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BallisticNG: PSX WipEout workshop edition (PC Early Access)

isamu

OMFG HOLY MOTHER OF MARY IN HEAVEN I CANT BELIEVE IT WTF WHERE ARE MY SEDATIVES AAAAHHH
Does the game support steering wheels and force feedback?

Any word of Rift support?
 
Does the game support steering wheels and force feedback?

Any word of Rift support?

No VR yet AFAIK, and I wouldn't expect it soon anyway. Game is heavily focused on control and look as close as possible as classic WipEouts, so I don't think that's a priority.
 
Do it.

I've subscribed anyway and will be downloading it today after work. Definitely subbing to their Patreon as well.

Bumping with all my might.

And yes, I'm going to sub to their patreon as well. I hope this game can grow more. I've tried RedOut and similar modern AG racers, but none mimics classic and tight gameplay like BallisticNG.
 

Unicorn

Member
Custom tracks are now setup and working! We took a different route then we planned with this. Instead of programming a huge editor from scratch, the tools that we use for the offical tracks have been ported into a Unity package and touched up to be more user friendly. These tools consist of various track tools and the game's lightmapper.

What this means is that after you have created a track in the track creator, you export it out and import it into the Unity Editor. From there you use the provided tools to configure your track, a wizard is provided so you can do all of this with a single button click. After that you build an asset bundle then the game can read and load that.

These tools are already available to Patreons on the developer branch. If you would like to learn how these tools work ahead of time, documentation is going up right now: http://ballisticng.wikia.com/wiki/Ballistic_Unity_Tools

Workshop
Custom tracks will be uploadable to the workshop. The current proposed plan is to have an archive file that contains the asset bundle and a track floor for the menu. A manager will be implemented into the game so you can mange custom tracks, since the process of importing a custom track is different to that of importing a custom ship it won't be integratable into an editor.

Why use Unity?
By letting people set up their tracks in Unity, we are not only saving ourselves an unrealistic development time but we are also providing people with all the power they possibly need when making their tracks.

Unity and all of it's features are completely free, so anyone can install it and use its full potential. We are looking forward to what people do with this in 0.7! And to end off this announcement, here is a screenshot of the tools in the Unity Editor.
ab0390bdbd36ddcdf1b4da752e247b01.png

Oh man, custom tracks incoming?!
 

Unicorn

Member
http://steamcommunity.com/games/473770/announcements/detail/251482514230981225

FUCK YESSSS


0.7 IS HERE

Hey everyone, BallisticNG 0.7 is now out and available to everyone! This is another huge update, bringing more updated content that raises the quality bar and of course brings fully supported custom tracks with Workshop support!

This update has taken the longest of all our major updates to develop so far, a lot of love and care has gone into this to improve everything. The full changelog is below.

A huge thanks to everyone for the continued support. We hope you love this update and we can't wait to see what people can come up with for custom tracks!

Important Note
There is currently a bug in the most up to date version of Unity that makes the dropdowns invisible on ingame menus. The main menu is intact. We consider this to be a large problem but we are not sure when Unity will have a fix up so we're releasing this now and will update the game as soon as Unity fix the problem.

Changelog

Major Changes
Game is now running on Unity 5.6 and is utilizing some new features (see minor changes)
Revamped game's tutorial and integrated it as part of the campaign
Added support for custom tracks (see Modding - Documentation on the main menu if you want to make a track)
Remade Aciknovae, Ishtar Citadel, Omega Harbour and Utah Project
Introduced Dover (replacement for Maceno Bay) and first drag/drift tracks.
Splitscreen no longer has inconsistencies between players
You can now play splitscreen using multiple monitors
Menu actions are now bound to their own inputs
Input binding screen has been redesigned
Ships have had their stats edited to make them handle more uniquely

Minor Changes
Ship AI trails and water vapor contrails are now cross planes giving a better illusion of volume
Missiles and Tremors now have 3D sounds
Updated Rocket and Missile visuals
Fixed the scale of Nexus
Remade photomode with a better user interface, scroll wheel to adjust movement sensitivity, up to 4x resolution capture and post processing effects
Pressing tab in the track creator will now teleport your ship back to the spawn tile
Changed the color of the menu background
Added new post processing effects (see the graphics options)
Ship turntable has been redesigned
Drag ships can no longer be used on normal tracks
Added Ballistic64 cheat (type it on the menu)
Survival mode now has its own user interface and the track now has a music visualizer built in
 

Unicorn

Member
0.7.1

0.7.1 has just been released! This includes a couple of fixes, some tweaks and some new features.

