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

  1. #2801
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    About music: These people agreed to let me use their music in SSGX:
    http://soundcloud.com/windowsnine
    http://soundcloud.com/eb_3
    http://soundcloud.com/dawid123d
    And those agreed to make more especially for the game:
    http://soundcloud.com/deloreandudetommy
    http://soundcloud.com/southerntrax
    http://soundcloud.com/alien-speech
    I'm already making a playlist but well... there is problem about so called copying which occur when I'll send this music album for SSGX to someone else to check it out so I guess I'll make a short sample of each track and send album like this.
    btw. Names written already on GDocs in Credits table.

  2. #2802
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    Well, you don't need to place the track in the game to make it. Besides the game is still in an early stage, a lot will change, and I mean a LOT. I only added the tracks I finished when they are done or almost done... Before that there's only the basic track layout for testing...

  3. #2803
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    Are there any spots left on the development team? I have some ideas for track designs, and background music, but I'm still brainstorming them, at the moment. If I help contribute, may I have the project source? I already have Unity, I just need to see what you're doing currently, so I'm up to speed.

  4. #2804
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    I believe we are already...packed. Eight on the main team is already...quite big.

  5. #2805
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    just post your ideas in the thread mate if they're good they will definitely be taken into consideration

  6. #2806
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    By the way, how is the music going to work? Is it going to be that you can choose which song is playing from the list of songs or is it one preselected song per track?

  7. #2807
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    I'm leaving this decision in your hands guys I'm for scripting

  8. #2808
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    We'll have a list of songs that players can switch on and off, and it'll just choose a song from this list and play it depending on which game mode you are in We were hoping for some nice progressive/melodic house things going during Zone and Speed lap, and some more active thumpy songs during regular races.

    Also, Feisar_arch, you don't strictly need the source to start creating your tracks and things. We can put them straight into the game once you've finished them. If you want to make something, just make it, you don't need the source as yet

  9. #2809
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    A couple days ago, someone offered to make Cover Art for us. I've seen some of their work before, and I think it is awesome. Unfortunately, he says he needs some 3D renders to base the concept art on.

    Anyone mind if I put up his email address?

  10. #2810
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    It's great to be enthusiastic about that kind of thing, but I feel as though you should wait until theres at least a 'vertical slice' of gameplay before anything like cover art happens.

    I also think that while there are a lot of good ideas that show up in the thread, implementation is another matter. While ideas like a custom ship/track importer are interesting, you need to take a big step back and realise exactly how much work would have to go into something like that.

    Heck, Studio Liverpool outright said no to a track editor. They cited an example where they spent an extremely long time perfecting the hairpin on the Amphesium - a degree of camber here, a degree of camber there. There's a lot of effort that goes into making tracks for Wipeout, making sure they work on all speed classes with all available craft. A track editor cannot guarantee that.

    @dev team: you guys need to be not afraid of saying 'no' sometimes.

    *rdmx retreats to his pessimistic hole*

  11. #2811
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    You got it exactly right, rdmx. That's exactly how I think.
    Like I mentioned before, every idea that sees the light of the day here is important, no matter if the idea makes it into the game or not, or might get changed a little bit. But SSGX development is not a musical request programme. You always have to remember if your idea is codeable, or if it would really add up to the fun instead of killing the fun long-term wise.

    About the track editor and everything related to it: We did not decide how we are going to handle it. I for now got the opinion to release SSGX with the original stuff and without any editing tools. People can race on the given tracks, work out perfect times, battle them. I think if there is a track editor right away, then nobody would be really interested in having perfect times on certain tracks just because the single track is not important anymore. Storyline is another thing! Anyway... After SSGX has been released for some time, my idea was to create a contest. Everybody can create a track or team for SSGX and the best ideas/quality workouts will get into an updated version of the game. Like Fury for HD.
    But since SSGX' progress is far from being released, this is all just future music.

