Name | BallisticNG | ||
Developer | Neognosis | ||
Publisher | Neognosis | ||
Tags | |||
Release | 2018-12-14 | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse Full Controller Support | ||
Players online |  8  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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Owners |  100,000 .. 200,000 +/-   | ||
Players - Since release |   +/- | ||
Players - Last 2 weeks |   +/- | ||
Average playtime (forever) | 4 | ||
Average playtime (last 2 weeks) | 0 | ||
Median playtime (forever) | 4 | ||
Median playtime (last 2 weeks) | 0 | ||
Public Linux depots | BallisticNG Linux 64-bit [1.52 G] | ||
DLC | BallisticNG - Bling Pack BallisticNG - Neon Nights BallisticNG - Outer Reaches BallisticNG - Maceno Island |
The major update to 2280 has begun and we're now ready to push out the first part of the changes.
[h2]Notices[/h2] [h3]Camera option changes[/h3] We've recently updated the camera options to be per camera mode, instead of the previous physics mode based FOVs and global settings with random specific mode settings sprinkled in. Every camera mode now has it's own FOV and offsets, and any mode specific options are now organised with the respective modes section in the menu. Because of these changes, the names of old camera settings in the ini file have been updated so everything will be reset to their defaults. [h2]The 2280 Update[/h2] [h3]Part 1[/h3] Part 1, this release, is the initial set of changes to the mode. We've laid the groundwork and have begun setting up ship stats. Let us know what you think! 2280s physics are now mostly separated from 2159, which has given us the opportunity to implement everything in a much cleaner and more modern way. Some parts of the physics like the ships thrust and various track bound related behaviours are still running on the 2159 code to keep that consistent, but pretty much everything else is new. [h3]Part 2[/h3] Part 2 will be focused on exposing the new ship stats to the modding tools and separating out game mechanics like weapon absorption to be available everywhere. The goal is for 2280 to become just a physics mode, with the game mechanics becoming options which let you mix and match whatever you like. This includes being able to do things like have weapon absorption and pitlanes enabled at the same time in any of the three physics modes/ We'll also be working towards 2280 having leaderboards, and for this we'll be setting up 2280 to use the afterburner and pitlanes as the default configuration, like with 2159. [h2]Changelog (since 1.4-d4)[/h2] [h3]2280[/h3]
[h3]Multiplayer[/h3]
[h3]Campaign Editor[/h3]
[h3]Custom Race[/h3]
[h3]Options[/h3]
[h3]Tracks[/h3]
[h3]Ships[/h3]
[h3]User Interface[/h3]
[h3]Stats Overlay (F1 twice)[/h3]
[h3]Engine[/h3]
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We've kicked off development of 1.4 and to get things started, we've been working on some modding features alongside some general features and improvements!
[h2]Notices[/h2] [h3]Legacy Layout Creator Depreciated[/h3] 1.4 is depreciating the legacy layout creator. It's still in the game and can still be used to create tracks, but has been tucked away so layout creator 2.0 is the focus. The legacy layout creator can now be accessed by using the mod_legacylayoutcreator console command. Note that it isn't being removed entirely as this is a feature that's important for backwards compatibility. [h2]Unity Tools Update[/h2] If you're making mods, you can now download unity packages for development builds of the game: https://github.com/Neognosis-Workflow/BallisticNG-Unity-Tools/releases/tag/1.4 All changes to releases towards the current major version will be documented on this release page. Overview [h2]Ship Lua Scripting[/h2] The game's Lua implementation has been extended to ships! These enable you to do anything you can imagine, from setting up additional cosmetics to adding new mechanics and physics! Like with custom track lua scripts, these are sandboxed so they're confined to only doing stuff inside the game. Download the latest Unity Tools to get started with ship lua scripts. Documentation: [h2]Trkd files[/h2] Trkd (Track Data) files are a new addition to custom tracks which allows menu data to be provided with the track. Trkd files are compiled and placed next to your tracks trk file. When present, the game will load everything it needs from the trkd, instead of going through the lengthy caching process. Trkd's can also be embedded into Wtrk files, and will be automatically added / updated if they're next to the Trk when creating / updating the Wtrk. It's safe to distribute both Trkd and Wtrks with embedded Trkd files to the current public stable release (1.3.3). Older versions of the game will just ingore the files. Also note that while Trkd files are not required and the game will continue with the current cache process without them, we highly reccomended you start shipping them with tracks as they offer similar load performance to the old system but without the extremely long load time on the first game launch. Download the latest Unity Tools to start building Trkd files. [h2]Reload mod content in-game[/h2] It's now possible to reload mod content without needing to restart the game! Use the new mod -> refresh content button on the menu to start the refresh. This will remove mods that have been deleted, register mods that were added and will also handle content being moved between folders. [h2]Steam Deck / Big Picture keyboard overlays[/h2] If you're running the game on a Steam Deck or in Big Picture with the Steam overlay enabled, any text input required (setting your name, entering data for custom campaigns, etc) when using a controller will now prefer the relevant Steam based keyboard instead of our internal overlay! [h2]HUD Scaling[/h2] BallisticNG now has a HUD scaling option! This setting is particularly useful for use with the Steam Deck or other handheld computers. Scaling ranges from 80-120%, which is setup to accommodate overlap with the vanilla HUD. Just as a note, we currently don't have plans for menu UI scaling. Several parts of menu UIs are built with the scale they're already at in mind and can't be scaled without breaking. Changelog (since version 1.3.3) [h2]Options[/h2]
[h2]User Interface[/h2]
[h2]Modding[/h2]
[h2]Steam[/h2]
[h2]Commands[/h2]
[h2]Lua[/h2]
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Hey everyone, here's a small update to address some issues brought up from the GOG side of things.
[h3]Engine[/h3]
[h3]User Interface[/h3]
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With BallisticNG 1.3.3 out of the door, we've now wrapped up 1.3 and are ready to move onto 1.4! Originally this is where we would have moved our main focus onto the game's Switch port, but as we have had unfortunately announced in September, Unity's actions and TOS terms moving forward makes this a risk for us within the time frames that we're operating within.
[h3]User Interface[/h3]
[h3]Gamemodes[/h3]
[h3]Tracks[/h3]
[h3]Ships[/h3]
[h3]Weapons[/h3]
[h3]Commands[/h3]
[h3]Options[/h3]
[h3]Debug Hub (f9 menu)[/h3]
What's coming with 1.4 1.4 is the final major update for BallisticNG. We'll still be working on additional content beyond 1.4 and providing maintenance, but we're very happy with what BallisticNG brings to the table and are preparing to move onto a new project. This update is going to be about final polish for the game, with the biggest change being a complete rewrite of the 2280 physics mode to bring it up to speed with the rest of the game, We'll also be working on some improvements for how mods are handled, enabling things like being able to add mods to the game while it's running and removing the need to cache custom track data. Vertex Lightmapper 2 If you're a game developer, we've just released the updated version of our vertex lightmapper tool with the improvements made from BallisticNG 1.2 and BallisticNG 1.3! This is the same tool you have in the BallisticNG Unity Tools package, minus the dependencies for TRM meshes. Feel free to use this however you like for your own games! Check it out on Github here. |
BallisticNG 1.3.3 is right around the corner and we're aiming to get it out next Friday on the 17th. We've been working with GOG and have spent some time getting everything ready for a release over there! |
First off, let's get straight into why you're reading this:
[h2]What this means for us[/h2] Many developers have made statements about the changes and more likely will. As one of the much smaller devs we've waited for the storm to settle before making an announcement. What's important to us is that we can continue to provide support for BallisticNG, even if in a year we'll need to be stomaching an over 4x cost in engine licensing fees with the Pro license. We're currently running a Plus license and have no trust in Unity to want to update to a new version of the engine where we'll be operating under their new TOS. We like to keep the Unity splash screen out of the game because of it's (now even more) negative reputation. Since the Plus plan is going away and the changes to the Personal license don't apply to previous versions, our only option for this is that 4x cost in fees mentioned above. For now we're sticking with Unity 2020 to continue providing support for BallisticNG, but we're evaluating other engines for future projects. |
.3.3 is the last update for the 1.3 support cycle. Before we move onto the final two tracks we've worked on some major engine changes.
Public development builds are considered stable and all game features, including online components such as leaderboards, are available. [h2]Caliburn Rebalance[/h2] Caliburn has long been a ship that we haven't seen being used much, not even by ourselves. The ship has a problem in that it's stayed true to the teams lore and hasn't made for a compelling or particularly fun ship to fly. This update dials the ship back a bit, bringing it's handling stats in line with Wyvern but with G-Teks grip. Speed and combat related stats have remained untouched. With these changes Caliburn is now also usable in campaigns and will show up in races with standard ships if you enable the post-release roster option. [h2]Rewriten Track Systems[/h2] If you're simply playing the game then give the preview a go and let us know if you run into any issues with race positions or being able to navigate down different routes. If you're working on custom tracks, this is a topic that's too much to properly explain in a Steam announcement. In-depth documentation for the updated systems can be found here (still a WIP, we're adding images): https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/custom_tracks/track_config/section_tracking.html In our testing quite a few custom tracks don't use route start and route ends, or have misconfigured them. In the new system this misconfiguration prevents players from being able to backtrack after route exits, such as backtracking down a start grid if there's a pitlane that exits onto it. For the most part this is not a problem, as BNG is a racing game and you should be moving forward, but is something that can impact the eliminator gamemode as it supports the ability to backtrack to re-use weapon pads. If you've released custom tracks then no action needs to be taken as these are not game breaking issues in most cases, however we would recommend validating and updating your route setups if you intend to fully support Eliminator. The validation can be done in-game using the new visualizer commands. [h2]Changelog[/h2] [h3]Engine[/h3]
[h3]User Interface[/h3]
[h3]Gamemodes[/h3]
[h3]Ships[/h3]
[h3]Tracks[/h3]
[h3]Commands[/h3]
[h3]Weapons[/h3]
[h2]1.3 Support Cycle[/h2] BallisticNG 1.3.3 is the 3rd out of three post-1.3 updates where we're focusing on additional content and fleshing out the game's features further. 1.3.1 introduced an updated Harpstone and Vespera Heights, a prototype for the game's 4th expansion, more liveries and a few updates to multiplayer and Stunt improvements. 1.3.2 introduced an updated Nova Split and Pines Complex, a prototype for the game's 5th expansion, an improved playlist editor and dedicated multiplayer servers. 1.3.3 is introducing an updated Aciknovae, another free track, a caliburn rebalance, a major overhaul to the game's track systen, and various modding tool additions and improvements. Once these updates have been released we'll begin work on 1.4, which is also where we'll be working full time on the game's Switch port. |
Hey everyone, here's a small update to address some more multiplayer issues present in 1.3.2.
