX will turn into a cheap version of TrackMania. A track editor might be fun for the first moment but the whole game will become boring very easily [at least that happened in my case with games that had powerful editor tools].
One of the basic ideas when I started the project was to make a moddable wipeout-based game. Where you could import your ship models from 3D cads and give them custom performances and skins, like in flight simulator, for example.
But we need a mesh importer for that, that's why we haven't add that feature yet...
This idea of a moddable Wipeout game is really sounding great!
Keep up the good work!
Also, I've submitted one song for the game but I'm more than willing to make more for you guys.
Dang, I was hoping I would try something out, you know, design a technical circuit, I mapped out in AutoCAD. And probably a team like McShane Enterprises Ltd.
McShane Enterprises is another Amateur Team in the FX150 Circuit. Formed by former F7200 Champion, Archibald McShane, that raced for FEISAR in the early years of the F7200 before retiring five years later, he broke ties in the F9000 to aid the Purist Coalition, that ultimately collapsed the corrupt F9000 League, hoping to keep Pierre Belmondo's philosophy alive among Auricom. McShane was said to be Auricom's amateur division during the FX150 period. Although considered a one-hit wonder as with all the other teams, they were the only ones to have (un)official ties with an official team of the Continuity. Their craft is said to be made with sturdy, composite, lightweight materials, making it half as agile as FEISAR's LS model. This is due to the fact that its stability was easily disrupted on more technnical circuits due to the slight emphasis on speed and sheilding. It is said that Pilots that race for McShane, had to be talent with potential champion material, one of which is Mark Amoh, a Belmondo purist with Scottish decent. As a kid, he was fascinated by Belmondo's intentions, and decided to try his luck in AG racing to preserve the spirit of good sportsmanship, and Belmondo, himself.