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Neon Nights / BNG 1.1 Dev Update 4

Hey everyone, it's that time again!

The final Neon Nights track, Metro, is currently in progress and will be ready for a full showcase in the next dev update.

Neon Nights will be releasing on July 30th, included for free alongside the game's 1.1 update!

Thunderhead

Previously we had shown screenshots of Thunderhead, so here it is in action:
https://www.youtube.com/watch?v=z5d-AxP8iz4

Metro

Metro is set entirely underground in an older, unused section of Vega City's metro system. The area is being revamped to properly house a traditional AG circuit but is currently being used in a rail line/AG track hybrid for the current AGL season.

The screenshot below shows the start grid in early stages. The track is relying heavily on scenery to build the track layout, everything has been blocked out but because there was this extra step the scenery detailing has only just begun.



Soundtrack Additions

New songs are being added to the game! There isn't currently a final count as songs are mostly being added as we go along but here's a couple for you to take a listen to!

Like with the release of 1.0, all new songs being added are being added to the soundtrack DLC for free. You'll find the new MP3s inside the folder when 1.1 releases!

https://soundcloud.com/vonsnake/ballisticng-near-field-friends
https://soundcloud.com/vonsnake/ballisticng-neon-nights
https://soundcloud.com/shiftdelete/the-only-way-is-up
https://soundcloud.com/vonsnake/ballisticng-chills


New 2159 Chase Camera

The rear chase camera (the 2nd camera mode) in 2159 used to just piggyback off of the 2280 rear chase camera. While this camera mode works fine for 2280 there is a huge disconnect between the camera and physics when used in 2159. This new camera mode gives 2159 its own unique chase camera movement which reacts much better to the physics.

The track chase camera (2159's default) has also been given some updates to make it react faster to the track as the ship flies through it. This helps with accentuating the ships movement which makes the camera a bit more satisfying.

You can see the new camera in action below!

Barracuda Model 0

Originally an official mod back when the game first implemented custom ships, the Barracuda Model 0 has made it into the game officially!

The Model 0 is the prototype of the Model A. However despite its finished variant, it doesn't share the same performance and is more in line with the other standard teams competing in the AGL.

The ships textures have been re-created from scratch and the ship has been given all of the game's livery sets.

https://www.youtube.com/watch?v=9SDtOD8-7NA

Floor Hugger

Floor Hugger is a new physics model that's being introduced with 1.1. This new physics model is a direct extension of 2159, keeping most of it intact but drastically changing how the gravity and hovering function to have you constantly locked to the track.

The airtime physics in this mode have also been changed. Instead of nose diving you fly straight and need to control your trajectory by pitching.

Here's a video of it in action:
https://www.youtube.com/watch?v=fsOMIB-c_tQ

Updated Tracks

A few tracks have had minor updates to improve their look:

Aciknovae Forward
Aciknovae has had a lighting overhaul, keeping its feel but smoothing out the lighting and brightening up the reactor a little bit.


Nova Split Reverse
Nova Split Reverse has had it's time of day changed and has had its lighting improved, no longer make it look completely flat.


Dover Reverse
Dover Reverse has had a lighting and weather update, making use of the game now writing to Unity's depth texture to implement post processing based fog.


New photo mode

Photo mode has had a massive update, rewriting it from scratch and making use of new engine features to provide more effects and improve existing ones!

The interface now plays a large part in the mode, giving you many options in a controller friendly format that is available straight away (previously you had to use the mouse to open up a window).

When you render a screenshot you are now given a list of resolutions instead of the game using your display resolution. These range from really low resolutions to 4k, and includes various aspect ratios for a variety of uses.

Capturing a screenshot no longer automatically opens the screenshots folder either, there's now a dedicated button for that!

https://www.youtube.com/watch?v=lODQ6Bp7FAI

Drag ships everywhere!

Those of you who have been playing since the very early days might remember that the drag ships were once playable on every track. Those days are back!