[h3]User Interface[/h3]
[h3]Multiplayer[/h3]
[h3]Dedicated Servers[/h3]
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months in the making, BallisticNG 1.3.2 is now available with more content and features!
With exception to BotNamesFile, these options can be changed on the fly with console commands. [h3]Commands Galore[/h3] To make server admin easier, the game now has a whole new set of console commands specific to running servers. Server admins can also login to the server using the in-game console and send commands without needing to be at the servers terminal window. These commands are also usable when hosting a game from inside the game itself. Documentation for the commands are available in the DedicatedServerExample.cfg file. [h2]Multiplayer Changes[/h2] [h3]Handshake improvements[/h3] More improvements have been made to the client-server handshake that happens whenever you connect to a server. With 1.3 we had split the handshake up into multiple packets, which had introduced numerous connection issues. Handshake packets containing non-essential connection information are now buffered if they arrive before the essential packet, which fixes numerous issues relating to missing players, duplicate players and not being able to connect at all if multiple people are connecting at the same time. [h3]Missing Track Improvements[/h3] The server now requests clients to verify whether they have the current track roster installed and will no longer register them as being in the race if they don't. Clients now also validate all tracks in the roster, so a single track missing in a tournament roster will now prevent that client from playing in the tournament. [h3]Race Reporting[/h3] When a client is in a lobby while a race is running, the server now sends a report of the race / tournament which details the total progress and the players in the top 3 race positions. This data is reported once every 5 seconds and can be changed on dedicated servers to be more or less time, if desired. [h3]Performance Improvements[/h3] Network message buffers are now re-used, meaning less memory being allocated and discarded, resulting in a slight performance boost on weaker hardware. Changelog [h3]Dedicated Servers[/h3] Dedicated servers run as a headless instance of the game in an automated mode. A config file can be setup to define the track pool, whether the track pool is pulled from sequentially or randomly, the break time between races and other lobby settings. There is a lot to cover in dedicated servers, so it's recommended that you explore the LaunchServer.bat / .sh file, DedicatedServerExample.cfg file and SvrScripts folder The server outputs to a console window which can also be fed any of the game's console commands to control the server as it runs. Make your own copy of server related files. If the provided files are updated in the future, it will overwrite your changes [h3]Tracks[/h3]
[h3]Ships[/h3]
[h3]Music[/h3]
[h3]Options[/h3]
[h3]Commands[/h3] The commands introduced in this version are all related to server management. You can find documentation for them in the DedicatedServerExample.cfg file.
Multiplayer
[h3]User Interface[/h3]
[h3]Weapons[/h3]
[h3]Engine[/h3]
Up Next We'll now be moving onto 1.3.3, the final 1.3 support cycle update. For this we'll be working on an updated Aciknovae and another free track, as well as some smaller additional features. You can keep an eye on our progress using our roadmap: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap Once 1.3.3 is out we'll be shifting our focus to 1.4, and the Switch port! |
We're still working hard on the two tracks for 1.3.2, but in the meantime we have some new features that we'd like to get in your hands while we're working on those tracks!
Public development builds are considered stable and all game features, including online components such as leaderboards, are available. New Features [h2]Playlist Editor[/h2] The playlist editor is a new audio options sub-menu which replaces the custom music options previously found in the Audio -> Mods menu. With 1.3 we had introduced a new music backend which allows us to combine internal and external music into the same playlists, so this new feature builds upon that by exposing the system fully to you. Internal music has been split into playlists by the expansion / update that introduced them and you can now pick and choose any external music folders you want to play. We've also included a quick setup feature, which mimics the old Audio -> Mods menu if you prefer to continue using custom music in that way, or to quickly setup playlists to further tweak. [h2]Dedicated Servers[/h2] You can now host dedicated multiplayer servers. Use the Launch Dedicated Server.bat (Windows) / Launch Dedicated Server.sh (Linux) to start a server using the DedicatedServerExample.cfg file! For this preview we're not officially supporting dedicated servers on Mac so we can focus on the two major operating systems people are most likely to be running a server from first. Terminal behaviour on Mac is untested and may not be correct, but the server should still run. You'll want to create your own shell script to launch it for the time being. Everything you need to know can be found documented in the DedicatedServerExample.cfg file, however here's a quick rundown:
Please let us know what you think! Your feedback will help us improve and expand what can be done with dedicated servers. Changelog Music
Options
Multiplayer
Commands All of these commands and what they do are documented in DedicatedServerExample.cfg
Weapons
Engine
Track Preview Here's some work in progress shots of the new track! 1.3 Support Cycle BallisticNG 1.3.2 is the 2nd out of three post-1.3 updates where we're focusing on additional content and fleshing out the game's features further. 1.3.1 introduced an updated Harpstone and Vespera Heights, a prototype for the game's 4th expansion, more liveries and a few updates to multiplayer and Stunt improvements. 1.3.2 is introducing an updated Nova Split, a prototype for the game's 5th expansion, the improved playlist editor and dedicated multiplayer servers. 1.3.3 is introducing an updated Aciknovae and another free track. Once these updates have been released we'll begin work on 1.4, which is also where we'll be working full time on the game's Switch port. |
BallisticNG 1.3.1 is now available!
Ships
Multiplayer
Modding
User Interface
Options
Engine
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BallisticNG 1.3.1 will be releasing on March 13th! This first 1.3 support cycle release will update an existing track, add a new track and address feedback and issues from the 1.3 release. |
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Stunt has leaderboards and can be played in splitscreen. Let us know what you think! [h2]Multiplayer Updates[/h2] Multiplayer has had a few updates. The first is more options, with the three new custom race cheat options getting added and an option to set the bot count when they're enabled. We've also implemented a lobby preset system, so you can save the lobby config and then quickly recall it later. The host also now has control over the results screen time and how long people have to finish the race once somebody has passed the finish line. We've also rewritten how player ship selections are handled in the backend which will reduce host client connect lag spikes when lots of ships are registered into the game. [h2]Physics Updates[/h2] [h3]Hover Improvements[/h3] Ship hovering behaviour has received an update to eliminate the twitchy behaviour when pitching up where the ship switches between being grounded and airborne. This is most noticeable at low speeds. This change also makes it harder for ships at low speeds to leave the grounded state, this means constantly pitching up at low speeds will now slow you down as the ship will no longer be nose diving in the airborne state to level itself back out. [h3]Better Collisions[/h3] Collisions have had a massive update so walls no longer grab you and height lock the ship. Scraping your rear end against walls is now nice and smooth! [h2]Major Campaign Updates[/h2] Note: these change adds more events to the campaign. Your campaign rank will drop as a result of this. We've taken the time to address many long running complaints with the game's campaign and implement changes to address them. [h3]Aster League[/h3] The Aster League is a new expansion campaign that takes you through the new small vehicles content. With 8 tracks with reverse variants, this campaign is a fairly lengthy one and will take some time to complete. Complete the last event with a gold or platinum for an addition to your pilot licenses on the main menu! [h3]Time Trial Updates[/h3] All of the campaign time trials (including DLCs) have been updated with a new method of setting up the bronze and silver medal requirements. They are now based on a percentage of a lap in the gold run which now means they scale on a per track basis. This makes a huge difference in long tracks like the Omega Harbour Nexus event because of the tracks length, so those kind of events are no longer an endurance test to reach a bronze like before. [h3]More Lenient DLC Livery Unlocks[/h3] Instead of needing to get at least a gold in every campaign event you now just need to achieve 50% completion. This completion percentage can be achieved by getting any combination of medals in any event. This change also applies to campaign unlocks for custom ship liveries. [h3]Easier Progression[/h3] All campaigns have been updated so you only need 4 points to unlock the next set instead of 6. This means you'll need 2 silvers, a bronze and a gold or a single platinum to progress to the next set of events. The points of course follow through to further sets, so achieving a gold and platinum on every event will have you very quickly unlocking every event to play. [h3]Event Updates[/h3] Many events have been updated/added for various reasons:
[h3]Redesigned Model A / B sets[/h3] The Barracuda A events have been cut back drastically. There are now 4 time trials on select tracks instead of one on every track. The Barracuda Challenge has also been given the same treatment, with the track list being cut to focus on a particular set of tracks. The Barracuda B events have been split out into individual races so they're no longer endurance tournaments. The last two events in this group are veteran challenges which still test your endurance on the forward and reverse versions of the Model B tracks. [h3]Refreshed UI[/h3] We've updated the user interface to be a more stylised and provide much more information about selected events. Here's a look at the updated event details panel: [h2]Ship Loading Improvements[/h2] We've rewritten ship loading to run in the background, meaning no more lag spikes for larger ships! Vanilla ships have also been split into individual files and run off the same asset management backend as the v3 custom ship format. This change means you will see a brief loading period for the built in ships as their resources are no longer constantly loaded into memory, but this now gives us much more overhead to add more ships and ship liveries! Modding [h2]external.txt[/h2] The game now allows mod content to be loaded from anywhere on your computer using external.txt files! This can be useful for things like custom music where you don't want to make duplicate of files just so they can show up in the game. We've opted to do it this way since all three operating systems have different ways of handling shortcuts and this makes it easier for us to maintain and potentially implement user interfaces for in the future. For more information about external.txt files, check out the documentation here. [h2]Custom Liveries and the Ship Viewer[/h2] The game now supports custom liveries! Check out the documentation here for how to set them up.. Any ship loaded into the game can have custom liveries, you'll just need the author to provide a template file for you to work off. For internal ships we've provided PSD and XCF files! To help with making liveries we've also implemented a ship viewer, accessible from the main menu. This tools let's you load up any ship currently loaded into the game and orbit around it. You can reload the current livery to immediately see livery changes and control which texture maps are drawn and change the light level to test illumination and reflection maps! [h2]Layout Creator 2.14[/h2] The layout creator has seen some big updates for this release! See the full changelog or documentation what's new section for all the details, this is just a small overview. Orthographic Camera It's now possible to use the editor with orthographic side/top cameras! The different camera modes can be cycled through using the 1 through 4 keys. More node tools Node scaling and orbit tools have been added. Holding S allows you to scale nodes away/towards the average position of all selected nodes. Holding R allows you to orbit nodes around the average position of all selected nodes. Junction Smoothing 2.0 The editor's junction smoothing has been rewritten and drastically improved. You can switch back to the original smoothing in the Route Tools