The changelog can be found at the bottom of this announcement, however beforehand I would like to talk about future updates and where the game is as it stands.

The Future
BallisticNG is now in a state where we are happy with the content on display and feel like it could could maintain itself with the introduction of custom tracks to keep a stream of fresh content coming in from the community. We're actually at a point where all we really need to do now is fix up a few loose ends and we'd be in a good position to leave Early Access.

However as mentioned in our Patreon announcement we want to take it further and provide not only a solid game but a solid creative platform for people. With BallisticNG being free and us not wanting to charge for it, being able to keep up with this goal is showing to be hard.

The Patreon so far is providing us with some extra money which is very appreciated, but realistically it's not enough to keep us afloat for too much longer. If everyone playing were to donate $1 every month then we would have more than enough to keep going to see the project out to it’s full potential.

If you’re not aware of our Patreon yet, you can check it out here: https://www.patreon.com/Neognosis

There are currently three routes we can take:
Use 0.7 as the baseline for finishing the game, fix up any bugs, add any extra little cool features and then wrap it up and leave Early Access. After this carry on with our lives and maintain BnG on the side while we look at new project ideas.
If funded, carry out our goals listed on the Patreon. This will result in the game being in development for longer, but the final game will be much higher quality and jam packed with a lot more features.
Drop the Patreon (ensuring everyone donating now is accommodated for) and start charging for the game.

Route 2 is the route we want to take. Let us know what your thoughts on Route 3 are though, we'd love to gather some thoughts on what people think about charging for the game.

If you have some spare change you could throw our way then we would really appreciate it so we can give you something greater back. If you're as passionate about playing the game as we are developing it then be sure to tell your friends and anybody else you bump into who might enjoy it!

What's coming next?
At the moment what's coming next are a lot of updates that will be improving stability and the user experience. If we can keep ourselves afloat then plenty more will come however. See the Patreon link above for all of the information.

0.8 is no longer going to be focused on Multiplayer as we do not have the time and resources to research and implement what we want at the current time. Multiplayer is a very large and complicated area but in order to get the game up to scratch with what everyone, including ourselves, would expect out of a multiplayer experience we will need a lot of time. Very little people play Multiplayer also, which makes it hard to justify spending more of our limited development time on it.

New style of updates
BallisticNG for the time being is going to be going back to frequent updates, much like the 0.4 days for any of you who's been with us since then.

We are going to be looking at releasing a new update every 2 weeks, this means frequent updates all the way up the next major release. If you're a Patreon and are on the development branch then you will continue to get the updates as soon as new features are added!

Changelog
Fixed a few misplaced tiles on Dover
Fixed z-fighting for standard ships on the ship turntable
Fixed the survival music visualizer not hiding during the explosion sequence
Fixed an oversight with the new airbrake physics that allowed Barracuda to reach insane speeds when airbraking
Custom tracks are now cached on load so the track floor and drag/drift flags can be applied on the menu
The countdown displays now show the current zone in survival
The survival ambience pitch is now reset when you die
Twaked collision particles
Renamed options on the race completed UI
Added a next race button to the race complete UI. This will let you cycle through all the tracks in the game infinitly, also works for custom tracks.
 

Unicorn

Member
BallisticNG 0.7.2 is now out! The major change in this update is the game being updated to Unity 5.6p3 which fixes the ingame dropdowns not rendering. Other minor fixes are included as well as the integration of several new systems which will be utilized in the future.