With 1.1 you'll be able to play every track in custom race and online with the drag ships, they've been given their own leaderboards and save files too.

Other Changes
  • DLC System
    • A means of loading extra official content has been added to the game. Previously Neon Nights was embedded into the game itself but has now been moved out into its own files. This allows the content to be updated independently of the game itself and lets the core game be loaded without any additional content (mostly useful if you're writing code mods and want fast boots for rapid development).

      This also future proofs the game for future content and is going to be very important in an upcoming change to the game's update frequency. We'll be talking more about this when 1.1 releases.
  • New Launch Arguments
    • -nodlc and -nougc have been added to the game's launch arguments. Expanding on what was mentioned above these provide you with a way of loading the game in a completely clean state, so if you're writing code mods you'll no longer need to keep sitting through custom ship and track loading to test changes.
  • Weapon Updates
    • All projectile weapons have been stabilized so they will always stick to the track on sharp pitch changes, like on magnetic track sections.
    • All weapons now have physical colliders, stopping situations where projectiles could fly through walls if moving fast enough to have its trigger jump through the geometry entirely.
    • The cannon fire rate is now determined by the ships firepower stat, the weapon now also has 3 different sounds which also change depending on the ships stats.
  • Motion Blur
    • An option for in-game motion blur has been added! This will always be off by default but can be turned on in the options menu.

      We've been sitting on the option for a very long time now. It's been requested on several occasions but it was important to get its implementation right as to not turn the screen into a blurry mess whenever the camera moves.

Neon Nights / BNG 1.1 Dev Update 3

Hey everyone, it's time for another development update!

5 out of 6 tracks for Neon Nights are now complete. Development of the final track, Metro, will be starting very soon. Once Metro is done the Neon Nights campaign can be created and then it's time for release!

We're currently on track for releasing Neon Nights in July! A more specific release date will be revealed in the next development update.

Basin

Previously we had shown screenshots of Basin, so here it is finally in action:

https://youtu.be/HVyspR9yIcE

Thunderhead

Unlike the other tracks in Neon Nights, Thunderhead has more of a focus on terrain then it does dense buildings. This short track has you flying by the side of Vega City's industry district.



Other Changes

Neon Nights / BNG 1.1 Dev Update 2

Hey everyone! It's time for another development update.

4 out of 6 tracks for Neon Nights are now complete. Thunderhead has its layout finalized with some scenery already done, and Metro's layout is going to be developed very soon!

Route 05

Previously we showed some screenshots of Route 05, now here it is in action!
https://www.youtube.com/watch?v=plnfIXMT_go

Basin

Basin is now complete, here's some screenshots for you. We'll be showing off the track in action next month!

This is the game's biggest track to date and we can't wait to get this one into your hands in the coming months!



Gliding

BallisticNG 1.1 is going to be introducing a gliding mechanic. Whenever you pitch up and are fairly close to the track floor you will begin gliding, giving you greater control over your decent!

You glide less as you gain speed. There's always some amount of glide but around the speed of the Barracuda Model B ships is when you'll find it begins to really cut out. This aids in keeping the mechanic balanced so you don't end up being airbourne for extremely long periods of time.

https://www.youtube.com/watch?v=6GIhwSn2l60

New Liveries

Neon Nights is bringing a new set of liveries to the game! These new liveries will first need be unlocked with a 100% gold or platinum run of the Neon Nights campaign. Here's a look at a few ships showing off their sleek new paint jobs!




Other Changes


Custom Campaigns
  • Added support for the fallback texture reference. When 1.1 releases you'll be able point your custom campaign to a PNG or JPG file and have that display on the menu instead of an MP4 or WEBM file.
  • Player and AI ships can now be forced seperatly, you can now also force specific liveries and livery schemes for events.


Lower grip for Toxic and Apex
  • One problem BNG has always had is the lower speed classes just being a slow Zen. Nothing other then the top speed changes.

