Well first of all someone needs to extract the assets. That’s probably already quite a feat to accomplish. I’m also guessing a WOHD/WO2048 handling (minus barrel rolls and side shifting, maybe even without absorbing) is what probably fits best with WOF – although I’m ready to be taught otherwise and see how it works with WO3’s.
The guys from BallisticNG are probably our best bet to get things going. They’ve done a fantastic job with both classic and modern WipEout physics, so that’s a good start, too.
Even if they get the tracks into Unity there’s probably still a massive amount of manual tweaking to be done. The game won’t work without magstrips and those have to be assigned and tested. There’s also a good chance collision boundaries have to be redefined. The AI must be tweaked, too.
The game has eight environments with a total of 45 tracks – there’s probably work to do for every one of those, even if they share the same assets.
And that doesn’t even take into account any cosmetic changes such as texture up res, advanced shaders, effects and animations, yet alone remodeling.
And we haven’t even talked about track selection, leagues, potential campaigns and all that – basically what makes it a game.
There’s nothing I’d like to see more than WOF getting the credit it deserves with a remake. There’s so much that makes the game great – even more so in retrospective. I could talk for hours about that and I’ve written many, many words about it on this very board. There’s so much potential.
So yeah, hopefully someone successfully extracts the track data at least. I’m looking forward to see a ship doing its first lap on Florion Height. Let all the the stuff that make it a real, full-fledged game come after that.




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