    @Amaroq do you have a link to the arts they created so far? You can find some artwork on slipstreamgx.com and youtube.com/slipstreamgx I think that is enough to base a coverart design from. But like rdmx pointed out... It's actually pretty early for a coverart, features might get added which should be seen on the coverart, ship design might still change etc. Let's just see what they can come up with when they work from scratch.
    Last edited by docfo4r; 21st September 2012 at 09:22 PM.

  12. #2812
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    well for now and for a while the coverart has been: THIS I'm ok with changing it if people want to but it's based on a 3d render, and the kind of minimalistic art style we wanted to have for the game. Essentially the main inspiration here is Wip3out. Thats the kind of minimalistic art style we were going for in general and what I nwas going for in the cover art.

  13. #2813
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    Yeah, actually I like that coverart. It's pretty simple but cool. Just need to change the title font/logo to the current one

  14. #2814
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    Quote Originally Posted by docfo4r View Post
    @Amaroq do you have a link to the arts they created so far? You can find some artwork on slipstreamgx.com and youtube.com/slipstreamgx I think that is enough to base a coverart design from. But like rdmx pointed out... It's actually pretty early for a coverart, features might get added which should be seen on the coverart, ship design might still change etc. Let's just see what they can come up with when they work from scratch.
    I don't know the address for their website, but I did see their cover art for my friend's albums, and there was some included contact info. But again, I must respect our 'silent treaty', and not share the information until one of the project leaders authorizes it.

    @Oryx
    Also, while that WIP cover art does look kinda cool, I don't think it would be very good for long-term use once we release the game.

  15. #2815
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    Can you explain us why you think so, it would be helpful for us to understand your opinion, you know.

  16. #2816
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    @docfo4r Well, it just looks kind of un-professional to me. Maybe we can make special versions of the ships with more polygons for extra detail and with better textures, then we can replace the outlines with much thinner, straighter ones, add some Flat Cel-Shading, then perhaps put a lightsource behind them (and maybe some ambient light to keep them from being obscured by shadows). Something kind of like what you have with the Wip3out cover only looks good if you do it right.

    Finally, there was that really fancy Slipstream GX logo someone made, so we would have to edit the cover art anyway to use the new logo.

    Oh, I checked the website just now. I think Zephyr is spelled wrong
    Last edited by Amaroq Dricaldari; 22nd September 2012 at 01:55 AM.

  17. #2817
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    Wink

    Just checked out the demo - very impressed respect to you guys.

    I would love to see more interactivity when you ..

    1) let go of accellerator (engine glare dies down) / more feeling of slowdown
    2) Hit a boost ( more of an 'accelerated' feeling') / more feeling of speeding up.

    I would also love to see more of a 'floaty' / sliding feeling. The ship has pitch up / pitch down which was great - if it affected the actual flight of the ship more it would rock

    What you have done so far is really great - Cassandra is sweet and I knew it took a lot of work I would love for you guys to deliver a more Anti-Grav / wipeout 2097 feeling. I think that would make the game awesome

    Again, great work

  18. #2818
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    Thank you alot for the kind words Mu5

    Yeah, the boosting feeling & effect aswell as the pitching etc. is still in development. I am curious myself how the ship will act when floating over a speedpad, we're just not that far yet.
    Have you barrel-rolled already? I think the movement here is very nice, even the Wipeout barrel roll looks a bit stiff now xD Credits to zero, our main coder!

    Also Blocky will get her voice sooooooon [yep, it turned out Blocky is female xD]!

    oh and Amaroq, thx for the advice but "Zepher" is the right way to spell it. The website will be redesigned anyway into a development progress/wip & team showcase thing later on.
    Last edited by docfo4r; 22nd September 2012 at 11:13 AM.

  19. #2819
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    If you don't mind me asking, where exactly is the demo? I'd be eager to give it a try

  20. #2820
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    Here you go.
    http://www.mediafire.com/?yiaazkac7fx6775

    Keep in mind that we already worked out some of the bugs there. We basically update the game weekly or even daily...

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