BallisticNG is an anti-gravity racing game developed as a love letter to the original Wipeout trilogy. It's fast, technical and has a large focus on modding with the same tools used to create the official content.
Hey everybody, I recently contacted Curse to get a new BallisticNG wiki setup. We previously had a Wikia wiki but it was proving too slow and tedious to maintain so we're now moving everything over to Gamepedia with a fresh new look.
The wiki is very much in its early days, only a handful of pages currently exist and the backend CSS and templates are still being actively added to and changed. If you want to contribute, feel free to come help out!
The wiki over time is going to feature pages on all of the game's content (including cut and other unused content), project history, in-world technology explanations, guides and all of the game's modding documentation. The end goal is to provide a database of accurate and interesting information about the game!
If you want to get involved with the wiki, be sure to join the game's discord and talk on the #ballistic-wiki channel! - https://discord.gg/0136l5AIRn7eiT70A
To keep everybody updated with progress, 0.9.2's main feature is now in development! This is the new campaign, a much more fleshed out series of 14 main events covering all gamemodes. This makes the new campaign much longer with a more diverse configuration of events possible. This is the last major milestone before release, after which the remainder of pre-1.0 development is going to be about fixing bugs and attending to the smaller details!
More information will be coming soon!
This game is freaking AWESOME!
I'm huge fan of WipeOut and still playing W2097 and W3 on ePSX emu...and I have to say Ballistic NG is a perfect mix of those two games. IMO game is freaking GOOD! I love almost everything and I'm really surprised about overall game quality...WELL DONE !
It’s time for the second beta branch roundup! This month has seen a lot of progress on the new menu as well as the return of Nova Split and Arrivon XI in their final forms. So without further delay, let’s dive into what’s new:
The new menu is now fully functional, it lacks a few screens which are to be added in the near future but it’s usable enough that it’s replaced the old menu entirely! All content in the game now has references loaded into memory when the menu starts, it’s extremely quick to load and allows for some useful things such as leaderboard support for workshop tracks. Both ships and tracks are categorized too now, this is now handled automatically based on your UserData folder structure to make it easy to organise your content.
If you were previously a Patreon donator then the new menu now has a ship turntable that allows you to select them properly without the need of the console. This will also be true for the three alt liveries which will be introduced in the coming months.
You can now also change track and ship ingame from the pause menu, the next track option will also be replaced with this in the future.
Here’s some showcases of what everything looks like:
Speed pads are now much more powerful, their trailing boost is the same but the push applied when over them is much stronger. Weapon wise there have been a few bug fixes regarding warnings and ships now fire three rockets, the outer rockets spread making it harder to hit opponents.
The game can now also load .flac and .ogg files for custom music, if metadata is available in the files then the game will try to read them to display as the song name too.
XP is no longer gained in events, it’s being stripped from rewarding small achievements like perfect laps and is instead being used only for getting medals in campaign events. This will tie it into the game’s upcoming progression system where unlocks are tied to campaign completion.
Nova Split and Arrivon XI have now been added back into the game, remade completely from scratch to bring them up to scratch with the latest improvements to the game’s visual fidelity and art direction. These two tracks are now also being fully implemented into the campaign as standard tracks, bringing the standard track roster up to 12.
There have also been some visual updates overhaul. Bloom, lens effects and tonemapping setups have been altered for every track to make their effects more subtle. With this is also sun flares, these flares are subtle additions to add some extra eye candy.
And the new sun flares in action
Thanks for reading and hopefully you enjoy the updates! If you want to join the beta branch to see all of the new stuff in action you can do so by right clicking the game in your steam library, going to properties, the beta tab, select beta from the dropdown and then clicking close. The game should then update automatically, if it doesn’t then restart Steam and it will.
I'll keep this short - If you have ever had even a passing interest in AG racing, get this. A tried and tested formula slickly executed; highly satisfying handling, great tunes and a very polished, purposefuly retro look. Even better, it has a thriving modding community and custom soundtracks.
ps. It might say I received this product for free - I was a patreon supporter and it was well worth it. At its current price, don't even hesitate, you certainly wont be dissapointed.
Still a work in progress - a guide containing all of the basic information you need to know about the game's track editor. Workshop support will be coming in the future. For now, you can share your mods here! http://www.moddb.com/games/ballisticng/addons
This thread contains the changelog for all beta branch updates that goes live. Changelogs are also available on the game's Discord server!
If you're on the beta branch and you find that your game isn't updating, try restarting Steam as it will perform an...
Just for discussion: I think the name of the game is one of its weakest points. I even would say, that it might be the reason, why I did not pay attention to it earlier. For me the title is a little boring, technically and it triggers no association with ...
This is a new format of announcement I'm starting where at the start of each month the changes to the game's beta branch will be summarised for the previous month. So to start this off, here's the summary for September!
Also, if you want to keep track of beta branch updates there's a new thread I've been keeping updated which you can find here - http://steamcommunity.com/app/473770/discussions/5/1495615865217094819/
Point to point tracks
Point to point tracks have been implemented, internally this feature is going to be used for short objective based tutorial tracks coming in the final campaign but these are also available in the Ballistic Unity Tools, mentioned below.
You can now tilt and zoom the camera in photomode using a controller, hold down the menu special bind and use the right analog stick to adjust both of these settings.
Sounds and Music
The wall scrape sound has been updated to give more of an impression of metal scraping. Shiftdelete, one of the game's contributing composers, has sent over his new song Antigraviton to be used ingame. This new song is used both in-game and as a menu song.
Have a listen over on Shiftdelete's soundcloud - https://soundcloud.com/shiftdelete/antigraviton
The firepower stat has now been implemented, the default ingame teams are currently still using the default value of 1 but any custom ships will not have their firepower stat applied.
The donator liveries have also been finished and will be ofically available when the new menu goes live! Wyvern's illumination map was also fixed, it hadn't been updated to the MkII model's texture map.
A UI tooltip system has now been implemented, this is currently only active on the new menu but will be rolled out across all interfaces over time.
Speaking of the new menu, the new menu now has some basic screens setup! You can now check out the new options menu from it and access the custom race screen, there is also a brand new quick race screen which will discussed at a later date.
Ballistic Unity Tools
If you're working on custom tracks, make sure you reimport the unity package for the following updates:
Added point to point scene toggle to scene references script - the middle checkpoint laser becomes the end of the track when this is enabled
Added Survival Ignore script - attach this to any objects you want survival mode to ignore when updating meshes and materials
Added three new shaders
Additive - additive transparency with no lighting, usful for effects like light shafts Additive Vertex Alpha - ditto, but vertex colors are applied (vertex alpha is used to affect transparency) Vertex Lit (No Clip) - same as VertexLit but isn't distance clipped