Does the game support steering wheels and force feedback?
Any word of Rift support?
Posts like this makes me want to bump this thread every day, hehe.
Do it.
I've subscribed anyway and will be downloading it today after work. Definitely subbing to their Patreon as well.
Argh, still can't believe I haven't tried this game out. Heard about it on wipeoutzone.com yyeaarss ago.
I subbed and instantly wanted someone to do a DeLorean.Someone just released a Trueno AE86 in the Steam game workshop
EUROBEAT INTENSIFIES
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.
Oh man, custom tracks incoming?!
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
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 its full potential.
If youre 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.
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!
Nice update!0.8 is out!
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.
I always said giving this game away for free is stupid. Not because thereSo, 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.