I wanted to record myself playing the game with some commentary, but the game kept freezing for me (linux build by the way)
the best I can give you is:
as for the movement when I was able to play, I must say the surfing did not feel good, especially the turning felt like I was turning around some point on the map, and not my characters up axis.
I think locking the camera is not good. I wanted to say you should check out how camera works in SSX games, but in those games you mostly just go downhill. Good luck with future demos.
I'll have to test it out on Linux, I've occasionally had issues where random bugs and crashes appear on versions other than Windows, WebGL versions especially. The turning behaviour doesn't sound correct because it most definitely should be turning on the Y-axis.
Regardless, I am still working on the feel of it, so thanks for the feedback and I will be doing some research into how SSX and other games handle their board feeling and camera stuff.
You should concentrate on more popular platforms first. I will can test linux build in next DD if you add it, but you probably shouldn't prioritize that. Good luck with your project.
I don’t have a lot to say about it because my potato laptop didn’t give me great performance. Felt like a lot of motion blur.
Looks cool though, would love to see more at DD50.
Hey, good start! The feeling of cresting a sand dune on the hover board and cruising off it is very cool. And with the bow, I see where you're going with that. The smooth movement of the hover board will combine well with a projectile.
At this point in the project, I think it would be worth it to really get the movement and controls keyed in. Getting the camera, player animations, board movement, etc... all feeling super smooth and tight. There's lots of potential with the feel of the hoverboard on sand too. Imagine cutting hard one way or the other, and "biting" the board into the sand to turn, shooting up a big rooster tail of sand. Or doing a sort of "melon-grab" on the board, to get a little extra air time. Building up speed as you go down a huge dune.
Speaking of, make some way bigger dunes! I want to cruise down a fuckhuge dune and build up a ton of speed, then hit another smaller one like a ramp and go flying. That would be fun.
Comments
I wanted to record myself playing the game with some commentary, but the game kept freezing for me (linux build by the way)
the best I can give you is:
as for the movement when I was able to play, I must say the surfing did not feel good, especially the turning felt like I was turning around some point on the map, and not my characters up axis.
I think locking the camera is not good. I wanted to say you should check out how camera works in SSX games, but in those games you mostly just go downhill. Good luck with future demos.
I'll have to test it out on Linux, I've occasionally had issues where random bugs and crashes appear on versions other than Windows, WebGL versions especially. The turning behaviour doesn't sound correct because it most definitely should be turning on the Y-axis.
Regardless, I am still working on the feel of it, so thanks for the feedback and I will be doing some research into how SSX and other games handle their board feeling and camera stuff.
You should concentrate on more popular platforms first. I will can test linux build in next DD if you add it, but you probably shouldn't prioritize that. Good luck with your project.
I don’t have a lot to say about it because my potato laptop didn’t give me great performance. Felt like a lot of motion blur. Looks cool though, would love to see more at DD50.
Hey, good start! The feeling of cresting a sand dune on the hover board and cruising off it is very cool. And with the bow, I see where you're going with that. The smooth movement of the hover board will combine well with a projectile.
At this point in the project, I think it would be worth it to really get the movement and controls keyed in. Getting the camera, player animations, board movement, etc... all feeling super smooth and tight. There's lots of potential with the feel of the hoverboard on sand too. Imagine cutting hard one way or the other, and "biting" the board into the sand to turn, shooting up a big rooster tail of sand. Or doing a sort of "melon-grab" on the board, to get a little extra air time. Building up speed as you go down a huge dune.
Speaking of, make some way bigger dunes! I want to cruise down a fuckhuge dune and build up a ton of speed, then hit another smaller one like a ramp and go flying. That would be fun.
Keep it up.
Yeah, this project is still very early. Hopefully I can nail down the game feel for DD50.