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

  1. #2881
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    Quote Originally Posted by docfo4r View Post
    @Amaroq, the ships will receive some lights aswell
    Hell Yeah!

    Anyway, I came up with some new ideas for modes. They might not be implemented, but who knows?

    - Tag Race
    Tag Race is a standard race, but with a twist. There will be between two and four teams (each with at least 2 players): Red, Yellow, Green, and Blue. Each ship will be recolored to match that team (and so will eyecandy such as Engine Trails, Weapon Effects, Shields, etc). In addition, there will be some new pickups (hereafter referred to as Modules). They will have two categories, Logistics and Electronic Warfare. In addition, friendly fire will be disabled (you cannot harm friendlies, and unless otherwise noted, you cannot target friendlies target friendlies). In addition, there will be benefits to sticking together, but it is not required.
    - Tag Battle
    A cross between Tag Race and Eliminator
    - Flag Tag
    WipEout meets Capture-the-Flag

    Team-based pickups (only available in the team-based listed modes above):

    Repair Tool
    Classification: Logistics
    Description: Repairs the targeted ship
    Notes: Can target friendy ships (ignores the 'Friendly Fire' rule), but cannot target enemies (why would you want to repair an enemy ship?)

    Target Painter
    Classification: Electronic Warfare/Logistics
    Description: Targets an enemy ship and 'paints' then, which makes friendly aimed weapons home in on them, and allows them to be targeted more easily (faster lock times and longer targeting range).

    Capacitor Recharger
    Classification: Logistics
    Description: Recharges a friendly ship's Hyperthrust Capacitor

    Control Disruptor
    Classification: Electronic Warfare
    Description: Locks an enemy's airbrakes and reverses their steering and pitch control
    Note: May be combined with 'Virus'

    Virus
    Classification: Electronic Warfare
    Description: They cannot deploy Offensive Weapons, Logistics Modules, or Electronic Warfare Modules. They can however absorb them, and they can still use defensive pickups such as Turbos, Autopilot, Shields, Mines, etc.
    TL; DR: It is a more sophisticated version of the (in)famous "What's This?" from the first WipEout
    Note: It will also start messing with the HUD so that you know immediately that something is wrong.

    Non-team Weaponry:

    Flare
    Classification: Deployable
    Description: Launches a small flare in front of you that illuminates the surrounding environment, only available during night-time races or on poorly lit tracks. Can also distract unsuspecting contenders (who wouldn't notice a glaring bright light flying past them?)

    Stasis Webifier
    Classification: Deployable
    Description: Creates an area of effect bubble that slows all ships that pass through it

    Smoke Cloud
    Classification: Deployable
    Description: Releases a cloud of gas that obscures vision. In team-based modes, it is team-colored, and friendly pilots can see right through it.

    ---

    My ideas here are supposed to add a new layer of tactical depth to the game. What do you think of them?
    Last edited by Amaroq Dricaldari; 8th October 2012 at 07:00 AM.

  2. #2882
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    So I was playing the Cassandra Night video on my PSVita, and I thought "Hey, maybe we could do a PSP port or something, because this looks damn good." Here are some screenshots of said video on the PSVita YouTube app.
    2012-10-07-205719.jpg2012-10-07-205725.jpg2012-10-07-205730.jpg2012-10-07-205733.jpg2012-10-07-205741.jpg2012-10-07-205805.jpg

  3. #2883
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    Attachment 6815Attachment 6816Attachment 6817Attachment 6818

    I was bored... First of the 8 prototype ships... Red Orb by TypeProton.
    Very early WIP.

    Now off to bed!

  4. #2884
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    I asked around for people who could help with the soundtrack, and one guy sent me some music he made.
    Deploying Hyperlink: http://bananaiguana.com/share/Wipeout.zip
    Last edited by Amaroq Dricaldari; 9th October 2012 at 10:19 AM.

  5. #2885
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    I don't see why not. Go for it.

  6. #2886
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    Quote Originally Posted by Xpand View Post
    Attachment 6815Attachment 6816Attachment 6817Attachment 6818

    I was bored... First of the 8 prototype ships... Red Orb by TypeProton.
    Very early WIP.

    Now off to bed!
    *Rolls around with joy*
    I apologize for not contributing anything ATM. Exams.

