I really like the idea of a carve meter. A ton of racing games have the mechanic of "Drift = Get Boost" Resulting in players Snaking around the track, spamming the drift button. The Carve Meter feels natural in a skiing game, where Carving is actually a thing.
For the signpost menu concept, you can have the main signs like 'Play', 'Settings' and so on, and for sub-menus (like server lists and settings menus), you can pan over to the right, and have it be an post board on a wooden ski-lodge or somethin like that. Idk, just an idea (and I think I explained it poorly), but if you still want to go that stylistic route, its an idea! Love the progress, exited to see where it goes.
Oh, nice! And imagine you find a flyer, for a ski session a day ride afar, in a small special resort (sooo different from the regular levels) ... Oh, what is that on the back of the flyer? A personal note, reading: "! apply for the local crew, the "Avalanches", Tuesday, sunrise - Wilders Slope.
I love how you actually have to turn around to throw something backwards instead of something like just pulling back a joystick. That's incredibly inventive.
This has to be the most technically challenging DevLog I’m following at the moment. What with the physics, netcode, camera controls and player movement and all. Super impressive.
Adding a brake mechanism where u put the ski poles in the floor would be pretty cool. Maybe u could put 1 pole in to brake/quickly turn left, and the other pole to go right.
This would be cool. Only 1 or 2 levels could have a section where you have to make some low-speed high angle turns, which require you to break. Ah, who am I kidding, I actually never use breaking in Mario Kart…
Please no, as a skier this would be too much of a break from reality. That isn't how you slow down or turn on skis If there is to be a brake mechanism, it should be a snow plough or a parallel skis
Skiing switch and throwing penguins in the face of your friends behind you has got to be the biggest taunt ever 😂 Nice one! I love games that are easy to play, and hard to master. I look very much forward to the release of this game 😄👌 Nice work!
I think this is my favorite ongoing dev log series, the game has come so far, it always amazes me how much progress you make each episode! Looking forward to seeing how this ends up!
Thanks that means a lot, friend. It's changed a lot but I think that's just part of the journey. Certainly learned a lot along the way. Thanks again for following, excited to share the next one with you
One thing I love about this devlog series is how it shows the “procedural” component to game development, that is, you start with a specific plan or idea in mind, and then as you go through the process of making the game you’re forced to adapt and make changes due to unforeseen challenges, limitations, and accidental discoveries. I think the fact that you roll with these changes as they come up shows that you’re a good game developer. Love seeing the progress of the game, man. Keep it up!
this game has really come into its own in this devlog.. the caring, jump, tuck, switch, and slide mechanics really help set it apart from similar games. using switch to shoot backwards is an awesome idea.
I actually think this game has the potential to get a big competitive scene. All these new features definitely look like they’re opening the doors to creative and technical gameplay if you want to. Great job.
I think your first menu UI with the sign post to be very interesting and unique. Regarding the different transitions, maybe you could implement the submenus as text / items on empty ski slopes with some objects around them (e.g., a ski hut) and each submenu transitions to another slope or area of your winter wonderland?
This is the first thing I see of this game but I'm so excited about the result already! I love skiing, Mario Kart and Crash Bandicoot. It's looking really nice so far. Good devlog!
These movement mechanics add so much depth to the gameplay. Also it's incredible how much progress you make in short amounts of time. Keep up the great work!
I've been watching various devlog videos for a while now. Today YT suggested your devlog series, so I started watching it from the beginning. This game is shaping up to be a winner. I'm loving your design choices and attention to detail. I've subscribed and added your game to my wish list.
The jump into turn looks fantastic. As a long-time skier myself I think you got the traction and smoothness spot on. Love the vlog style and commentary too btw. Keep it up, you're killin it!
Also, doing 180 or 360s off jumps for extra boost would be awesome :D (possibly with a ski grab and forming an X with the skiis mid air). There's the bunny hop, which I like. But there could also be a mechanic for "powersliding" while turning. For eg. preparing for sharper turns. Hold a button to powerslide while turning. On regular skis you can also turn your skiis while not breaking much, and you can apply how much you want to break by leaning. However it might be too many mechanics? Just an idea, you can test it out 😊 Love the videos! And looking forward to play your game!
