hello! I am likely an unfamiliar name, particularly so here at this point, but I played with the team that SNSD became (Jamais Vu) in ETF2L S6 platinum, and in some other European high / plat teams before that. In any case, I passively lurk here a lot when I can.
I've been working on a first person skateboarding game called Flow State. Here's a really (REALLY) early in-development video of some of the features:
https://www.youtube.com/watch?v=WmiiwcQ_MOk
I'm coming from a background of really thoroughly enjoying the movement TF2 has and I think there's lots to be said for how fun even just speedrunning any jump or surf map can be. It'd be great to hear some opinions from people more active than I about where they'd like to see a game like this taken. It's really early days for me and game development is a heavily iterative process by nature, so the sooner I get help on what works and what doesn't, the better for everybody!
I don't want to overload this post with redundant information, but I'm keeping a more fleshed out devlog of it here if you're interested: https://forums.tigsource.com/index.php?topic=56148.0
let me know what you think!
hello! I am likely an unfamiliar name, particularly so here at this point, but I played with the team that SNSD became (Jamais Vu) in ETF2L S6 platinum, and in some other European high / plat teams before that. In any case, I passively lurk here a lot when I can.
I've been working on a first person skateboarding game called Flow State. Here's a really (REALLY) early in-development video of some of the features:
[youtube]https://www.youtube.com/watch?v=WmiiwcQ_MOk[/youtube]
I'm coming from a background of really thoroughly enjoying the movement TF2 has and I think there's lots to be said for how fun even just speedrunning any jump or surf map can be. It'd be great to hear some opinions from people more active than I about where they'd like to see a game like this taken. It's really early days for me and game development is a heavily iterative process by nature, so the sooner I get help on what works and what doesn't, the better for everybody!
I don't want to overload this post with redundant information, but I'm keeping a more fleshed out devlog of it here if you're interested: https://forums.tigsource.com/index.php?topic=56148.0
let me know what you think!
looks pretty cool, reminds me of lovely planet sort of
looks pretty cool, reminds me of lovely planet sort of
looks pretty bland but hey it's only the alpha
other than that it looks pretty cool
looks pretty bland but hey it's only the alpha
other than that it looks pretty cool
This is really awesome. Keep at it! :3
This is really awesome. Keep at it! :3
Why does it sound like the quake lightning gun(+hitsound) when you grind?
Looks pretty cool though, good work.
Why does it sound like the quake lightning gun(+hitsound) when you grind?
Looks pretty cool though, good work.
looks really good, pretty hyped
looks really good, pretty hyped
nightwatchWhy does it sound like the quake lightning gun(+hitsound) when you grind?
Looks pretty cool though, good work.
Have you played quake recently lol? Sounds nothing alike to me.
Game looks promising, First person perspective is a little different for these sort of games (at least the ones I've played have all been 3rd person) so I'm eager to see if you combine any sort of new mechanics or anything along with the first person perspective, would be pretty neat.
Please keep us updated.
[quote=nightwatch]Why does it sound like the quake lightning gun(+hitsound) when you grind?
Looks pretty cool though, good work.[/quote]
Have you played quake recently lol? Sounds nothing alike to me.
Game looks promising, First person perspective is a little different for these sort of games (at least the ones I've played have all been 3rd person) so I'm eager to see if you combine any sort of new mechanics or anything along with the first person perspective, would be pretty neat.
Please keep us updated.
nightwatchWhy does it sound like the quake lightning gun(+hitsound) when you grind?
Looks pretty cool though, good work.
This sounds absolutely nothing like the quake lg sound.
[quote=nightwatch]Why does it sound like the quake lightning gun(+hitsound) when you grind?
Looks pretty cool though, good work.[/quote]
This sounds absolutely nothing like the quake lg sound.
I love the concept - and the artstyle creates a fluid feel to the game. Definitely would pay to play a polished version!
I miss talking to you, buddy - but I'm happy to hear you've been working hard while "gone". ;) Keep us posted!
I love the concept - and the artstyle creates a fluid feel to the game. Definitely would pay to play a polished version!
I miss talking to you, buddy - but I'm happy to hear you've been working hard while "gone". ;) Keep us posted!
This game looks really cool. The movement looks really slick and looks like it could possibly be "exploited" to create new movement techniques. Slap on some custom trick maps and I would have tons of fun grinding it out (pun intended).
This game looks really cool. The movement looks really slick and looks like it could possibly be "exploited" to create new movement techniques. Slap on some custom trick maps and I would have tons of fun grinding it out (pun intended).
ahaha i loved the THU/PS record scratch when you beefed a trick
put this shit on steam so i can buy it
ahaha i loved the THU/PS record scratch when you beefed a trick
put this shit on steam so i can buy it
I love having cat paws as feet!
I love having cat paws as feet!
oodlesI'm coming from a background of really thoroughly enjoying the movement TF2 has and I think there's lots to be said for how fun even just speedrunning any jump or surf map can be.
Does this mean the controls are similar to surfing, cause if so that would be even better
[quote=oodles]
I'm coming from a background of really thoroughly enjoying the movement TF2 has and I think there's lots to be said for how fun even just speedrunning any jump or surf map can be.[/quote]
Does this mean the controls are similar to surfing, cause if so that would be even better
looks like a really cool game with a lot of potential
also make sure you can use a very high fov without things looking distorted so people have a good awareness of their body and surroundings , 3rd person works because you can actually see your body all the time
looks like a really cool game with a lot of potential
also make sure you can use a very high fov without things looking distorted so people have a good awareness of their body and surroundings , 3rd person works because you can actually see your body all the time
This vid made me feel a little motion sick when you looked at your own feet. I don't normally get any motion sickness from fps games but I guess its having the board down there or something? If its just me then I guess thats fine but if its feedback you get enough of you might need to try some stuff to fix that.
This vid made me feel a little motion sick when you looked at your own feet. I don't normally get any motion sickness from fps games but I guess its having the board down there or something? If its just me then I guess thats fine but if its feedback you get enough of you might need to try some stuff to fix that.
omg when i was a kid i always wanted a 1st person skating game this is awesome
omg when i was a kid i always wanted a 1st person skating game this is awesome
the king crimson beat was a nice touch
the king crimson beat was a nice touch
any news about some sort of alpha? i'd love to try this out
any news about some sort of alpha? i'd love to try this out
I read "trick detection" in the TIGSource thread, does that mean pulling off tricks by performing stick gestures? Skate had that, and I love Skate.
Arcane Kids had a first person skating game in the works, but there's been no news about it ever since the alpha was released as an incentive for some obscure Kickstarter. You may have an opportunity to capitalize upon an unrealized niche here. Good luck!
Also, any relation?
I read "trick detection" in the TIGSource thread, does that mean pulling off tricks by performing stick gestures? Skate had that, and I love Skate.
Arcane Kids had a first person skating game in the works, but there's been no news about it ever since the alpha was released as an incentive for some obscure Kickstarter. You may have an opportunity to capitalize upon an unrealized niche here. Good luck!
Also, [url=https://youtu.be/TIy3n2b7V9k]any relation[/url]?
I really enjoy how free and fast the movement seems to look. I use to be a big fan of skating games back in my ps2 and some of my ps3 days but I don't go out playing them anymore. If this had controller support and you keep that free flowing movement (really reminds me of movement from quake live) I'd be willing to try it out.
I really enjoy how free and fast the movement seems to look. I use to be a big fan of skating games back in my ps2 and some of my ps3 days but I don't go out playing them anymore. If this had controller support and you keep that free flowing movement (really reminds me of movement from quake live) I'd be willing to try it out.
this looks really cool!
a skateboarding platformer would be sick tho, has anyone done that?
this looks really cool!
a skateboarding platformer would be sick tho, has anyone done that?
Those are some very satisfying sound effects.
Those are some very satisfying sound effects.
circlejumping to no comply?
body varials?
this game could be amazing
circlejumping to no comply?
body varials?
this game could be amazing
flatlinea skateboarding platformer would be sick tho, has anyone done that?
OlliOlli. It's a 2D game though.
[quote=flatline]a skateboarding platformer would be sick tho, has anyone done that?[/quote]
OlliOlli. It's a 2D game though.
If you could have in the upper left hand corner, like a little representation of yourself that animates your actions and tricks as you perform them, it would help with the first person confusion. Like this but smaller I guess: http://imgur.com/Mr0R1pn
Forgive my crude ms paint doodles. It's unnecessary creative spit-balling but maybe it'll give you something cool to consider. Looks fun.
If you could have in the upper left hand corner, like a little representation of yourself that animates your actions and tricks as you perform them, it would help with the first person confusion. Like this but smaller I guess: http://imgur.com/Mr0R1pn
Forgive my crude ms paint doodles. It's unnecessary creative spit-balling but maybe it'll give you something cool to consider. Looks fun.
Wow, thanks so much for all the comments! It’s super helpful for me to see – even if it’s not direct criticism or suggestions, just seeing interest in it is very heartening.
@smesi: I do actually agree in that it’s very underdeveloped, and when I contrast it with what’s in my head of when it’s more fleshed out, the game will have a lot more ‘soul’ to it. Both in terms of gameplay and art direction, right now even ‘alpha’ seems like jumping the gun, more like proof of concept.
@fahrenheit good ear. It’s actually been so long since I played thps that I can’t remember which are subtle winks to the series and which are just my warped perspective on how they were
@Scruff yeah. The movement is actually based on the original quake3 movement code (it's open source), so airstrafing works very similarly to that and tf2, it’s more just a different ‘feel’ due to differing friction / acceleration parameters but the mechanics are the same. Surfing as we know it in surf maps isn’t such a direct translation but I’m going to be looking into that more soon.
@Zesty this is good to hear, thanks for mentioning it. Motion sickness is a real concern, and I think part of it there is the consequence of watching rather than playing. I looked down more than I normally would when playing just to showcase how the board moves, but:
@deykuzor your suggestion is a great one. I’ve added a board ‘minicam’ to the priority list. Before I’d considered doing this for manuals just so you wouldn’t have to look down all the time but I think fulltime board cam with the option to toggle on/off should work well. Thank you!
@wac so right now I’m just still in the stages of figuring out the scope of the game. I’m going to keep working on it, posting, updating, seeing how the world feels about it. Down the line I’ll need to be able to support myself more steadily, so aim for a kickstarter + steam greenlight to ensure I can actually comfortably allocate time and make sure it gets made. I’ll keep this thread and the one linked in the op updated as I go, so I won’t disappear on you! At some point it’ll be great to have some external testing being done too, and I’ll get some people on here involved if I can.
@Inhake yep! Right now I’m developing with keyboard + mouse only, but stick gestures for controller support is planned. I put a post up on the TIGSource page explaining a bit on how the free rotation works.
Arcane Kids’ Perfect Stride looks amazing. I actually discovered it when I was quite far into development, and sort of had a panic attack that I’d been accidentally ripping them off. However I emailed them and they were super nice about it all, and it seems like the direction our games take diverge quite a lot.
and: no relation. sadly. good marketing angle though
As mentioned before, I'll keep this thread updated when new developments occur!
Wow, thanks so much for all the comments! It’s super helpful for me to see – even if it’s not direct criticism or suggestions, just seeing interest in it is very heartening.
@smesi: I do actually agree in that it’s very underdeveloped, and when I contrast it with what’s in my head of when it’s more fleshed out, the game will have a lot more ‘soul’ to it. Both in terms of gameplay and art direction, right now even ‘alpha’ seems like jumping the gun, more like proof of concept.
@fahrenheit good ear. It’s actually been so long since I played thps that I can’t remember which are subtle winks to the series and which are just my warped perspective on how they were
@Scruff yeah. The movement is actually based on the original quake3 movement code (it's open source), so airstrafing works very similarly to that and tf2, it’s more just a different ‘feel’ due to differing friction / acceleration parameters but the mechanics are the same. Surfing as we know it in surf maps isn’t such a direct translation but I’m going to be looking into that more soon.
@Zesty this is good to hear, thanks for mentioning it. Motion sickness is a real concern, and I think part of it there is the consequence of watching rather than playing. I looked down more than I normally would when playing just to showcase how the board moves, but:
@deykuzor your suggestion is a great one. I’ve added a board ‘minicam’ to the priority list. Before I’d considered doing this for manuals just so you wouldn’t have to look down all the time but I think fulltime board cam with the option to toggle on/off should work well. Thank you!
@wac so right now I’m just still in the stages of figuring out the scope of the game. I’m going to keep working on it, posting, updating, seeing how the world feels about it. Down the line I’ll need to be able to support myself more steadily, so aim for a kickstarter + steam greenlight to ensure I can actually comfortably allocate time and make sure it gets made. I’ll keep this thread and the one linked in the op updated as I go, so I won’t disappear on you! At some point it’ll be great to have some external testing being done too, and I’ll get some people on here involved if I can.
@Inhake yep! Right now I’m developing with keyboard + mouse only, but stick gestures for controller support is planned. I put a post up on the TIGSource page explaining a bit on how the free rotation works.
Arcane Kids’ Perfect Stride looks amazing. I actually discovered it when I was quite far into development, and sort of had a panic attack that I’d been accidentally ripping them off. However I emailed them and they were super nice about it all, and it seems like the direction our games take diverge quite a lot.
and: no relation. sadly. good marketing angle though
As mentioned before, I'll keep this thread updated when new developments occur!