  7. #2887
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    Textured, mostly:
    Attachment 6819
    Attachment 6820

  8. #2888
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    If any of you need some non-racing-team logos and advertisements for trackside decoration, I can design something.
    Here's my Deviantart page if you want to see some of my works: http://deloreandudetommy.deviantart.com/gallery/

  9. #2889
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    @Xpand, wow great work on the prototype ship. I'm glad that there is a chance for the cool END-Racing ship from TypeProton to also make it into the game

    @Deloreandude, that looks cool. Indeed we already wrote down some ideas for sponsors. I'll paste some of them and you can see what you can do with it
    Amp-Up Energy Drink
    Fibre AI Robotics / Japan
    Maya Communications Archaeologistic foundation for lost places / America
    AG_Wheelchair Anti-gravity for retired persons/racers / Denmark
    Ground Thumb Inc. Air Locks for AG Crafts / Japan
    Cralmonce SQL Servers and Data Bases / America
    S.T.A.R. Space tested AG-Racing. Foundation to make races on moon possible / Japan
    BM Research Facility Independent AG Research and development / China
    XYZ Recordings Worldwide music label / Sweden

    These are just some so if you need more, I can expand the list. But let's see what you can do with it

  10. #2890

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    Check out these prototype vessels:

    http://conceptships.blogspot.co.uk/ (scroll down a bit!)

    By the way, is bloom and emissive maps a Unity Pro feature? If not it would help your night-time scenes.

  11. #2891
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    Wow, those are pretty good models, though the ships don't really fit here, they look a lot like kayaks.

    Bloom and other HDR/post processing effects aren't available in Unity free...

  12. #2892
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    ah indeed xpand but also featured far back on that blog is this: http://www.tomercs.blogspot.se/2010/04/wipeout.html

  13. #2893
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    Nice design... But I wonder how often these wings would scratch on the ground

  14. #2894
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    Quote Originally Posted by Xpand View Post
    Bloom and other HDR/post processing effects aren't available in Unity free...
    How much does the full version cost? And why did you switch back from UDK?

  15. #2895
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    Hey guys, what about a "Hardcore Mode"?
    I was thinking with Raptor1 and I thought that it would be a nice idea if we had one on SlipStream GX, just for the players that want to have some extra fun.

    This mode would consist on:
    - Instant Elimination if the driver fell out of the track (very similar with the F-Zero series),
    - Weapons do 3X the damage (on enemies and on YOU TOO),
    - Shields would be depleted after 1 or 2 shots (or wall hits) taken,
    - Ship speed would decrease if you get to 10% Integrity (and not only if you're boosting, but the overall speed of the ship) and
    - Falling from heights makes you loose Integrity on your ship.

    What you think about this? Would this be a good idea?

  16. #2896
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    Here are my ideas:

    The Hyperthrust Capacitor would be rerouted through the shield emitters, thus instead of a separate capacitor (in all of the other modes), it would actually damage your ship
    The airbrakes have a chance to fail if structural integrity is low
    If there are any pits on the track, they will be disabled
    Bumping into walls brings you to an instant stop (like in the original WipE'out)
    The HUD will start failing if your ship is critically damaged
    No side-shifting; You'll have to resort to opposite braking
    Acceleration is automatic. However, you can still get a boost start if you're skilled enough (won't do you much good though)
    AI is locked on the hardest difficulty
    The race is locked on Zen class

    ---

    Now it is truly hardcore.

  17. #2897
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    Quote Originally Posted by Amaroq Dricaldari View Post
    How much does the full version cost? And why did you switch back from UDK?
    The game was never in UDK. All he did was import one of the ship models. Also, it doesn't hurt to do some research yourself to find the price of Unity Pro - $1500

    A lot of these 'hardcore mode' suggestions don't sound fun at all. It's just making the game hard for the sake of being hard.

  18. #2898
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    Well, they were just ideas.

    "Also, it doesn't hurt to do some research for yourself"
    You don't need to be a jerk about it.

  19. #2899
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    Quote Originally Posted by Amaroq Dricaldari View Post
    The Hyperthrust Capacitor would be rerouted through the shield emitters, thus instead of a separate capacitor (in all of the other modes), it would actually damage your ship
    ...I don't understand a thing here.

    Quote Originally Posted by Amaroq Dricaldari View Post
    The airbrakes have a chance to fail if structural integrity is low
    When the ship energy is low, we plan to include some control failures anyways.

    Quote Originally Posted by Amaroq Dricaldari View Post
    If there are any pits on the track, they will be disabled
    No pits on the track...

    Quote Originally Posted by Amaroq Dricaldari View Post
    The HUD will start failing if your ship is critically damaged
    Same with the airbrake failure, only that your HUD can also be jammed by the EMP

    Quote Originally Posted by Amaroq Dricaldari View Post
    Acceleration is automatic.
    That's why the Zone mode is there...

    Also, please no vulgar language

  20. #2900
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    Vulgar Language? Oh, you must be referring to my post earlier about my ideas for team-based modes and weapons to go along with it. There is nothing wrong with saying "H*** Yeah"
    Last edited by Amaroq Dricaldari; 10th October 2012 at 01:38 PM.

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