window, and tracks saved in an older version of the editor will still use the original smoothing. [h2]Ingame Campaign Editor[/h2] You can now make custom campaigns in-game. Accessed from the campaigns menu, this new editor makes it much easier to setup custom campaigns with everything that you can do by manually writing an XML exposed to you. The updated base game campaign, upcoming maceno island campaign and the new Aster League campaigns were all made using this! [h2]Custom Virtual Palettes[/h2] It's now possible to override the game's color palettes for virtual environments using PNG images! Click the image below for a guide (we've also included this image with the game, in the modding folder). [h2]Dust Zones / Surfaces[/h2] Dust zones and surfaces are a new engine feature that allows you to define areas or hoverable surfaces that will kick up material using particle systems and play a sound. Dust surfaces in particular can also be used as proxy triggers for other triggerable areas, such as push zones or damage zones. We're currently using these on the small vehicle tracks and in the upcoming Maceno Island expansion. For more information, check out the documentation. [h2]Animated Characters[/h2] Please note that we currently don't have documentation up for animated characters, we'll get this written up in the future. If you're familiar with animating characters in Unity, the stand-in documentation page provides the information you need. BallisticNG now supports animated characters! We're currently using this the pilots on the small vehicles and already have the system exposed for modding. Characters use Unity's Mecanim system, allowing mods to take a set of variables and use them to blend between different animations however is seen fit. [h2]Debug Hub[/h2] The debug hub is a new overlay that can be accessed by pressing F9, it provides various tools and can be extended by code mods to add additional functionality! Logger The logger allows you to log information to the screen. This is hooked into Unity's logger, so you call Unity's logger to print into it. Memory Profiler The memory profiler provides information on how much memory is being used by the game and provides information on the amount of resources loaded. Render Profiler The render profiler provides information about what's currently being drawn. This is useful for track development so you can see what's causing rendering bottlenecks. Fog Editor / Sun Ray Editor If a track has fog / sun rays enabled, these editors let you configure them on the fly for you to copy back out into Unity. A useful tool for track developers! 1.3 Support Cycle We're now entering the 1.3 support cycle, where we'll be spending some time bringing more free content, features and bug fixes that build upon what we've been working on for this major update. Refer to our roadmap for more information: https://trello.com/b/xf49tYpV/ballisticng-public-roadmap We have 3 updates planned, each focuses on a new free track and an update to an existing track. The track updates were originally planned for 1.4 / Switch release, but we've decided to pull them back since we're already on a roll with major content updates and doing so brings the content to you sooner.
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Update Recap 1.3 has a massive number of changes, so many that we're waiting for the release to highlight them all. Here's a recap of the upcoming content, updated content and some of the major feature additions: [h2]Updated base game campaign[/h2] The base game campaign has see a major update in 1.3, with many changed events, some added events and rebalanced time trials. We've gone through the whole campaign and reconfigured events that wasted lots of time, such as knockout on Aciknovae. Our goal with campaigns is to provide a guided tour of content that works well together and this idea has been much more carefully followed with these changes. Later on in the campaign you will now also get to play on reverse versions of the tracks, something that wasn't in originally as the reverse tracks were last minute additions to the game. Since release we've also added new gamemodes so we've also added a few extra events that make use of these. Time trials have had their bronze and silver targets adjusted to scale with lap times instead of being a static offset across the board. This means events like the Omega Harbour trial where the track has longer lap times will now be much more lenient and less of an endurance test. The Barracuda A events have been cut back drastically. There are now 4 time trials on select tracks instead of one on every track. The Barracuda Challenge has also been given the same treatment, with the track list being cut to focus on a particular set of tracks. The Barracuda B events have been split out into individual races so they're no longer endurance tournaments. The last two events in this group are veteran challenges which still test your endurance on the forward and reverse versions of the Model B tracks. [h2]Small Vehicle Content[/h2] Small Vehicles is a new set of content built around smaller pedestrian sized vehicles running pure races. 1.3 kickstarts this new vehicle class with 8 tracks and a campaign to accompany them. Atacama, Alice Mountain and Forgotten Coast were made by community member Brobama! We'll also be providing our content templates with the modding tools so people can get started with making their own small vehicle tracks by using the same starting point that we had when developing them. These templates include track tile textures, the holographic wall texture and material, a .blend file with the walls and a layout creator file with the default track width and speed modifier pre-configured. The small vehicle tracks are part of the base game. [h2]Ribble Raceway[/h2] https://www.youtube.com/watch?v=vXKQVv4kkv4 [h2]Brattelva Circuit[/h2] https://www.youtube.com/watch?v=BcnxOODemGA [h2]Atacama[/h2] https://www.youtube.com/watch?v=Q0wW3MBSMgA [h2]Alice Mountain[/h2] https://www.youtube.com/watch?v=FO85HkExeYU [h2]Forgotten Coast[/h2] https://www.youtube.com/watch?v=uJn3O-wDoSg [h2]Skylight Gardens[/h2] https://www.youtube.com/watch?v=9OVGmhyhno4 [h2]Maria Tide[/h2] https://www.youtube.com/watch?v=uJn3O-wDoSg [h2]Vega Waterway[/h2] https://www.youtube.com/watch?v=ZmSaFte4jBU [h2]Updated environments[/h2] We've taken what we considered to be some of the weakest tracks from a visual standpoint and made improvements or rebuilt their scenery from scratch to bring them up to standards we see appropriate for 1.3. [h2]Omega Harbour[/h2] https://www.youtube.com/watch?v=GyYUmoi3Tro [h2]Arrivon XI[/h2] https://www.youtube.com/watch?v=jS7-QwnD7LQ [h2]Metro[/h2] https://www.youtube.com/watch?v=H3D4Uv-4iGg [h2]Arrivon Peak[/h2] When updating Arrivon Peak with virtual environment scripts we thought the terrain looked pretty ugly, so on top of the survival mode compatability Arrivon Peak has had a minor update to change its terrain to use one of our modern terrain shaders. We've also added in a few extra details. [h2]Kuiper Overturn[/h2] We saw a problem with Kuiper Overturn after releasing Outer Reaches; people couldn't navigate it cleanly without lots of practice. This update is one of the more minor ones, but there's numerous changes all centered around readability. The lighting has been toned down to give the track a much darker and more ambient look. This helps the navigation lines stand out much more, which have also been given new colors that don't clash with existing elements on the track. The navigation lines now also bleed light into the surrounding scenery, helping the tracks path stand out more. Chevrons have also been moved to not only give a clearer indication of where you should go, but also hint at what the inputs you should be pressing are. We've also added some debris particles! [h2]Basin Optimized[/h2] Basin has been a hardware benchmark for us as it's by far one of the least optimized tracks in the game. For 1.3 we've revisited it and optimized it to the standard of all of our most recent tracks. Visually Basin is exactly the same, except now it'll run much more smoothly on older hardware, and in the future, the Switch! [h2]More Ships[/h2] We've rewritten our ship management backend so it's much, much easier for us to implement new ships. We went ham with adding more vehicles for this update. Some of these are fun extras that are hidden by default and need a cheat code to activate. [h3]Mako[/h3] The AGLS new-comer from Maceno Island with a sturdy and agile ship that can hold its own in a firefight. [table] [tr] [td]Acceleration[/td] [td]2 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]3 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]7 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]6 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]6 / 10[/td] [/tr] [/table] [h3]Aster LB221[/h3] Aster's flagship vehicle. An AG bike fitted with AGL technologies to ensure the rider is safe while flying at speeds comparable to a regular ship. [table] [tr] [td]Acceleration[/td] [td]10 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]2 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]9 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]1 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]Aster VB221[/h3] A virtual version of the LB221 for use in Barracuda's Pilot Acclimatization Simulators, matching the Barracuda Model S's ship performance for consistency in training scenarios. [table] [tr] [td]Acceleration[/td] [td]9 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]10 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]9 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]9 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]Aster KA10[/h3] An experimental AG go-kart that shares components with the LB221. It has a higher top speed then the LB221 but its extra mass makes it slightly worse then accelerating and steering. [table] [tr] [td]Acceleration[/td] [td]8 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]3 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]8 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]1 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]Scorplet[/h3] Scorpio's Heavy Duty Hydraulic forklift with AG suspension. [table] [tr] [td]Acceleration[/td] [td]1 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]2 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]2 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]1 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]Omnicom Cd-AG32[/h3] A manually controlled Omnicom Camera Droid. [table] [tr] [td]Acceleration[/td] [td]9 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]1 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]6 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]1 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]M-Tech RD-1[/h3] A manually controlled MediTech Rescue Droid. [table] [tr] [td]Acceleration[/td] [td]1 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]8 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]5 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]1 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]Barracuda MT Mini[/h3] A race ship sized Barracuda Martian Transporter, the ship of choice for transportation for those involved in the Outer Reaches project. [table] [tr] [td]Acceleration[/td] [td]2 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]6 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]7 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]10 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h3]Wyvern Scc Ares Mk 1[/h3] A minature Wyvern Space Cargo Carrier, the main cargo ship being used to carry resources to Mars. [table] [tr] [td]Acceleration[/td] [td]1 / 10[/td] [/tr] [tr] [td]Top Speed[/td] [td]7 / 10[/td] [/tr] [tr] [td]Handling[/td] [td]2 / 10[/td] [/tr] [tr] [td]Shielding[/td] [td]3 / 10[/td] [/tr] [tr] [td]Firepower[/td] [td]0 / 10[/td] [/tr] [/table] [h2]More liveries[/h2] Not only have the Model B and Model C ships been merged into a single ship with liveries, but thanks to community member Vista they also now have liveries for more teams. Vista has also provided additional team liveries for the small vehicles! Here's a small sample of the liveries: [h2]Animated Characters[/h2] BallisticNG now has support for animated characters! Internally we're using these for the pilots on the small vehicle ships, but of course mods can use them however they see fit. We're using Unity's mecanim system to drive these so mods get a lot of freedom when determining how to animate. [h2]Improved physics and cameras[/h2] We've made massive changes to collisions and subtle changes to the hovering physics! Collisions have always been a bit janky in BallisticNG because of the way we handle airbrake physics to keep the result of stat inputs consistent across ships. For 1.3 we've made significant improvements to them so you'll no longer find yourself getting stuck to walls when airbraking and will be much less likely to clip straight through them. Hovering has also seen improvements so gliding at the top of the ships hover height no longer jitters around. The track chase camera