Ground controls feel great, air controls feel terrible.
I would like to retain movement control while I'm in the air. Why not?
Feels like every time I go into the air a pre-rendered cutscene plays. I want to feel like it's one seamless physics experience.
Rail grinding look really good, I think I would like some form of interaction, maybe the ability to jump off?
I tried swerving into the green rail at the beginning, after the start but before it really left the ground, and I wasn't sure if the game would accept me onto the rail or not.
If rails are always going to be: "Collide exactly at the entrance hitbox" to start grinding, then that hitbox should have some visual indication. But maybe there might be a jump button, and you could freely jump onto a rail at any point.
I do not like all the invisible walls. Personally I prefer the freedom to fall off and die, or maybe do some insane speedrun skip.
Maybe for the tutorial you need the walls, but they should not be invisible, maybe just some semitransparent cyber barriers.
Basic controls seem to function, although they are a bit finicky. Is there a reason to separate in air tricks controls with the general movement? There was a slight clunkiness when transitioning to a rail.
Answering the end game query: handling seems mostly good, visual style at the moment is extremely boring. Animations on the characters are fine, but the lack of flair and more or less everything makes it hard to judge the visual aspects.
Very nice, solid start. Controller support is much appreciated and feels very, very good, much better than the keyboard. Animations for the character are nice, feel responsive. But the speed itself is kinda lacking - it feels like I was slowing down while proceeding on the track. Also - dunno if that was the camera or perspective - got that very same feeling a couple of times during jumping ramps.
Grindrails are a nice touch, but if you ignore them - you can fly off the map and need to restart.
Hi Adman! Cool prototype! I like this kind of game.
First of all, I started the game, and tried to select the menu options with a controller. When I select "CONTROLS" with the controller, the game stops recognizing controler inputs, and the only way to go back to the main menu and start the game is with the mouse.
The game controls feel ok. I think you could make it slightly faster, and the jump a bit less floaty.
Right now the character turns into the direction of the velocity and it works, but for this kind of game, perhaps it would be even better if the character "strafed" left and right. And you could lean it to that direction. (apologies for the terrible drawing).
Right now I don't think there is any incentive to be in the air, and turn the character to do tricks. One thing that you could add is a "score" system where you need to trick to increase (tony hawk style), or even better, add a timer to each level, and every time you trick, after you land, you get a speed boost equal to the trick complexity. Then the player is rewarded by completing the levels as fast as possible.
I actually did animate a lean like that, but importing into Unity didn't go as planned, so I'll need to redo it. And I fully intend on having tricks being both more in-depth and providing a speed boost. Thanks for playing and for the feedback.
I by rotating on the X axis you mean the roll axis or the pitch? Based on what you wrote, I assume you're talking about the former. I do want to change how the player handling works some more to better predict how and where the player is going to land and correct their rotation to make hitting slopes a lot easier. This might also help alleviate some of the bouncing off walls and corners. I'm also thinking of removing the invisible walls around the track and letting the player fall off either into the void or to later parts of the track if possible.
I will put air control back in, people seem to be falling of the track a bit too much. I meant to put in a way of jumping off railing, but never got around to it.
The underside of the track not rendering is an issue with Unity's shaders, I need to get a double-sided shader or create geometry under the track for it to render.
I like wall surfing a lil, but all must die in the name of progress :.) uhm, Maybe extreme turns can let you bank off walls or slopped walls or the curves already there like uhm...bobsled people anyways do whatevs, Cheers!
oh also! If you plan on skimming through a wide number of games, hungry, tired, fatigued from streaming, and skimming things over extremely quickly, you will totally miss obviously blatant things that may come to frustrate people and devs. Ex being what those nano-machines did. I'm thankful for your pointers and I will personally happily take wonderful advice with some skimmed stuff (which is totally fine the UI is cluttered and the game's in dev textures) but you will run the risk of stepping on someone's toes eventually. Feel free to delete this comment whenevs since it's just for u! I had trouble figuring out how to reach you since I like ur project and I hope you don't bother anyone else accidentally! no drama, only positive :D thx thx <3 <3 <3 <3
About the player handling: The movement speed feels too slow. I'd say increase the move speed by 50% and the space between the obstacles too to compensate. I don't like that the character turns by itself unless the track is tilted.
Maybe you could add a reward for doing tricks like a speed boost.
The camera feels fine.
The visual style looks plain. I'm surprised you asked about this since most assets look like placeholders.
I hope keep posting progress, I like this kind of game!
I'm planning on adding a more complex trick system, which will reward the player with a speed boost if they land it correctly. Air movement is something I might add back, albeit slower than ground movement. Thanks for playing!
Comments
Ground controls feel great, air controls feel terrible.
I would like to retain movement control while I'm in the air. Why not?
Feels like every time I go into the air a pre-rendered cutscene plays. I want to feel like it's one seamless physics experience.
Rail grinding look really good, I think I would like some form of interaction, maybe the ability to jump off?