Here’s an idea: When the player is in tucked position for a while the bunny hop instead becomes an actual jump. This could help you cut corners or maybe even dodge obstacles but also doing this on a ramp could give you a huge boost
Man these devlogs are awesome! I love seeing them pop up in my recommended. For a cooler name instead of boost: in French, there's a position called "schuss" in ski where you sort of curve up into a ball and that makes you go a lot faster because of areodynamics or whatever. There's also another expression called "tout schuss", that translates to "full schuss", and that's when you just do schuss for a long time. Full schuss could be a cool and accurate name I think :) Edit: nevermind, I just got further in the develop and saw that you already implemented it, apparently it's called tuck in English, lol
At 6:10 there are these signs with arrows. they show up again later in the clip. I just felt it would be really cool to go under the sign, between the arrows, and that would be like a shortcut. but maybe you really need to make no mistakes when taking these smaller shortcuts. like, if you hit the sides there would be deep snow between the trees that would slow you down if you are not spot on the track. Or you could crash into a tree and and be reset in some way :) It's a really cool game you're working on. I've been watching your progress for a while but never left a comment before. thanks for for nice content and good luck with this project
Hey glad to hear you've been watching for a while, chris! I like the idea and eventually I do want to add shortcuts. The tricky part is that they have to have some kind of risk, or be hard to execute like you mentioned, otherwise they would be preferable to the main route 100% of the time. I like the idea of a really tight path between some trees, we would just need to figure out how the reset mechanism would work. Would it bring you back to the standard path? or beginning of the hidden forest path? Things like that. I'll definitely be thinking about this as I develop this map abit more
You should add an item where a snow owl picks you up and you go like 5feet or whatever above the ground and you go like 10% faster. This could last for 10 seconds maybe. I love your dev log and game I can’t wait until it comes out!
U are really killing it with these devlogs!! I would like to see a shortcut, that is made from ice shards, and is available when you shoot it with penguins. I feel like clever shortcuts really add more competition and fun in racing games. It also adds little learning curve, that you will have to learn the map fully to utilize it to the fullest. Good luck!!!
In Norway we have this chocolate that every Norwegian eats while going on a hike or skeeing. It's called Kvikk Lunsj (quick lunch). How about a boost (maybe a chocolate in fairly the same colors) called "quick launch"? 😁
Hey Solomon, I just wanted to say what a great Job you are doing: Not only are you developing a (imo) great game, which I believe can reach a significant playerbase, but you are also creating great RUclips videos. Handling both so elegantly is very inspiring. Thank you for your devlog, and all the best for your future endeavors.
Best channel ever. I would recommend making the thumbnail photo for this video a lot more engaging, and aesthetically pleasing like a painting composition. Maybe add a Snowy Landscape with a sunset in the background. I think it would be more catching to the eye
Great job, both on the progress and on the devlog itself! Some ideas I had while watching that might be interesting to explore: - Instead of having the jump speed, jump height and various other stats dependant on the character itself, it might be wortwhile to extract it into a "riding style" - this way, people could choose the character they like and the play style they prefer as well. - Instead of having the various top speeds defined statically, maybe it would be cool to have them based on the level, or even the level portion? On a steeper part of the hill, the number could be higher, and so on. Overall, this was really enjoyable to watch, thank you!
This devlog is great. You've been very proactive and organized. The fact that you acomplished all of this in such a short time frame while being new to unreal is trully inspiring.
When the boost gauge fills up to max, the player should emit a particle effect (blue ring, something like that) to show that it's full without the player having to take his eyes of that portion of the screen. That plus a small sound effect would be a nice way to let the player know he's got a full boost gauge. Awesome looking game so far.
Yea, I still think that idea would be a lot of fun. It's certainly not out of the question it's just something I may come back to if I have extra dev time at some point, or feel inspired
I've followed this since the first episode, and this is the first episode that truly got me excited. You're making consistent improvements and focusing on the right stuff! I love the penguin missile behaviour. I can imagine some insanely skilled shots with those, and they are also charming and silly. I would say that the character models, though still improving, don't seem to be your forté. Perhaps something you could commission? A game like this would benefit from charming and quirky characters, and designing those is an art-form. Anyway, good luck on development. Excited to see what the next devlog brings!
@@solomon-gumball cant wait to see what else you do for the game. also the main menu that you created looks amazing as post signs thats really gonna pop for the game
I have a little recommendation for the end scoreboard. In nitro type, it immediately shows up when you win and instead of showing up when everyone’s done, it shows percent that your losing competitors have completed in the race. I haven’t seen many unreal dev logs lately so this was cool to see!
