Quote Originally Posted by Ace3000 View Post
It's... a... oh my. XD

It's by far the best ship, but still, it's... that
Because of the stats it's now also known as the God Tampon
If you want an explanation of why it exists by the way, when I first started on AGR2280 I had no skills in any area and for a ship I slapped a capsule and box shape together. When a few friends played it they kept mentioning how it looked like a tampon.

Quote Originally Posted by TheXTR09 View Post
Hot damn, this release is the best yet. Everything still runs smooth even on max settings, and the worldspace feels "filled" enough. Good job Snake.

However, there were painful glitches, and I have to be elaborate just to make them clear.

# Side walls on the track are not solid. You'll fall straight down, and then respawn so far away from where you fell. It's frustrating but I guess it can be easily fixed.
# Sometimes running up ramps can mess up the camera, making it go psudeo-first-person (in short, ship disappears). Trying to reset the camera will crash the game. Everything hangs up, and the HUD will disappear. Most likely because the camera being switched into cockpit mode.
# Switching cameras before the race starts works, but the model of the bare cocpkit can be seen in third-person as the camera zooms into the ship. It's spoopy. Trust me.
# The track is too easy. jk

I have some opinions on making the track better, but whether you like it or not is your choice.
# The track lacks a blue, snowy feel. It should have blue tint and some snowstorms to make it much more atmospheric.
# The skybox can use a flat mountain background and auroras like the original. Yes, there are color-changing auroras in the PSX WipEout. Made in 1995. Such anal attention to detail.


I'm not sure if I'm just nitpicking for anything, but I just can't see BnG go off being too generic. I know I'm being annoying again without contributing much, but what I know best is playing the game, naturally pretty much becoming a beta tester. I might create something in the year-end holidays, but this is what I can do now.

But you still impressed me, Snake. Dank job m8
Thank you!

So for bugs:
The side walls are somewhat intentional and there is a trade off to not being able to fly on the top surfaces of walls. The idea is to emulate Wipeout's wall collisions without the inaccuracy of a physics solver (what pushes two objects apart on collisions), this is what made ships in the older Wipeout games fly straight through walls without any collisions possible. Anyway, the idea is you can't travel through the wall when on the track but if you leave the track then getting back on will be easy. I know having a full collidable wall would seem to make more sense, but in this context I'm wanting to make the physics authentic.

Are you able to record that ramp and camera issue? I haven't been able to reproduce it at all, it sounds like you're running out of time (at the moment the ship is just removed until I make some explosion effects).

Ah yeah the switching cameras before the race, that's a really quick fix. Thanks for reminding me