Because of the new update plan, the versioning as of the next update will also change. The game will still be marked by its major revision, but the sub-version is now going to be marked by the date it was built.

An important thing to mention is that when the new gamemode system mentioned below is put into place, multiplayer is going to be stripped from the game as this change is going to be part of a large code restructure and multiplayer will become completely broken. During this period a new branch for the game will be setup so people can continue to play Multiplayer while this happens, more information on this will come at the time though.

Here's the changelog!

Changelog
The donate button now opens a multi-choice dialogue where you can choose to donate either through Patreon or Paypal
Fixed some small issues with wall collisions
Fixed back button text being empty on server settings menu
Fixed a misplaced tile on Aciknovae
Fixed countdown displays not showing the countdown state in speed lap
Profile system has been updated - all save data now gets saved in UserData/Profiles/Player (your current profile will be updated automatically to this)
Dropdowns ingame now render
If an error is caught while loading custom ships then the game will now load a placeholder ship instead (currently on the menu only)
Custom ships are now properly offset by the ships set position in the menu
Implemented a language dictionary (will be used in the future for translations)
Animated advertisments and civilian cars now pause when the game is paused
Game now fades between all scenes
Loading screen for built in tracks has been removed (loading is fast enough that having the loading screen actually slows it down)
Started implementation of race delegates and modular gamemodes - more progress towards this for adding loads of new gamemodes will be seen in the near future
Added track related tags to the workshop
 

Unicorn

Member
0.8 will be adding two new gamemodes to the game, with more to come in future updates. So without further ado:

New Gamemodes
Knockout
Knockout is like standard racing except the ship in last place will be eliminated once every other ship has passed the start line. This gamemode is particularly challenging on higher AI difficulties as you will need to be on the top of your game to stay out of last place.

Target
Target is a time-trial derivative where you can shave off time from the clock by piloting as perfectly as possible. Boosting decreases the time at which time ticks and scraping or entering the pitlane increases it. When you finish a lap, how much time you have been shaved will be displayed.

Coming Gamemodes
Eliminator
Many have asked for it and in a future update you will get it! In eliminator the goal is to inflict as much damage to other ships as possible. Everybody respawns and weapons deal a lot more damage. Once a target score has been met, the event will end.

Last Man Standing
Last Man Standing is an eliminator derivative, instead of trying to get to the target score first you instead have to eliminate everybody else and be the last ship on the track.

Detonator
Detonator is a Survival derivative where you must shoot explosives on the track, crashing into explosives will quickly deplete your shield energy. Each lap more explosives are added to the track and you will increase in speed. The objective is to obtain the highest score before you die.

Blockade
Blockage is another Survival derivative where you must avoid an increasing number of obstacles on the track. To aid in avoiding obstacles, sideshifting will be enabled regardless of physics mode in this mode.

It is worth mentioning that all non-time trial derivative gamemodes will be getting full splitscreen support!

Other Features
Brand new campaign target HUD
The campaign now has a new target HUD which shows you all of award targets and which you are currently at. Here's a gif of the Time Trial award UI in action:



HUD notification system
All notifications that you recieve during a race are now sent to a single location, they stack up in a list to the side and swipe off after a few seconds.



New leaderboard interfaces
The leaderboard interfaces have been revamped. Ingame you can open/close the leaderboard anytime and it will show you the leaderboards for the current event.




Other Changes
2280 Improvements - Massive improvements to 2280 mode which make the ships feel much nicer to pilot. Track chase camera has also been rewritten and now feels much more fluid for both normal and 2280 physics.
Elimination Physics - When eliminated your ship will now continue flying for a bit after setting fire and will then eventually fall to the floor.
Huge Optimizations - To get the game running well with 16 racers (that's an option now!) many large CPU optimizations have happened. The increase in performance scales by how many ships there are.

And many more... All of the small details and various other features will be listed in the changelog when 0.8 is released.

The downside
The new gamemode system meant completely breaking multiplayer, and because multiplayer isn't on the todo right now it has been stripped from the game. However, there is currently a multiplayer branch up on Steam and it will still be available when 0.8 releases if you want to still play on it.