When you click play, it would be cool to do like a zoom into the bottom of the mountain instead of the animation of the closing black circle. Also you could see an overall look of the track, before being able to controll the player.
For the optional right stick camera controls you could potentially also look at / take some inspiration from how Rocket League does it, where moving the right stick doesn't cause the camera to "start rotating" in a direction, instead the camera angle directly correlates with the stick position (with some smoothing/lag), meaning it also resets when you let go of the stick, and also lets you look behind you by pulling the stick backwards.
about ski switching; most commercial ski lift up in the front but not in the back (oriental) to allow the person to glide better. people who ski switch usually use twin tipped ski, while it is definitely possible to switch with orientals, you just glide better (maintain more speed and dont fall over as easily if theres a sudden bump somewhere) A lot of casual skiers buy twin tips without performing any tricks, just bc they like the way they look. they dont seem to have any price difference over regular ski. So imo, it'd be a tiny but interesting detail if people would reach a great top speed on oriental, with a lower top speed when switching; but reach a slightly lower top speed forward on twin tipped ski, with the exact same top speed when switching. (i tried looking up if racing ski are always oriental, or if twin tips have any affect on a skis performance at all, but i coudln't find any info, most ppl say "there is hardly any difference unless you are literally performing hardcore tricks or race down the mountain") ((I also read somewhere twin tips apparently have better handling, so they are good for beginners, but that statement just countredicts the vidrdict from a bunch of other sources that the average skier wont feel any difference between oriental and twin tipped ski, so take that one with a grain of salt. maybe they were talking about freestyle ski, which are usually really small and twin tipped))
wholy shit this devlog added the coolest features! These features made this game actually enjoyable. Beforehand it was some generic skiing, but now you differentiate with excellent movement mechanics! I want to play this game, and I will definitely wishlist it on steam!
I love where this is going! Big progress in this devlog. For the automatic camera movement, I recommend looking at second order dynamics. There's an excellent RUclips video by t3ssel8r. Second order dynamics would allow the camera to move quicker the further it is from the desired point, while still smoothing it slowly once it gets closer. It could help with your problem where the camera isn't getting into position fast enough. And at the same time it provides excellent parameterization so you can fine tune the snappiness of the movement. I use second order dynamics all the time when I want to smooth movement to an ever changing destination point (camera is a perfect example).
You could include an Ollie, this is a higher bunny hop but you can also leap on, over or off future obstacles. (Like Mario, maybe add some airtime between mountain peaks or something original which keeps everybody at same speeds). This is a great game which I would download immediately. Keep it up!
I think you should definitely try to bring the signpost menu back, when you have time to work on it. It adds charm to the game. You can also make map icons be in the style of those trail maps you get at ski resorts, if you get around to making a dedicated map selection screen. IMHO, you should go all in on the ski theme, maybe even add a little lodge hub to explore and talk to characters, if you still want to pursue the storyline idea that you introduced in one of the earlier devlogs. But that comes after building the basic gameplay loop, of course.
This looks incredible! If you are interested or ever get the time, adding different weather and time options somehow would be HUGE. The vibe of skiing at night or during a foggy snowstorm would be unbeatable. Makes me think of Wii Ski, it would have still been great without the day/night cycle but having it adds so much.
Idea 💡 : you can dodge a penguin by making a sharp turn to hide behind a rock, making the penguin collide with the ice block and therefore ‘escaping’ the penguin
Hey! For the camera problem you could try an aproach such as Fez does. It allows the player a "threshold" of movement to both sides of the screen starting from the middel where you can add the rotation lag, but once the player surpases that threshold it starts moving towards the player again, there is where you could unclip the rotation lag and snap it to the player, so during close turns where the player moves a lot from the center it snaps to it, but during long continuated hills where turns are wider the camera is smoother. If you dont really get what im saying GTMK channel has a video talking about cameras and it shows that fez example, could be worth a try. Really great devlog too! The game is starting to look super nice ^^
this game looks great! if you ever do more maps I'd love to see glades and moguls, or maybe a high altitude super steep bowls. The best parts of skiing for me is trying desperately not to fall on a huge difficult run and I think trickier or more technical maps would be a wonderful addition that reward learning the routes
Bro never misses, and he is a good game developer. Dang.
Yess, solo gamedev is really hard, but he just keeps going.