    1.1 is introducing lower grip for Toxic and Apex, a 20% and 10% reduction in grip respectively. This change makes the two speed classes much more fun as you'll now be able to drift around corners in a similar nature to how you would at Zen. Care has also been taken with the stat modifiers to ensure that the current world records don't become impossible to beat with these changes.


Neon Nights / BNG 1.1 Dev Update 1

Hey everyone! It's been just over a month since we announced Neon Nights so here's an update on progress, plus more.

Currently 3 of the 6 tracks are complete. In the last announcement we showed off Relay and Vega Square, today we're showing you the next two tracks and Vega Square in motion.

Vega Square

Here's a look at Vega Square in motion, next month we'll show off Route 05 in motion too.
https://www.youtube.com/watch?v=x9kty3WKGnc

Route 05

Route 05 is a remake of what was originally the 0x001 prototype track in BallisticNG 0.5. The original track was retraced in the layout creator and given some minor changes to make it flow better.



Basin

Basin weaves through Vega City's central storm drain and all of its underground components. It's the first track in the game to officially use magnetic track sections and is the first to feature two completely separate routes for the forward and reverse variants, effectively making it 2 tracks in 1!

There's going to be a lot to this track. Scenery wise it's the biggest track in the game to date so we're saving more screenshots until next month when it's much more complete.



Upsurge

Upsurge is a new gamemode we're introducing with 1.1. It's a mode that's been requested a lot throughout the game's development and it's now finally here!

https://www.youtube.com/watch?v=xnFGlHC8yic

We've updated to Unity 2018.3

BallisticNG 1.1 will be running on Unity 2018.3, upgrading from 2017.2. There are many improvements the latest version of Unity brings which boosts physics performance and provides many new features that makes future development much more streamlined.

DirectX9 support was removed from Unity starting from 2017.3 so BNGs DX9 support has been dropped and replaced with OpenGL. If you're running on capable hardware the game will still continue to use DirectX11.

Finally this also means that mod creators will need to upgrade their Unity installs to 2018.3 - we're using 2018.3.8f1 specifically. The upgrade process is very straight forward and we'll have a short guide to walk you through what you need to do in order to update projects. Don't upgrade your Unity install prematurely however, the tools will not work if you update without first having the 1.1 Unity Tools!

Other changes

Introducing Neon Nights



We're pleased to unveil BallisticNGs first expansion: Neon Nights!

This first expansion will be free and included inside the game's next major update. There's currently no release date, we want this expansion to be something amazing for you to play through so we're taking our time and will be releasing it when it's ready.

The Tracks

Neon Nights takes place in Vega City, a glowing metropolis that's signed away several of its key locations to the AGL. A move heavily funded by Omnicom that's been met with the praise of AG fans and outrage of the local residents.

6 new tracks are being added with this expansion: 5 standard tracks and a drag track. The standard tracks will be available in both forward and reverse variants with the usual time of day and weather alterations.

Easy Vega Square: A short circuit situated in the bustling heart of Vega City.
Relay: A repurpose of an old circuit that is yet to see action in the AGL, situated at one of Omnicoms communication relays.

Intermediate Route 05: Plans for a circuit that never saw fruition were found and fully realized in this familiar circuit that runs along Vega City's 5km highway.
Basin: A long circuit which drops into Vega City's central storm drain.

Hard Thunderhead: A technical circuit passing through Vega City's industrial district.
Metro: A long circuit interwoven with Vega City's metro system.

New Campaigns

Neon Nights will come with two new campaigns: Aftermath and the Neon Nights campaign itself.

Aftermath is built from base game content and covers the tracks not included in the original campaigns (Surge, Zephyr Climb, Atlantica and Relay from this expansion).

These campaigns do not count towards total campaign completion so it's not a requirement that you beat them in addition to the original campaigns to reach rank 50.

Screenshots

Keep an eye out as more announcements showing off tracks will be coming!

Here's some screenshots to get started: