Coming with the 0.5 update next month is a track creator. As the name suggests, this tool is going to let you create your own tracks! When released it will still be in early stages and as such you will not be able to get the tracks fully setup in-game, however you can playtest your tracks with the press of a button with a variety of different environment presets. You also have options for which team and speed class you want to use in playtesting!
This track creator is now being used to create the offical tracks for the game, the editor is based on letting you place down each segment of the track individually. Tools are provided to make this no where near as tedious as it might sound, with options to automate the process of creating and rotating mass amounts of segments.
We can't wait to see what people do with this editor :)
Coming with the 0.5 update next month is a track creator. As the name suggests, this tool is going to let you create your own tracks! When released it will still be in early stages and as such you will not be able to get the tracks fully setup in-game, however you can playtest your tracks with the press of a button with a variety of different environment presets. You also have options for which team and speed class you want to use in playtesting!
This track creator is now being used to create the offical tracks for the game, the editor is based on letting you place down each segment of the track individually. Tools are provided to make this no where near as tedious as it might sound, with options to automate the process of creating and rotating mass amounts of segments.
We can't wait to see what people do with this editor :)
Making this announcement just to provide some information on what 0.5 is going to include and when it will roughly come out.
Release Information
So to start with, the biggest feature coming is multiplayer! This isn't going to contain absoluetely every feature that I want to include in it as that is going to take a while, but all of the basics will be there for you to jump into races with friends and randomers. A lot of testing was done a few days ago and it's working pretty well so far. With this is also splitscreen, this is already available on the unstable branch as mentioned in the previous announcement but in 0.5 it will be recieving a few little fixes to do with how the world renders for both players.
Content wise 0.5 will be introducing a new track, Cassandra, and remakes of the three prototype tracks and Aciknovae. The original versions of Harpstone and Aciknovae will also still be available. All teams now all have their own unique cockpits and all of the main teams now have a drag ship. Drag ships are extremely fast ships that will be primarily exclusive to 4 drag tracks (coming post 0.5) but can also be used in normal play. In normal play they are faster then Barracuda but have a lot heavier handling. On the drag tracks they will reach up to speeds of 1100km/h!
There will also be new pickups, one of them being an all time favourite for Wipeout fans. Additionally 2280 mode has had more gameplay tweaks and some existing pickups have had changes too.
0.5 also now enables you to use .mp3 files for custom music, as opposed to before where you could only use .wav files. If you have .wav files for custom music right now then those will continue to work as normal. Also regarding music, there are 6 new music tracks built into the game!
Release Data
This update is expected to come out early october, there is also a little suprise coming September 30th!
Hopefully that answers any questions anybody might have about what the next update will contain and when it's coming, if not then myself and the team will be happy to answer any questions you have in the discussion board. Thanks!
Making this announcement just to provide some information on what 0.5 is going to include and when it will roughly come out.
Release Information
So to start with, the biggest feature coming is multiplayer! This isn't going to contain absoluetely every feature that I want to include in it as that is going to take a while, but all of the basics will be there for you to jump into races with friends and randomers. A lot of testing was done a few days ago and it's working pretty well so far. With this is also splitscreen, this is already available on the unstable branch as mentioned in the previous announcement but in 0.5 it will be recieving a few little fixes to do with how the world renders for both players.
Content wise 0.5 will be introducing a new track, Cassandra, and remakes of the three prototype tracks and Aciknovae. The original versions of Harpstone and Aciknovae will also still be available. All teams now all have their own unique cockpits and all of the main teams now have a drag ship. Drag ships are extremely fast ships that will be primarily exclusive to 4 drag tracks (coming post 0.5) but can also be used in normal play. In normal play they are faster then Barracuda but have a lot heavier handling. On the drag tracks they will reach up to speeds of 1100km/h!
There will also be new pickups, one of them being an all time favourite for Wipeout fans. Additionally 2280 mode has had more gameplay tweaks and some existing pickups have had changes too.
0.5 also now enables you to use .mp3 files for custom music, as opposed to before where you could only use .wav files. If you have .wav files for custom music right now then those will continue to work as normal. Also regarding music, there are 6 new music tracks built into the game!
Release Data
This update is expected to come out early october, there is also a little suprise coming September 30th!
Hopefully that answers any questions anybody might have about what the next update will contain and when it's coming, if not then myself and the team will be happy to answer any questions you have in the discussion board. Thanks!
Hey everyone! Currently on the unstable branch is an early version of splitscreen, it's very much functional from the limited testing (hence the unstable branch update) though bugs should be expected.
If you get to try it out, let me know how it goes!
Changelog (Unstable Branch)
- Added performance display(press F1 to toggle it) - Updated menu music - Added more music to the menu, the song will be chosen at random - Added splitscreen: All secondary bindings will be disabled in the menus after going into splitscreen except for the 2nd player ship selection
Hey everyone! Currently on the unstable branch is an early version of splitscreen, it's very much functional from the limited testing (hence the unstable branch update) though bugs should be expected.
If you get to try it out, let me know how it goes!
Changelog (Unstable Branch)
- Added performance display(press F1 to toggle it) - Updated menu music - Added more music to the menu, the song will be chosen at random - Added splitscreen: All secondary bindings will be disabled in the menus after going into splitscreen except for the 2nd player ship selection
I've uploaded this to the normal branch to adress feedback on the force wall and fix a problem related to the ship importer with custom weapon damage values. This update also includes a complete overhaul to Harpstone, with more tracks to be majorly updated in the future too.
Changelog
- There is now an option to set the default camera mode to use - Added physics modifier cheat - type 2280 on the menu (this will disable saving) Note: 2280 mode is best suited for the new rear view camera - When playing survival the ship will no longer slow down from pitch resistance - Remade Harpstone (is now also 2 tracks in 1) - Updated some particle effects - Added sound effects for energy wall - Autopilot disengage threshold has been lowered so it won't drop in sharp corners - Mirror mode is currently in testing (currently works on Harpstone) - You will now be warned of AI placing mines before the AI place the mines - AI now use the same type of ships as you - AI will no longer place mines when in the proximity of another set of mines - (Ship Importer) The damage multiplier for ships no longer resets on re-opening the settings manager - Removed a bunch of un-used assets - Fixed the reverse cam sticking when unpausing the game - Using the reverse cam in an internal camera mode now places the camera at the back of the ship instead - Added a new rear chase camera view - The cockpit view no longer fully tilts with the ship - Exposed Maceno Reef to menu (still a heavy WIP)
I've uploaded this to the normal branch to adress feedback on the force wall and fix a problem related to the ship importer with custom weapon damage values. This update also includes a complete overhaul to Harpstone, with more tracks to be majorly updated in the future too.
Changelog
- There is now an option to set the default camera mode to use - Added physics modifier cheat - type 2280 on the menu (this will disable saving) Note: 2280 mode is best suited for the new rear view camera - When playing survival the ship will no longer slow down from pitch resistance - Remade Harpstone (is now also 2 tracks in 1) - Updated some particle effects - Added sound effects for energy wall - Autopilot disengage threshold has been lowered so it won't drop in sharp corners - Mirror mode is currently in testing (currently works on Harpstone) - You will now be warned of AI placing mines before the AI place the mines - AI now use the same type of ships as you - AI will no longer place mines when in the proximity of another set of mines - (Ship Importer) The damage multiplier for ships no longer resets on re-opening the settings manager - Removed a bunch of un-used assets - Fixed the reverse cam sticking when unpausing the game - Using the reverse cam in an internal camera mode now places the camera at the back of the ship instead - Added a new rear chase camera view - The cockpit view no longer fully tilts with the ship - Exposed Maceno Reef to menu (still a heavy WIP)
This is going to be the final 0.4 based update, Valve have enabled lobbies for the game so for the next few weeks development is going to be focused on multiplayer.
This update completely removes the campaign in favour for a new medal system, all you need to do to unlock ships now is race a certain amount of times until you have enough gold medals. A new pickup has also been introduced!
If you already have ships unlocked then they will stay unlocked!
Changelog
- Fixed workshop IDs not resetting on loading files that arn't .shp files - Campaign has been removed - unlock system replaced with a medal system (barracuda and caliburn still have to be unlocked through the zen tournament) - Medals are displayed at the bottom right of the main menu - Fixed button overlap in ship importer in 5:4 aspect ratios - Added energy wall pickup - Fixed being able to fire the cannon when the game is paused - Fixed scrape particle positions being inaccurate - Decreased collision contact threshold to fit the scale of the game (results in more accurate collisions) - Collisions are now simulated for a small threshold above the track walls - Reduced slow-down from wall collisions again - Utah Project has been moved up the track last to before Ishtar Citadel - Added cockpit for NX2000 - Updated NX2000 textures - Updated the NX2000's stats to make it more unique and worth flying - Made changes to Maceno Bay - fixed some skips, pulled the start line back - Updated the missile reticle animation
This is going to be the final 0.4 based update, Valve have enabled lobbies for the game so for the next few weeks development is going to be focused on multiplayer.
This update completely removes the campaign in favour for a new medal system, all you need to do to unlock ships now is race a certain amount of times until you have enough gold medals. A new pickup has also been introduced!
If you already have ships unlocked then they will stay unlocked!
Changelog
- Fixed workshop IDs not resetting on loading files that arn't .shp files - Campaign has been removed - unlock system replaced with a medal system (barracuda and caliburn still have to be unlocked through the zen tournament) - Medals are displayed at the bottom right of the main menu - Fixed button overlap in ship importer in 5:4 aspect ratios - Added energy wall pickup - Fixed being able to fire the cannon when the game is paused - Fixed scrape particle positions being inaccurate - Decreased collision contact threshold to fit the scale of the game (results in more accurate collisions) - Collisions are now simulated for a small threshold above the track walls - Reduced slow-down from wall collisions again - Utah Project has been moved up the track last to before Ishtar Citadel - Added cockpit for NX2000 - Updated NX2000 textures - Updated the NX2000's stats to make it more unique and worth flying - Made changes to Maceno Bay - fixed some skips, pulled the start line back - Updated the missile reticle animation