has been rewritten from scratch to make some fundamental changes that makes is feel much more satisfying to use. The 2159/floor hugger rear chase has also seen some big updates, improving its response to the ships physics. Both of these cameras now also have options to revert them back to their pre-1.3 versions, if you prefer them. [h2]Custom Liveries (and the ship viewer)[/h2] We've added support for custom liveries! Every ship loaded into the game can have a custom livery made for it if the ship author provides you with a template file to work off of. The majority of internal ships have template files available for you in the modding folder, and you can use the new ship viewer feature to preview the livery in-game with an instant reload button and several options to adjust rendering settings such as lighting. [h2]In-game campaign editor[/h2] The game now has a built in campaign editor so you no longer need to write XMLs to get your custom campaigns going! We've been using this new tool internally for the past year now with the updated base game campaign, maceno island campaign and small vehicles campaign being built with it. The editor gives you access to all of the same features manually writing the campaigns XML do, and as a bonus campaigns are reloaded when you back out of the editor so you can immediately playtest the changes you've just made! We've integrated the editor as part of the campaigns menu so it fits nicely with everything else. [h2]Engine Upgrade[/h2] We've updated to Unity 2020.3. The biggest benefit this provides to everybody is much better frame pacing, exposed profiling tools which we have implemented into our new debug hub for track creators to take advantage of, and lots of little additions which we're taking advantage of to build our own rendering optimisation solutions for the Switch version. Maceno Island Recap Maceno Island is the upcoming tropical themed DLC adding 6 new tracks, new liveries and a new campaign. [h2]Maceno Bay[/h2] https://www.youtube.com/watch?v=R_QYqV_9rAI [h2]Therma Fumos[/h2] https://www.youtube.com/watch?v=xuWm0rEiH9c [h2]Maceno Interchange[/h2] https://www.youtube.com/watch?v=wJ3CbfuUND4 [h2]Freyr Falls[/h2] https://www.youtube.com/watch?v=AsMOj0z7k-8 [h2]Alto Overseer[/h2] https://www.youtube.com/watch?v=FO85HkExeYU [h2]Maceno Peak[/h2] https://www.youtube.com/watch?v=KgINhyfTcHs |
We're now starting to wrap up the development of 1.3! All small vehicles tracks are now complete and we currently have the campaign for it in testing. It comes in at a total of 67 events! |
Maceno Island
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game. Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3. What's new? New Ships Mako and the Aster KA10 are now playable! Scanline effects now disabled in VR We've had reports that people were getting motion sick in the menu and in survival mode because of the scanline effect. It's now disabled in VR. New ship asset mangement system All internal ships are now built into their own asset bundle files. This allows us to manage internals ships exactly like we have been with custom ships. There's now a slight loading time, but we no longer need to have all of the ships resources loaded into memory, which gives us much more room to cram in more ships and liveries for those ships without worrying about making the game eat more of your system resources. Redesigned campaign details panel We have a new campaign details panel! All of the events information is now displayed so you can see exactly what you're about to play. More options Custom race and multiplayer now have more options! For both custom racea and multiplayer you can set custom speed multipliers to go as painstakingly slow or as blisteringly fast as you want. Multiplayer now also has options to control the end of race and return to lobby timers. We've also added a new graphics option to set the displays refreshrate when using exclusive fullscreen and a new gameplay option that allows Orbitronix and Mako to be part of the game's standard ship roster when spawning AIs. Game state added for speed runners We've added an enumeration that speed runners creating LiveSplit Auto Splitter scripts can hook into. NgData.Player.PlayerState is the enumeration and it holds the following states:
Bling Pack is now Steamless Thanks to big changes we've made to our DLC system recently, we finally have a much better solution for the bling pack. The bling pack is now it's own DLC file to validate that you've bought it. As with all other DLC, once you have that file you no longer need to run the game through Steam for any reason. [h2]Stunt[/h2] https://www.youtube.com/watch?v=ShARRHlbngg We've added a new high score game mode. In Stunt your goal is to perform as many barrel rolls as you can before completing all laps. The closer you barrel roll to the floor, the higher the score. Our approach to this mode was to take barrel rolls and turn it into somewhat of a rhythm game, with the timing of the roll playing an important part in a positive feedback loop to sustain long roll chains. In this mode barrel rolls are bound to a single button press, however you can still perform them normally if you really hate your controller ;) The mode works as follows:
Sticking as close to the track as possible is key as spending too long in the air is wasted chain time. Maintaining close proximity to the track is done by pitching down and braking over crests when going at high speeds. The mode is also playable on all speed classes and supports splitscreen! Stunt will have leaderboards when 1.3 releases. They're currently disabled in the beta. 1.3 Beta 8 Full Changelog Ships
Music
DLC
Engine
VR
User Interface
Tracks
User Interface
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Multiplayer
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It's been a busy month and we have three tracks to showcase today!
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Hey everyone. This month we've been focusing on more small vehicle tracks content, which is now getting close to being done. |
Hey everyone. We're a little behind posting this one since we were finishing up the content to show off, but here's our 1.3 development progress through May 2022! |
Hey everyone! As we had mentioned in our 1.3 Beta 7 release announcement, we're now at a point with the update where the bulk of the work is now content so we're just cracking on with it. |
You can then access this preview by navigating to the BallisticHD Preview track category and picking the Future of AG Racing track. BallisticHD BallisticHD is the next generation of AG racing, powered by the most cutting edge rendering engine ever conceived to achieve the fastest racing gameplay ever created. This is the greatest, biggest and most visually impressive the BallisticNG franchise has ever been to date in the history of the racing genre. [h2]Rendering[/h2] For this new game we've reduced visual clutter so you can focus on the track without distraction. The decision was made to use a low-poly solid color aesthetic, and as it turns out, sometimes to make a minimilistic style you must first start off with something much more complex. For this task we have developed a rendering engine capable of procedural texturing and texture stripping. We start off with material descriptors which describe the exact properties of a surface in the real world, like the physical makeup of concrete for instance. In most cases we use 3d scanning to sample the data we need for these descriptors. This information is then used to generate the relevant texture maps to feed into a PBR rendering pipeline. All of this takes place in the background as the game is running, and helps drastically reduce artist development time by up to 1000x. The system is completely dynamic and re-generates the textures every frame so we can modify their properties, which has allowed us to implement never before seen environment destruction technologies. Now that we have all of this information, we discard it all so we can simply sample the base albedo color of the material, enabling us to achieve beautifully smooth surfaces never before seen in video game rendering history. We call this next generation technology Subtractive Minimalism. Remember how we mentioned you sometimes need to start with something much more complex to achieve a minimilistic style? This is also true with our geometry. We understand that gamers continue to demand more and more fidelity out of their experiences, so we have developed a rendering technique that lets us take meshes you'd typically see in movie VFX production and render them in realtime with no more overhead then a current generation mesh. We're pushing 100 trillion triangles per frame, and the results are simply stunning: [h2]Gameplay[/h2] BallisticHD is the fastest racing game ever made. Are you up to the challenge to become the fastest racer in the universe? We aimed to streamline the BallisticNG experience and have spent years improving upon the formula. BallisticHD no longer features weapons or pitlanes. These features add unnecessary complexity to the gameplay which confuse players not acquainted with combat racers and conflict with our new core focus. BallisticHD is an e-sports ready title. We have stripped all gamemodes but Time Trial from the game, now enforce a single ship and have removed speed pads, as these create a skill gap between players who have and haven't mastered a particular ships handling and its racing lines. The game is built around BalliisticNG's floor hugger physics, enforcing strict racing lines to further close the skill gap for fair, balanced races while also enabling brand new track designs never before seen in the history of racing video games. We believe that BallisticHD will take the centre stage of e-sports, and with the support of its dedicated fanbase we will continue to provide the most epic moments and wholesome victory finishes captured in competitive video game history. Racing Seasons BallisticHD will launch with a single track and we're adding even more through exciting racing seasons which contain skill pushing challenges to further you as a pilot! Unlock shiny new ship liveries and complete your track scenery collection by converting your hard earned Race Points into NG Coins and spending them in the Ballistic Store, or by purchasing NG Coin packs directly to fast track your way to the elite ranks. NG coins can be melted down into scrap gold and then later pressed into chassis credits, enabling the purchases of chassis part crates to obtain never before seen in the history of racing video games ship chassis designs. We've designed an intricate surprise system powered by the next generation of neural network AI technology to know exactly when to award you with rare and legendary chassis, based on your continued participation in the racing season. We care deeply about ownership of the content you've purchased, and this is why we use NFTs to handle your game items so you truly own your digital purchases, even if the servers go down. This revolutionary approach to seasonal content provides you, the player, with unprecedented never before seen in the history of every video game ever made methods to economically brag about your play time to your friends and the sprawling BallisticHD community. Racing Seasons will run for 2 months at a time with new free content dropping over the course of each one. Fill your afterburner gauge over the course of each season to unlock additional content and small offerings of Race Points to put behind your Ballistic Store investments. Our long term plan is to run a total of 60 seasons over the course of 10 years, and that's our promise! Records will be offline only at launch, Online leaderboards and multiplayer lap boards will be available after Season One has begun. Only the Zen speed class is available at launch to celebrate BallisticHD being the fastest racing game ever made. More speed classes will be coming as the seasons progress. A constant internet connection is required to play. [h2]Story[/h2] The year is 5000. Aliens have descended on earth, taken over world governments and destroyed our infrastructure to severely cripple our ability to progress any further. Enslaved, we must now race to prove ourselves and reclaim our freedom. Throughout the epic racing seasons we will see humanity rebuild as it continues to prove its worth and replace our infrastructure, with you and your racing squad at the helm to rebuild it. This is all possible thanks to our new innovative approach to lore mechanics which revolutionizes immersive racing experiences, combining co-op and surprise mechanics into a next generation dynamic experience which allows you and up to 3 friends to individually purchase scenery pieces and chassis designs at 5% off as you restore society to its former glory. We're very excited to have unveiled our new game to you, and we look forward to seeing you on the track. Stay floating, pilots. |
.3 Beta 7 is now available! This is going to be our last beta build for a while. A lot of work now is content related, so we're going to get cracking on that and drop it all with the final 1.3 release. Stay tuned for content teasers!