I tried swerving into the green rail at the beginning, after the start but before it really left the ground, and I wasn't sure if the game would accept me onto the rail or not.
If rails are always going to be: "Collide exactly at the entrance hitbox" to start grinding, then that hitbox should have some visual indication. But maybe there might be a jump button, and you could freely jump onto a rail at any point.
I do not like all the invisible walls. Personally I prefer the freedom to fall off and die, or maybe do some insane speedrun skip.
Maybe for the tutorial you need the walls, but they should not be invisible, maybe just some semitransparent cyber barriers.
The camera is great in this.
Basic controls seem to function, although they are a bit finicky. Is there a reason to separate in air tricks controls with the general movement? There was a slight clunkiness when transitioning to a rail.
Answering the end game query: handling seems mostly good, visual style at the moment is extremely boring. Animations on the characters are fine, but the lack of flair and more or less everything makes it hard to judge the visual aspects.
Should add: was it fun? Yes.
this look somethign inspired from this
Movement speed boost on completing air tricks?Very nice, solid start. Controller support is much appreciated and feels very, very good, much better than the keyboard. Animations for the character are nice, feel responsive. But the speed itself is kinda lacking - it feels like I was slowing down while proceeding on the track. Also - dunno if that was the camera or perspective - got that very same feeling a couple of times during jumping ramps.
Grindrails are a nice touch, but if you ignore them - you can fly off the map and need to restart.
It's a solid surf movement prototype.
Hi Adman! Cool prototype! I like this kind of game.
First of all, I started the game, and tried to select the menu options with a controller. When I select "CONTROLS" with the controller, the game stops recognizing controler inputs, and the only way to go back to the main menu and start the game is with the mouse.
The game controls feel ok. I think you could make it slightly faster, and the jump a bit less floaty.
Right now the character turns into the direction of the velocity and it works, but for this kind of game, perhaps it would be even better if the character "strafed" left and right. And you could lean it to that direction. (apologies for the terrible drawing).
Right now I don't think there is any incentive to be in the air, and turn the character to do tricks. One thing that you could add is a "score" system where you need to trick to increase (tony hawk style), or even better, add a timer to each level, and every time you trick, after you land, you get a speed boost equal to the trick complexity. Then the player is rewarded by completing the levels as fast as possible.
Those are my two cents. Keep up the good work!
I actually did animate a lean like that, but importing into Unity didn't go as planned, so I'll need to redo it. And I fully intend on having tricks being both more in-depth and providing a speed boost. Thanks for playing and for the feedback.
Thanks for playing and giving feedback.
I by rotating on the X axis you mean the roll axis or the pitch? Based on what you wrote, I assume you're talking about the former. I do want to change how the player handling works some more to better predict how and where the player is going to land and correct their rotation to make hitting slopes a lot easier. This might also help alleviate some of the bouncing off walls and corners. I'm also thinking of removing the invisible walls around the track and letting the player fall off either into the void or to later parts of the track if possible.
I will put air control back in, people seem to be falling of the track a bit too much. I meant to put in a way of jumping off railing, but never got around to it.
The underside of the track not rendering is an issue with Unity's shaders, I need to get a double-sided shader or create geometry under the track for it to render.
Here's an image I cut due to page sizing.
I like wall surfing a lil, but all must die in the name of progress :.) uhm, Maybe extreme turns can let you bank off walls or slopped walls or the curves already there like uhm...bobsled people
anyways do whatevs, Cheers!
oh also!
If you plan on skimming through a wide number of games, hungry, tired, fatigued from streaming, and skimming things over extremely quickly, you will totally miss obviously blatant things that may come to frustrate people and devs. Ex being what those nano-machines did.
I'm thankful for your pointers and I will personally happily take wonderful advice with some skimmed stuff (which is totally fine the UI is cluttered and the game's in dev textures) but you will run the risk of stepping on someone's toes eventually. Feel free to delete this comment whenevs since it's just for u! I had trouble figuring out how to reach you since I like ur project and I hope you don't bother anyone else accidentally! no drama, only positive :D thx thx <3 <3 <3 <3
Nice game!
About the player handling: The movement speed feels too slow. I'd say increase the move speed by 50% and the space between the obstacles too to compensate. I don't like that the character turns by itself unless the track is tilted.
Maybe you could add a reward for doing tricks like a speed boost.
The camera feels fine.
The visual style looks plain. I'm surprised you asked about this since most assets look like placeholders.
I hope keep posting progress, I like this kind of game!
Seems ok.
After the first rail, I like how there's a ramp after going through a tight path, because it works as a reward for going to a risky direction,
I wonder if spinning in the air could lead to a score system or chances of it affecting movement after landing back on the road.
And also the absense of invisible walls or the addition of air movement.
I'm planning on adding a more complex trick system, which will reward the player with a speed boost if they land it correctly. Air movement is something I might add back, albeit slower than ground movement. Thanks for playing!