Multiplayer will come back post-release of the game as the game's development focus is on the singleplayer experience at the moment.

Note: Multiplayer does not mean splitscreen! Splitscreen is still in the game

0.9 and 1.0
And to finish this announcement off, what's in store for the future after 0.8?

0.9
0.9 will be focusing on adding the remaining content to the game. The final gamemodes, 3 more drift and drag tracks and the hellstorm weapon. More information on that at a later date.

1.0
1.0 will be focusing on making the final version of the campaign which incorporates all of the gamemodes and includes new grids specific to the drift and drag tracks. Layout Creator (the successor to the Track Creator currently in development) will also be available. The rest of the update will be improving user experience, enabling C# mods and polishing everything up.
 

Croash

Member
Exciting, gotta love how many different futuristic racing games we get to play this year with so many improvements.
 
0.8 is out!

BallisticNG 0.8 is now out!

Note: Check your input bindings before playing, a new binding was added for the new leaderboards and the input library the game is using seemed to have messed up some peoples bindings.

No more tutorial
The required tutorial is now removed from the campaign. The events are still there for now, but there aren't any popups. Replacing this is a pilot assist feature and hint system. The pilot assist is disabled by default and the hint system is enabled by default. Both can be toggled from the pause menu.

New Gamemodes
0.8 comes with two new gamemodes as part of the game's new gamemode system. A lot of the game's code has been rewritten and moved around which has also led to optimizations. This part of the update is one of our Patreon goals.

Knockout
Knockout is like standard racing except the ship in last place will be eliminated once every other ship has passed the start line. This gamemode is particularly challenging on higher AI difficulties as you will need to be on the top of your game to stay out of last place.

Target
Target is a time-trial derivative where you can shave off time from the clock by piloting as perfectly as possible. Boosting decreases the time at which time ticks and scraping or entering the pitlane increases it. When you finish a lap, how much time you have been shaved will be displayed.

New AI
The AI has had a large update that allows them to play more like human players. You will now see AI ships airbraking around corners and following different racing lines. The difficulties have also been rebalanced. If you are making a custom track then reimport the unity tools for the new racing line system!

Audio Updates
A lot of the game's sounds have been updated and the game now utilizes Unity's audio mixer. The usage of the audio mixer has now solved all mixing problems (some sounds not being affected by the volume sliders) and some new audio features have been added too.

Music Ducking
The ingame music will now be ducked slightly if ingame sounds become too loud or if a system voice is playing.

Sonic Boom
Reaching Mach 1 will now play a sonic boom and all audio will be heavily muffled. You can turn this off in the audio options.

Weapon Updates
Weapons have had numerous updates, including the introduction of a new one - the hunter. The hunter seeks first place to slow down and damage them. There have been fixes for existing weapons such as the autopilot shield now working again and all of the weapons have updated effects.

Track Updates
Harpstone, Zephyr Ridge, Aciknovae and Utah Project have had some visual updates. Luna is now complete(ish) and the first of 4 new survival exclusive tracks has been added.

2280 Update
2280 has had a huge update. The steering and airbrakes now run on their own physics instead of using the normal physics and there has been a plethora of various other tweaks and changes. The external chase camera has also been rewritten and feels much more fluid.

New Leaderboards
The game now has a new leaderboard system! The menu leaderboard now has a much better interface and the ingame leaderboard is now a panel that slides out from the side to show you the leaderboard for the current event that you're playing. The default binding for this is Tab on the keyboard and L3 for controllers.

XP System
A new XP system has been added to the game, while it doesn't do much at the moment it will be used in future updates for unlocking new content. You can see how much XP you have and your rank in the profile menu.

Multiplayer
Multiplayer has been removed from the game as the new gamemode system has broken it and our main focus is the singleplayer experience for the time being. However, the previous version of the game with multiplayer is still available if you switch to the multiplayer branch.

Other Changes
Updated the missile reticle
Explosions and other events such as firing weapons now cause the screen to shake
Survival now works in three stages where stage one progresses every 5 seconds and stage three progresses every 10
You can now playtest survival in the track creator
Fixed open file reference in track creator - you can now save a new track and use the save button without having to reopen the track
Fixed illumination map bug for cockpit in ship importer
Added Vonsnake - Bullet Time and Vonsnake - Ballistic64 to the soundtrack
Xpand - Hydronium and Xpand - Raging replaced with Xpand - Variance and Xpand - JetStream
Barracuda cockpits have been updated
The survival ship now has its own cockpit
You can now select custom ships for survival
Added new ship elimination physics
Added a command console, press Ctrl + Backspace to open/close it. Type help to print out the available commands.

And loads of other fixes.

We hope you enjoy the new update!
 
Sonic Boom
Reaching Mach 1 will now play a sonic boom and all audio will be heavily muffled. You can turn this off in the audio options.

Aww man that is so cool! I've always wanted WipEout to have something like this to add an extra bit of immersion.
 
I haven't tried it yet (lots of games to play in my backlog), but I'm eager to see those 2280 mode tweaks and changes. I love how you can play "classic WipEout" or "modern WipEout" with just toggling an option.
 

Unicorn

Member
A new update is now available on the beta branch! There has been quite a lot of new stuff since the last update at the beginning of the month:

To see every single change since the last update, head on over to our discord server[discord.gg] and check the changelog channel!

Weapons
Some weapons have had some tweaks and updates. Mines now deploy slightly faster and when you collide with them you will now always hear the sound. The hunter now no longer collides with scenery and it now always hits its target.

The Hellstorm has also been added. This weapon will lock onto 4 ships surrounding you and will fire an extremely fast, highly damaging and highly slowing missile at each of them. This is most useful in Eliminator, mentioned below!

2280 mode
2280 mode has had some sound design changes. All of the ship maneuvers have new sounds that incorporate hydraulics and servo motors into them. You will now also hear the engine modulate as you boost and steer.

Ballistic Unity Tools
Ballistic Unity Tools has had a small update with a 2280 track pad editor and a toggle to let you make your tracks only playable in 2280 mode. Reimport the unity package to update!

Gamemodes
Eliminator is now in the game! The aim of eliminator is to be the last ship alive - play in the higher AI difficulties for some chaos! Once there is only two ships left, you enter last man standing where you both loose shield energy, all forms of shield energy regeneration and shielding are disabled and you can only pickup missiles to deal the final blows to the other ship.

You can also now program your own gamemodes! See the modding/scripting folder for a readme and example gamemode, and the modding/documentation folder for a work in progress HTML page. Our discord server[discord.gg] has a scripting channel that you can come in and chat on!

Tracks
A new Cassandra is now here and Zephyr Ridge has had a total makeover!
 

Unicorn

Member
So, the latest update has made this game $5. If you have it installed (and don't delete it) You will continue to have support for updates and have it for free.

I understand the frustration people are having as this was originally posted as an always-free game, but in order for them to keep supporting it it had to get priced. And, honestly, $5 is more than reasonable given the content currently there, plus the mod/workshop elements.

I figured I may as well share that change here and will update the OP with that information.
 

missile

Member
So, the latest update has made this game $5. If you have it installed (and don't delete it) You will continue to have support for updates and have it for free.

I understand the frustration people are having as this was originally posted as an always-free game, but in order for them to keep supporting it it had to get priced. And, honestly, $5 is more than reasonable given the content currently there, plus the mod/workshop elements.

I figured I may as well share that change here and will update the OP with that information.
I always said giving this game away for free is stupid. Not because there
shouldn't be any games for free, no, but doing a paid game has a lot more
drive to it esp. for the developers. And why not paying $5 for a game to give
something back, to also pay some respect to the developers for the time and
work spent? Why should it be always-free? That's stupid. I don't get it. It
doesn't lead to any sustainability, esp. not if you can't pay your bills any
longer.

Edit:
For me it's better to pay a dime, giving the developers the money, pushing
them to make the game better and better! That's the way. And there it is.
 
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