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game. Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3. What's New? [h2]Forgotten Coast[/h2] Forgotten Coast is a small vehicle track weaving through a mangrove swamp in New Caledonia, made by Brobama. The entire track is off-road, with most of it having you flying over the ocean. https://www.youtube.com/watch?v=do2_lTH4iz8 [h2]Maria Tide[/h2] Maria Tide is set in Port Maria, Jamaica and is mostly off-road, with a small asphalt start grid going through the locations town. https://www.youtube.com/watch?v=uJn3O-wDoSg [h2]Animated Characters[/h2] To complete the Aster LB221, BallisticNG now supports animated characters! This feature will be available to custom ships for the final 1.3 release. This is making use of Unity's state machine system, meaning mods will get a whole lot of control using a node graph to drive their animations. [h2]Model B and C updates[/h2] The Model B and Model C has been flattened down into a single ship with liveries. Not only does this allow custom liveries, but we can now add more internal liveries too! With the drag and drift categories now only having a single ship, we can potentially look at adding more drag and drift ships in the future and really start fleshing out the content for these modes. We've also reduced how much the Model B bounces, meaning much less micro-pitching will be required to keep it vertically stable. These changes also mean the leaderboards are no longer populated with different names for each Model B/C livery, and will now show up as just Barracuda Model B and Barracuda Model C To celebrate the change, we've added the very original Model B livery to the ship! If you've been playing since the early access days, you might remember this as the original survival ship ;) [h2]New Ships[/h2] 5 new ships have been added! These are fun extras which are unlocked using the new nanomachines and spacerace cheats, which are typed on the menu. You can also now type funallowed for the game to remember any ships you have unlocked via a cheat. Changelog Tracks
Engine
Multiplayer
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Cheats
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.3 Beta 6 is now available! We took a month off over Christmas to refresh and come back with a strong start to the year. We have lots of new modding features and content for you!
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. Unity Tools Notice While these beta builds ship with Unity 2020.3.5 ready builds of the Unity Tools, they are intended for our internal testing group only. If you want to import the Unity Tools, please make sure you're using Unity 2018.3.8 and import them from the public branch running version 1.2.5 of the game. Mods built with the 1.3 Beta Unity Tools are not compatible with previous versions of the game and documentation will not be available until the final release of 1.3. Development Roadmap We now have a public version of our internal roadmap available for everybody to view! https://trello.com/b/xf49tYpV/ballisticng-public-roadmap While subject to change, the gist of what we're working towards is:
As you can see from the roadmap we have a lot of free content still to come for 1.3, so buckle up ;) Game Changes [h2]Alice Mountain[/h2] The first track from Brobama is here! Alice Mountain is a small vehicles track set at the base of a ski resort in British Columbia and features lots of bumpy offroad track. https://www.youtube.com/watch?v=osV1vCeGxHg We asked Brobama if there was anything he wanted to add to this betas release announcement, and he had this to say: "When we were first discussing ideas for the bike tracks, the first thing that came to my mind was motocross racing. Alice Mountain takes inspiration from old Motocross racing games on PS2 and Xbox - which I played a lot of as a kid - most importantly the track Hillsboro from MX: Unleashed, which also had a construction site and gondola line. I tried to incorporate the aesthetic of these old games into BNGs engine, while also staying close to the guidelines given to me by Vonsnake, which resulted in a hybrid between the standard bike track style of Ribble Raceway and a bumpy dirt section. This track also has a few sections where the normal road surface gives way to bare rock, which I just did because it looks cool. Its taken me a long time to complete, but after Vonsnake personally flew to America to physically assault me for not working fast enough, Ive finally been able to become the first mod-track creator to have a track added to the game officially. also i was the president" [h2]Omega Harbour Reworked[/h2] Omega Harbour has had a much needed facelift to bring up to standard with the game's most recent content. The layout has stayed the same, with the only change being the outer wall on the spiral no longer has a gap in it. https://www.youtube.com/watch?v=GyYUmoi3Tro [h2]More Track/Gamemode Combinations[/h2] When we updated the Model B tracks last year we forgot to enable Eliminator and Team Race on them, since they now have weapon pads, so here's that change! We've also enabled Survival on the expert tracks. As a side note, Arrivon Peak has had a few scenery tweaks ;) [h2]Rebalanced Campaign Time Trials[/h2] We've adjusted the balancing of the campaign time trials by updating the bronze and silver requirements to be much more sane for new players. Previously the times were split by fixed amounts off the gold medal on each event. This worked fine for the shorter tracks, but for longer tracks like Omega Harbour it was a major problem as the game suddenly started demanding a lot more because of the endurance required to reach even a bronze. The new way we've calculated these times is by taking the gold medal time and adding a percentage of a single laps completion time to it. For bronze this is 50%, silver is 25%. This results in times that scale nicely across the board, and overall the silver and bronze medals are more forgiving then before. [h2]Ship Viewer[/h2] Working on custom liveries? We've got just the thing for you! The ship viewer is a new in-game tool for loading up and looking at any ship in the game, both vanilla and mods. Using this you can view ships from any angle with varying intensities of light. You can also toggle the different texture maps on and off to see how everything looks individually or all together. [h2]Custom Ai Rosters[/h2] One of our larger requested features over the years has now been implemented! When playing in custom race you now have options to set which ship and livery each AI will use. This supports all ships loaded into the game, both vanilla and custom. Once you have a roster of AI ships you like, you can save them as a preset to recall at any time. This will save an ini file to User -> Config -> Ini -> Ai Presets so you can share your AI setups with others! When you have less then 16 ships selected the UI will grey out the ships that won't be used by AI. You can still interact with these buttons however, it's just to signify that the AI isn't using them. [h2]Multiplayer Lobby Presets[/h2] Sever hosts can now save all of the lobby settings as a preset, using the same system as the new custom AI rosters. [h2]Sun Rays[/h2] The game now has realtime sun rays! These were added to spice up Maceno Interchange, but we've gone back through a couple of tracks to add them there too. These are applied specifically on a per-track basis where they make sense and are designed to be a subtle addition instead of a glaring extra. You can of course turn them off, and they'll be off by default on the games first startup if you select the retro or low modern presets. Options for sun rays will be coming to custom tracks in the future for the final 1.3 release. We also have an in-game sun ray editor, which you can access from the debug hub (F9 key) Tracks that have sun rays are:
[h2]New Track Chase Camera[/h2] The track chase camera has gone through a major rewrite to reimplement all of the behaviours in a much more mathematically pleasing way. You'll find the camera feels a lot smoother, more responsive and most importantly, much closer to our source material ;) Of course you can also continue using the old track chase camera if you want. We've added an option for that. The camera will also be sat a bit further back in the new camera and there is an option to reposition it approximately to where it would be with the old camera if you want to keep it consistent. Finally we've also got new behaviours for when you're using the new camera in 2280 mode, floor hugger, on a magnetic tile or no tilt lock section. The cameras pitch will no longer be based on the ships orientation to the worlds up direction and instead offset itself based on the ships pitch delta, making it much more manageable when tracks get a bit more crazy then usual. Modding Changes [h2]Mod Options API[/h2] Code mods can now create their own option menus! Once programmed, players can access your mod options from the new Game -> Mods options menu, where they can select a menu that you've added and configure settings to their liking. [h2]Results Screen API[/h2] Working on a custom gamemodes that needs to display something other then what the vanilla game does? We've got you covered with a new results screen API! While still a work in progress, this API gives you access to both the meat of the layout building backend and general purpose macro helpers, such as a table builder, to quickly code out a results screen that displays exactly what you need. Full documentation is not yet available, . [h2]Neognosis Workflow Tools[/h2] There's been some updates to our Blender addons and standalone tilemap builder tool. First things first, we've moved the tools over to Github: https://github.com/bigsnake09/Neognosis-Workflow-Tools The url shortcut included with the game now also points to this repository. Having everything sat here puts it in a public place where anybody can benefit from our tools, even for non BallisticNG use! Changelog Blender NeoModeling plugin
Tilemap Builder General
UV Rect Mode:
Atlas Creation Mode:
[h2]Codebase Refactored[/h2] To begin preparing for 1.4, which is where we'll be getting into the meat and potatoes of Switch development, we've refactored the game's codebase so it's easier to start making the changes we need later on. If you're just playing the game this doesn't mean much, however this change will break code mods. Most of the work we've done for this is just moving, renaming and consolidating some duplicate code, so upgrading code mods to the new code base shouldn't be too difficult. A lot of the changes made take code mods into consideration, making sure that everything is now organised in a more logical manner that's easier for modders to search through and figure out what's happening and where. We have a work in progress upgrade document that you can refer to here: https://docs.google.com/document/d/1c5CXNsjHFzTRJCPeRlr--OHBkCyFCNizPjkK1f8IEDo/edit?usp=sharing [h2]Full Changelog[/h2] Campaign
Tracks
Music
Modding
Gamemodes
Engine
Commands
Debug Hub
User Interface
Mac/Linux
Options
Multiplayer
Physics
Camera
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Joining the beta
[h2]Custom Virtual Palettes[/h2] We've added custom color palette support for virtual scenery! For more information, check out our reference sheet below. Once you have a palette, you can enable it in the Game -> General menu. We've included the game's built in palettes with this release. You can find them in the Modding -> Palette Templates folder where the game's installed. [h2]Upsurge Improved[/h2] There's been some minor tweaks to Upsurge to make it more enjoyable, and a major backend change has enabled something new.
And the big one: Upsurge now uses the same dynamic environment colors that Survival does, including when playing in splitscreen! https://youtu.be/cg3tqvhXMc4 [h2]Collision Improvements[/h2] Collisions have seen some major improvements for the first time since pre-1.0 builds of the game. Scraping the backend of the ship against walls is now smooth and in tracks making use of scenery walls, ships will no longer clip through them. The math that keeps the ship from sliding up sloped walls has also been reworked, fixing issues where ships would stick at the height they were at when entering the collision and even slam into the floor on hills because of it. The invisible track boundary collisions now also correctly catch airbrake velocity and stop the ship from flying away from the track when above the wall with improved stability. [h2]Some other cool stuff[/h2] The complete changelog between Beta 4 and 5 is a chonker so we'll be saving all of the nitty griitty details until the final 1.3 release. But here's some more cool stuff: Accessibility
Campaign
Custom Race
Multiplayer
User Interface
Engine
Assets
Tracks
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.3 will be updating a few tracks to bring them up to spec with the rest of the roster. The first of these is Metro, which is the focus of this update. We also have some news regarding the game's switch port, which you can find below the beta release information.
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. What's changed for beta 4? Metro ended up being a frustrating track to play primarily due to the long, thin tunnels that demanded an almost impossible racing line on higher speed classes. This updates overhauls the tracks scenery to fix that issue and give it a much needed makeover, opening it up more and better integrating into into Vega City. Thanks to Kabelsalat and Brobama for the super cool Scorpio construction vehicles! https://www.youtube.com/watch?v=H3D4Uv-4iGg Switch Development News It's been a little bit since we initially revealed that we were developing a Switch version of BallisticNG. We've had time to get the game up and running and figure out what we need to do, and we're ready to give some more details on the port.
We have a few tracks, such as Basin, which we need to optimise to hit 60fps on the system. These optimisations will also be on PC and part of the ongoing 1.3 Beta. Please note that we still do not have a release window. We have a lot to get through with new features, content updates and new content with the Maceno Island expansion, so all we can say at this stage is it'll be a while. What we're currently working on is getting the fundamental engine changes out of the way first. As this work is being done alongside new content and new tool development it's taking time, however once it's out of the way further progress on the port should be much faster. |
The last month of development has been busy as we start to standardise the game across the PC and Switch builds. This beta isn't focused on a single feature, but is instead more general in getting an engine upgrade to Unity 2020.3.5 available to everyone.
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. What's changed? [h3]Engine Upgrade[/h3] After 3 long years we have finally updated to the latest and greatest version of Unity! We were originally going to only be using the latest versions of Unity for the Switch, but there's plenty of new useful features that we can take advantage of so we decided to upgrade the PC version to it too. The game is backwards compatible with all content mods developed on the Unity 2018.3.8 based tools so you do not need to upgrade Unity to make mods for this beta. In fact, the Unity Tools for the new version of Unity are not available yet, so don't upgrade until the final 1.3 release or you will break your projects! Note that certain parts of the Unity API have been removed in this new version of the engine, which could impact code mods that make use of it. [h3]Moving to asset bundles[/h3] We've made pretty extensive use of Unity's resource folders for a lot of our on-demand asset loading. On PC this has been fine since the size of it is fairly small and a modern desktop computer can power through its initialisation pretty much instantly. On the Switch we don't have this luxury however, so across both platforms we're extracting our assets out into Unity Asset Bundles so we can load our asset when we need them. So far we have moved out ship prefabs, and while they're not part of the resources folder we have also moved out all of the internal tracks too. This gives us faster build times and allows us to better compress the assets to use even less disk space then they did before. [h3]Fix for a long standing hover issue[/h3] If you've played BallisticNG long enough you've probably noticed that ships get really shaky at the top of their hover height when they're moving slowly, and when landing at higher speeds while pitching up it can feel like the ship is hitting a solid surface. This is now fixed! Ship hovering is now in general much smoother and works better across a wider range of track geometry. [h3]External Mods[/h3] Mods can now be loaded from any folder on your computer! This is done by creating an external.txt folder in the internal mod folder and pasting a directory path per line. Each directory is treated like the internal directory, so for instance if you point the game to an external tracks folder then the game is going to expect that folder to have sub-folders which will become categories on the menu. Valid external.txt files are: User -> Mods -> Tracks -> external.txt User -> Mods -> Ships -> external.txt User -> Mods -> Liveries -> external.txt User -> Mods -> Sounds -> external.txt User -> Mods -> Ingame Music -> external.txt User -> Mods -> Menu Music -> external.txt User -> Mods -> Campaigns -> external.txt Changelog Asset Bundles
User Interface
Music
Physics
Audio
Ships
Engine
Controls
Tracks
Photo Mode
Options
Layout Creator 2.0
VR
Debug Hub The Debug Hub is a new WIP debug interface to provide tools for modding with expandabiility through code mods. It currently has a logger and will be expanded with more built in tools in the future. The hub can be opened and closed by pressing F9. |
The next modding feature has been implemented so it's time for another beta build. 1.3 Beta 2 is now available with custom livery support!
What is the beta? For 1.3 we're developing and implementing new modding tools and features, some of which will be part of the upcoming Switch version of the game. We're releasing beta builds for each new feature we add so the community gets to play around with them early. [h2]Custom Liveries[/h2] You can now add your own liveries to any ship in the game by simply placing PNG files in a folder. You're going to want templates to get started, so for the built in ships we've provided PSDs with everything you need included to get going. You can find these in the new Modding -> Livery Templates folder. This system also works for custom ships created using the Unity Tools, however like the built in ships mod authors will need to provide a template image with a UV layout for people to work off of. To get started, click this link to read the documentation. [h2]Campaign Editor fixes[/h2] In the previous beta there were a few minor issues that have been fixed for this build. Most of these are issues with not limiting character types in text fields which are numbers only but the on-screen keyboard has also been updated to improve navigation and fix an issue where the caret position in text fields wouldn't immediately update. [h2]Changelog[/h2] Modding Assets
Custom Liveries
Campaign Editor
Ships
User Interface
Commands
Multiplayer
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Maceno Bay
[h2]Campaign Editor[/h2] The campaign editor is an in-game tool that lets you build your own campaign lists without needing to know XML. Everything that you can do in XML is available here. Give it a go and let us know what you think! The campaign editor can be accessed via the campaign menu at the top. Saving a campaign reloads it so you can get straight to playtesting once you've backed out of it! [h2]1.3 Beta 1 Changelog[/h2] Internally this build is versioned as 1.3-d5. Engine
Music
User Interface
Campaign
Campaign Editor
DLC
Ships
VR
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BallisticNG 1.2.5 is now available. This update focuses on Model B content and adds one of our biggest community requests: multiplayer bots! We also have news regarding development of a Switch port and the next expansion DLC, so see below for that!
We've also randomised spawn positions for each player, so your position on the start grid is no longer determined by the players join order. Vertical Splitscreen For this update we've implemented vertical splitscreen. The game will now default to this mode and you can switch between vertical and horizontal using the new option in custom race. Alongside this addition we've also fixed all of the splitscreen rendering bugs with ships, such as the ship still rendering in internal cam and airbrakes disappearing for the other player when you're in internal/cockpit cameras. UI scaling for splitscreen has also been improved, making the scale between aspect ratios more consistent and less prone to overlap in square ratios. Finally we've also updated our HUD system to support vertical splitscreen variants, which has allowed us to build vertical splitscreen compatible HUD designs where needed. Mod Tools Update For all changes to mod tools, check out the read the docs What's New page: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html Switch Port In our 1.2.5 preview announcement we had mentioned having some huge news... (artwork not final) We are excited to announce the start of development for BallisticNG NX Edition, a port of BallisticNG to the Switch! Some of the features we've added in this update was in preparation for this ;) We're developing the port ourselves and will be building it from the same codebase as the PC version so we can keep both versions as consistent as possible. This means future updates for the PC version will be getting lots of hidden changes to make it possible to support the largely different platforms. It's lots of work in the short term, but long term it will be much easier for us to maintain both versions of the game side by side. This is a long term project and there is a lot to do before it'll be anywhere near done, so currently we don't have a release window and it will be ready when it's ready, Right now we're getting familiar with the hardware and testing out systems to make sure everything works. We'll have a future announcement where we go more in-depth with what we're working on and what you can expect out of the Switch version. For now though, yes it will have user generated content! Maceno Island It's about time we announce the next expansion pack we've been planning for the past couple of months. The BallisticNG Maceno Island expansion will be bringing the tropical island of Maceno into full focus with 6 new tracks, a new set of liveries and a new campaign. Maceno Bay will finally make its finished appearance alongside another track that has never existed as something playable but as something you have probably seen ;) As with the Switch port there is no release window so we have plenty of time to pour all we have into both of these new projects. As with Neon Nights and Outer Reaches we will keep you up to date with all of the latest additions as we go. We'll have another announcement at a later date to further detail the expansion, so stay tuned! Full Changelog [h2]Ships[/h2]
[h2]Tracks[/h2]
[h2]Splitscreen[/h2]
[h2]Multiplayer[/h2]
[h2]User Interface[/h2]
[h2]Photomode[/h2]
[h2]Lua[/h2]
[h2]Layout Creator[/h2]
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Linux custom music crash fixed |
BallisticNG 1.2.4 is now available!
Rewired currently doesn't support DualSense features so if vibration is important to you then we recommend sticking to Steam's Input wrapper or Ryochan7's DS4Windows fork. Unity Tools All Unity Tools (custom ships, tracks and HUDs) changes can be viewed here: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html Full Changelog Credits
Music
User Interface
Layout Creator
Photo Mode
Ships
Engine
Options
Commands
Campaign
Tracks
Gamemodes
Input
Multiplayer
Lua Scripting
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This update is a smaller one and focuses on engine changes, new modding tools and modding tool fixes.
Layout Creator 2
Tracks
User Interface
Engine
Code Mods
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Note for custom ships creators:
Audio
Tracks
Ships
Weapons
Multiplayer
Code Mods
User Interface
Options
AI
Engine
Commands
Campaign
Photo mode
Outer Reaches
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A beta for BallisticNG 1.2.2 is now available!
[h2]Ships[/h2]
[h2]Weapons[/h2]
[h2]Campaign[/h2]
[h2]Photo Mode[/h2]
[h2]Multiiplayer[/h2]
[h2]Music[/h2]
[h2]Audio[/h2]
[h2]Code Mods[/h2]
[h2]Engine[/h2]
[h2]Commands[/h2]
[h2]Tracks[/h2]
[h2]User Interface[/h2]
[h2]Unity Tools[/h2]
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BallisticNG 1.2.1 is now available. This update focuses on reworking the precision runs with a new simplified time attack design and opening them up to custom tracks!
Note: Precision saves now use the time to determine whether to save the file. You'll need to beat your previous best to save the time so It's recommended that you delete your precision saves (User -> Saves -> Precision) if you don't want to run into any issues. Here's a guide for the platinum medals! https://www.youtube.com/watch?v=qrClhavf8PQ Unity Tools Update information available here: https://ballisticng-documentation.readthedocs.io/en/latest/unity_tools/whats_new.html All of the in-game sections have also been complete. This includes documentation on manually installing mods, using the layout creator, creating custom campaigns and using the in-game bloom and flare configuration tools for custom tracks. Note for Linux players We're aware of a crash with custom music and are investigating the issue. We're aiming to have a fix implemented for 1.2.2. Changelog Music
Ships
Engine
Tracks
Achievements
VR
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After just over half a year in the making, we're pleased to announce that the BallisticNG 1.2 update and the Outer Reaches expansion are now available!
If you run into any issues with this then please come let us know on our Discord. We have an upgrade guide and a list of files that will help you manually update if you need to. https://discord.gg/ballisticng Unity Tools You'll notice that changes to the Unity Tools have been ommited from this release's changelog. That's because we now have a dedicated documentation site that covers the changelogs and features! https://ballisticng-documentation.readthedocs.io/en/latest/ This site is still a work in progress and we have a lot to add, which will be coming in the future. 1.2 Changelog [h3]Music[/h3]
[h3]VR[/h3]
[h3]Custom Race[/h3]
[h3]Tournaments[/h3]
[h3]Settings[/h3]
[h3]Multiplayer[/h3] Code mod support Support for code mods has been added to multiplayer when using a direct IP connection. For security reasons we have not enabled this for Steam based multiplayer. This feature is primarily focused on groups of friends who want to play with each other with whatever mods they please.
[h3]Campaign[/h3]
[h3]Tracks[/h3]
[h3]Free Tracks[/h3]
[h3]Gamemodes[/h3]
Race
Knockout
Survival
Eliminator
Upsurge
[h3]Weapons[/h3]
Cannon
[h3]User Interface[/h3]
[h3]HUD[/h3]
[h3]Ships[/h3]
[h3]AI[/h3]
[h3]Engine[/h3]
[h3]Controls[/h3]
[h3]Audio[/h3]
[h3]Layout Creator 2.0[/h3]
[h3]Debug Console[/h3]
[h3]Photomode[/h3]
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.1.6 is introducing a new light mapper, rewritten from the ground up with new features and improvements. This was originally designed for use on Outer Reaches, but now all of the internal tracks have been updated with general improvements and inclusion of these new features. And of course, all of it will be available for custom track creators! |
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Here's a look at the final track for Outer Reaches, and with it the wait is almost over! With the completion of this we hope to have a release date in the coming weeks. |
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There's a lot going on under the hood right now and 1.1.6 and Outer Reaches are still a way off, so to keep you updated with some of the work here's another beta release for 1.1.6!
[h3]Campaign[/h3]
[h3]User Interface[/h3]
Custom Race Menu
[h3]Tracks[/h3]
[h3]Ships[/h3]
[h3]Gamemodes[/h3] Eliminator
Race
[h3]Weapons[/h3] Cannon
Shield
Mines
Plasma
Missile
Rockets
[h3]Music[/h3]
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Helios Descent Building on the foundation of a previously banned weapon, Helios Descent showcases the return of teleportation technology in this looping point to point circuit descending down the Helios Solar Farm. This is a floorhugger track and the first track to make use of the new teleportation mechanic! Stay tuned as the next 2 tracks is where the fun really begins ;) Gameplay https://www.youtube.com/watch?v=437PQLnvdyI Screenshots New Marina Rush Based on community feedback since it's intial update in 0.9, Marina Rush has been remade to bring it into style with the rest of the game and improve on the layout. The new version is ever so slightly shorter then the original so we can push this out with 1.1.6 and not invalidate the top leaderboard scores. We also have another free track in the works that'll be coming shortly after Outer Reaches releases. A part of this new track is already on an existing track, see if you can find it! Gameplay https://www.youtube.com/watch?v=f3Rhsb9rvkI Screenshots |
.1.6 is going to be a large update that introduces new modding features, new mechanics, a reworked settings backend and a reworked folder structure for user settings and mods. To help ensure that the update's final release is as stable as possible we're opening a public beta to get a better understanding of how well the game's file path upgrader works across a wider range of PCs.
Affine Texture Mapping The option to enable affine texture mapping, an old technique of calculating texture coordinates that the PS1 used, has been added. You can find the option for it in the retro settings menu. Customizable CRT Filter A CRT filter has been added. You can enable and configure it in the retro settings menu. Asynchronous UGC loading Loading user content on launch is now asynchronous. You'll now find that the game doesn't freeze up as much when loading tracks and the latest CSF format custom ships. Teleport/Portal Mechanic 1.1.6 is introducing a teleport mechanic that allows completely separate track pieces to be linked for new layout design opertunities. While implementation for custom tracks will require the updated Unity Tools, you can play about with the mechanic for your layouts in the layout creator! See the section below for info. Layout Creator 2.0 Updates Please note that layouts you save in 1.1.6 are not backwards compatible with 1.1.5!
Rush Hour Rush Hour is a new Knockout derrivative gamemode where everybodies shield drains over time and you must stay in first place to survive the longest. This gamemode is still in beta and isn't finished yet, so expect there to be bugs. Please feel free to leave feedback on the mode to help us refine it for its full release! Eliminator
Upsurge
Weapons
Controller input icons We've began rolling out icons for controller inputs! Right now the game supports icons for both Dualshock 4 and Xinput based controllers. For the DS4 icons to work please make sure you disable Steam's controller emulation for the game. If you find that the icons don't show for your controller then please let us know and tell us what controller you're using (we'll need the name as it shows up in the controls menu). UIs that use these icons need to be reworked for the final release to better visually integrate them. Right now they might look a little out of place. Revised debug console and commands The game's console has been updated with a new command parser backend and updated commands.
(For Final Release) Custom HUDs As the editing tools for these are part of the Unity Tools, creating custom HUDs is currently not possible. However the backend is in place and you can read up on how they will work here: https://ballisticng.gamepedia.com/Custom_HUDS (For Final Release) User Ship Variables Ships can now store user variables that can be used by ship modules to control behaviours. For instance, we have removed the INTERNEL_TEMPEST module and merged the boost sound into INTERNAL_DRAG, which defaults to off but can now be turned on by setting up a user variable. This will be a feature available in the final 1.1.6 releaase when the Unity Tools package is updated. (For Final Release) Ubershader The game now has an ubershader to condense all kinds of materials and rendering modes into a single configurable shader. This provides a lot of freedom to content creators as you now have options to mix and match various rendering features without having to rely on specialized shaders. We've also updated every shader in the Unity Tools package to use our retro effects CGInclude, which now allows the retro effects to be previewed inside of Unity and also gives you everything you need to write custom shaders that properly integrate with BNGs retro options. This will be a feature available in the final 1.1.6 release when the Unity Tools package is updated. |
Hey everyone, just a quick note: |
Yala Outpost is now available! For anybody who missed the announcement on Thursday, here's the details again: |
We've got an early Christmas present coming for you this Saturday, so be sure to mark it on your calender so you don't miss it! |
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We've just released 1.1.5!
C.Y.G.O.N Tempest With great help of community member Kabelsalat and in collaboration with GRIP we are excited to bring you the C.Y.G.O.N Tempest to BNG! We had shown you screenshots on Monday's announcement, so here's some gameplay: https://www.youtube.com/watch?v=Lgftpzj-Y_U If you haven't already, be sure to check out the BallisticNG skin community member Meg.A.Byte made for GRIP's Mirage! Modding Improvements With the latest version of the Unity Tools we have added in a lot of options that you can now play about with to customize your ships engine effects. For more details on this see the changelog below. We've also changed how custom tracks are loaded so settings from the custom track scenes are now retained. This allows track creators to now make use of Unity's baked occlusion culling! Changelog Engine
User Interface
Multiplayer
Weapons
Ships
Unity Tools
More details at: https://ballisticng.gamepedia.com/Import_Ship_Tutorial#engines_setup |
BallisticNG 1.1.5 is coming this Friday on the 20th!
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.1.4 focuses on introducing new mechanics for modders and implements our own frame limiter to work around how imprecise Unity's internal one is.
Engine
Gamemodes
VR
Multiplayer
Weapons
User Interfaces
Ships
Tracks
Layout Creator 2.0
Unity Tools
Physics Modification Zones Physics modification zones are a new modding feature that allow you to manipulate the physics of any ship inside of them. These support:
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In this update we've made some tweaks to vanilla campaign time trial targets and made some improvements to the layout creator.
Layout Creator 2.0
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As BallisticNG 1.1 introduced a new physics mode we thought it deserved a track that is designed around it. |
We've just released BallisticNG 1.1.2. This update addresses some of the issues we've seen pop up over the past couple of days.
VR
User Interface
Campaign |
Hey everyone! In this I'm going to be briefly explaining what's in store for 1.2 and plans for 1.1.
A huge update to the game's internals has been long coming but is only possible now due to our recent development workflow changes and how we no longer have to work on the game linearly. Continued 1.1 As 1.2 will take a lot of time and work to finish we will continue to support and develop 1.1 in the foreseeable future. While this does mean no new major feature updates will be coming soon it does mean we can continue pushing out bug fixes and minor features in the mean time, and of course extra content! Legacy Ship Importer Depreciation For 1.2 the in-game ship importer is finally going to be depreciated. The tool is now considered end of life and will be removed in favour of transitioning everybody over to the newer Unity based importer tool in the future. Note that the game will still be able to load ships exported with the legacy importer. If you have ships made with the legacy importer you can also import them into Unity to automatically convert them into the newer format, this keeps all of the workshop metadata so you can update existing workshop entries. 1.2 is going to bring a lot more exciting possibilities to the game and we can't wait to share what we're working on in the coming months! |
Hey everyone, just a small hotfix to address some issues that were ran into on a community multiplayer session yesterday.
Multiplayer
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https://www.youtube.com/watch?v=gvSkNAoCsu4&feature=youtu.be
Mac/Linux Specific
Engine
Tracks
Ships
Weapons
Multiplayer
Gamemodes
User Interface
VR
Campaigns
Layout Creator 2.0
Unity Tools
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Hey everyone, it's time for the final dev update for 1.1 and Neon Nights. This one is going to be much shorter than normal as we're getting very close to the release! All Neon Nights tracks are now complete and the campaign has been created, all that's left now is play testing. |
Hey everyone! If you've released tracks for BallisticNG then you'll want to read this as it's about compatibility with older custom tracks when 1.1 releases. The purpose of this announcement is to give creators an early heads up so 1.1 doesn't suddenly break your content.
then you have nothing to worry about and your tracks will work as they always have when 1.1 releases! What's going on? As BallisticNG is moving forward with newer versions of Unity we've unfortunately had to say goodbye to DX9, which impacts compatibility with older custom tracks. Check out the first 1.1/Neon Nights dev update for more info: https://steamcommunity.com/games/473770/announcements/detail/1799657041070338356 Older DX9 only tracks will continue to function and be playable, but any materials that use stock Unity shaders will show up pink. From our testing the vast majority of the to be affected tracks are missing either sky strips or particles - more of an annoyance then something game breaking. I have an older track, what should I do? Not much! If you haven't already, update your Unity Tools to the latest from 1.0.3 (make a backup of your project first, just in case). When you're setup with the latest version all you need to do is build your track as you normally would and then update your WTRK file if you've published to the workshop. And that's it, your older track is now future proof! You'll want to test your track after building it for the first time with updated tools. While you shouldn't run into any issues, you can never be too careful. Why only stock Unity shaders? When BallisticNG loads a custom track it has a list of shader names that it references to swap out the Unity Tools version with the in-game version. We set this up as a pre-caution to negate the issues that any potential graphics API compatibility issues like this could have We can't do the same for Unity shaders as only the shaders we use in the game are actually put into the built version, so if somebody is using a more obscure Unity shader (or their own) in their track then BNG doesn't actually have it available and it has to be provided by the track itself instead. Hopefully this heads up is useful and gives you enough time to update your tracks if need be. 1.1 will be the only update in the foreseeable future that will lower compatibility with older content, apologies for the inconvenience. Happy modding! |
Hey everyone, it's that time again!
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Hey everyone, it's time for another development update!
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Hey everyone! It's time for another development update.
Lower grip for Toxic and Apex
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Hey everyone! It's been just over a month since we announced Neon Nights so here's an update on progress, plus more.
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.0.3 has just released! We have some fixes and other improvements that we wanted to get out while we're working on 1.1. Stay tuned as we'll be unveiling what's to come in the games first content update soon!
Changelog User Interface
Gamemodes
User Interface
Ships
Tracks
Weapons
Ai
Audio
Engine
Achievements
Multiplayer
Modding
Layout Creator
Unity Tools
Multi-platform specific
Happy piloting! |
BallisticNG 1.0.2 has just released and we're pleased to announce new tools for custom ship creators to play with!
Ships
User Interface
Modding
Layout Creator
Unity Tools Reimport the BallisticUnityTools.unitypackage file for this update.
Have fun modding! |
We've just released 1.0.1! This small update includes some bug fixes, gameplay tweaks and quality of life changes. Check out the changelog below for the full list of changes.
Gamemode
Ships
Audio
Engine
Weapons
User Interface
AI
Layout Creator 2.0
Tracks
Linux/Mac
Unity Tools Reimport the BallisticUnityTools.unitypackage file for this update.
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Hey everyone, just letting you know that we've just pushed the hotfix for the Linux issue mentioned in the release announcement. This also includes a small patch for the Mac version to address an issue with Surge.
Thank you for your patience, enjoy the game! |
https://www.youtube.com/watch?v=Jn-tQSCXamQ
User Interface
Audio
Ships
Engine
Tracks
Pickups
AI Campaign
Multiplayer
VR
Modding Tools
Unity Tools
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Only a week to go until BallisticNG releases out of Early Access! 1.0 will be dropping on December 15th at 12am GMT, be sure to come swing by the games discord to celebrate with the community! |
Its now just under 2 months until the games release, every little detail is currently being refined in preparation for the big day! |
It’s that time again! As the release date draws closer there’s less substantial stuff to show and while there’s not a large list of changes and additions this month, there are two new major additions to look at: |
Hey everyone! It's been a good 2 months since the last devlog and this one comes a bit later then expected due to some hardware issues. Now that's sorted let's dive in: |
Release Date |
Just a quickie: A small hotfix for 0.9.4 on MacOS has gone out to address an issue with Steam Controllers not being recognised. |
Hey everyone, it's about time for another devlog! The past month has seen quite a few changes and new additions. Campaign balancing is underway but in the meantime here's what's been going on: |
It's time for another devlog! This one is a short one as development the past week has been focused on finishing up with content updates and preparing for gameplay balancing. |
Hey everyone, just a quick announcement to let you know that MacOS builds are now officially available! If you already own the game you’ll now see 0.9.4 downloading. Full gamepad support, leaderboards and the workshop will now also be available to you. |
It's time for the first content related devlog and in this one we'll be focusing primarily on new weapon effects, an update to Utah Project and custom campaigns.
Up Next For the next development log there's going to be work on improving Aciknovae's buildings, Omega Harbours aquarium (if you didn't know this was a thing then yeah, serious improvements needed) and some general updates to spice up Survival mode, so stay tuned! |
Hey everyone! To keep you updated with development up to 1.0 I’m going to be continuing with development logs, previously posted as the beta branch roundups. |
Hey everyone, following up on the previous announcement. |
If you obtained the game for free before it had gone paid you might have noticed that the game has uninstalled itself and isn't installing anything if you try, here's why: |
Important Notes:
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Work towards inclusion of VR for 0.9.4 is currently underway on the beta branch. Right now you're able to play the entire game in VR as everything is being developed! |
BallisticNG 0.9.3.1 has just released! This update is focused primarily on custom tracks, bringing in some updates to the track creator and allowing track creators to build their tracks for OpenGL for multi-platform support!
Unity Tools
Track Uploader
Other
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Hey there pilots, BallisticNG 0.9.3 is now out! It's been a long few months of development and as such this new update comes with a whole new bunch of content. |
Hey pilots, time for February's beta branch roundup! |
Hey there pilots, it’s time for the first beta roundup of 2018! |
Got a small update for today. This just addreses some minor issues present in the release yesterday, primarily the layout creator locking up when entering playmode and some improvements to how the game handles any issues when loading UGC. |
Hey everyone! BallisticNG 0.9.2 is now available and features many new things. This update is quite a big one and it's been fun working on it, there's been a bit of everything from basic tweaks to new tracks and a whole load of interface improvements. Below is all of the most important changes, if you want to see what's coming next then check the bottom of this announcement!
-------------------------------------------------------------------------------------------------------------- 0.9.2 changelog Campaign The campaign has been rewritten from scratch and is now built out of a lot more events covering more gamemodes with unlocks (most of the unlocks are coming in a future update). This new campaign system has been designed so custom campaigns can also be implemented in the future! User Interface
Gameplay
Weapons
Tracks
Visuals
Other
Ballistic Unity Tools (reimport package for update) Important Note: For new features such as custom track descriptions to work, you need to remove your track caches so this information can be baked into the cache files
-------------------------------------------------------------------------------------------------------------- What's coming next? 0.9.3 is going to be introducing the additional content that you can currently unlock throughout the campaign. This includes:
The game's achievements are also going to be redone. Now that the game is in a much more finished state, the achievements can be properly designed around the game as it is now. There's also going to be a menu for managing C# mods. C# modding itself is also going to be getting documentation and examples sorted out soon also. After 0.9.3 the game is going to be on the home stretch. Public updates will come much more frequently as bugs are fixed and everything is polished up for the big 1.0 release! Have fun with the update, more is coming soon! |
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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: |
Hey everyone!
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