I really like the idea of a carve meter. A ton of racing games have the mechanic of "Drift = Get Boost" Resulting in players Snaking around the track, spamming the drift button. The Carve Meter feels natural in a skiing game, where Carving is actually a thing.
For the signpost menu concept, you can have the main signs like 'Play', 'Settings' and so on, and for sub-menus (like server lists and settings menus), you can pan over to the right, and have it be an post board on a wooden ski-lodge or somethin like that. Idk, just an idea (and I think I explained it poorly), but if you still want to go that stylistic route, its an idea! Love the progress, exited to see where it goes.
Makes total sense, it seems like it would look great and be easy to implement
I think for one of the options it should pan over to a what looks like the sign you see that shows a slope's difficulty.
Oh, nice! And imagine you find a flyer, for a ski session a day ride afar, in a small special resort (sooo different from the regular levels) ... Oh, what is that on the back of the flyer? A personal note, reading: "! apply for the local crew, the "Avalanches", Tuesday, sunrise - Wilders Slope.
I love how you actually have to turn around to throw something backwards instead of something like just pulling back a joystick. That's incredibly inventive.
This has to be the most technically challenging DevLog I’m following at the moment. What with the physics, netcode, camera controls and player movement and all.
Super impressive.
Man i just love these devlogs, its so satisfying to see the game develope over time!
the penguin and skiing switch combo just seems perfect
Adding a brake mechanism where u put the ski poles in the floor would be pretty cool. Maybe u could put 1 pole in to brake/quickly turn left, and the other pole to go right.
This would be cool. Only 1 or 2 levels could have a section where you have to make some low-speed high angle turns, which require you to break.
Ah, who am I kidding, I actually never use breaking in Mario Kart…
It'd be nice if there was a smoke trail behind you reducing the visibility of other players when you're braking
Imo braking should be done with a gentle hockey stop or side slip to be more true to life.
@@jamesdadabo yeah i dont really mind how its done and i also dont know a lot about skiing but that sounds cool
Please no, as a skier this would be too much of a break from reality. That isn't how you slow down or turn on skis
If there is to be a brake mechanism, it should be a snow plough or a parallel skis
Skiing switch and throwing penguins in the face of your friends behind you has got to be the biggest taunt ever 😂
Nice one!
I love games that are easy to play, and hard to master. I look very much forward to the release of this game 😄👌 Nice work!
I think this is my favorite ongoing dev log series, the game has come so far, it always amazes me how much progress you make each episode! Looking forward to seeing how this ends up!
Thanks that means a lot, friend. It's changed a lot but I think that's just part of the journey. Certainly learned a lot along the way. Thanks again for following, excited to share the next one with you
So exited to play this when it comes out, love your devlogs soooooooooooooo much
One thing I love about this devlog series is how it shows the “procedural” component to game development, that is, you start with a specific plan or idea in mind, and then as you go through the process of making the game you’re forced to adapt and make changes due to unforeseen challenges, limitations, and accidental discoveries. I think the fact that you roll with these changes as they come up shows that you’re a good game developer. Love seeing the progress of the game, man. Keep it up!
this game has really come into its own in this devlog.. the caring, jump, tuck, switch, and slide mechanics really help set it apart from similar games. using switch to shoot backwards is an awesome idea.
Just learned about this channel and I'm blown away that one guy did this with a little help from non game dev friends.
I actually think this game has the potential to get a big competitive scene. All these new features definitely look like they’re opening the doors to creative and technical gameplay if you want to. Great job.
I think your first menu UI with the sign post to be very interesting and unique. Regarding the different transitions, maybe you could implement the submenus as text / items on empty ski slopes with some objects around them (e.g., a ski hut) and each submenu transitions to another slope or area of your winter wonderland?
I love how you can shoot items behind you by doing a 180 and skiing backwards, i can see so many sick moments with that in multiplayer
Really cool devlog, and nice game too!
loving these devlogs man, and very excited to play this with my friends when the game comes out, keep up the good work!
Thanks, man. Can't wait for you guys to try it out
This is the first thing I see of this game but I'm so excited about the result already! I love skiing, Mario Kart and Crash Bandicoot. It's looking really nice so far. Good devlog!
The way all the movement works off one another is going to make the "easy to learn, hard to master" quite well, cant wait to see where this goes!
I love finding little gems like these in the corners of youtube
These movement mechanics add so much depth to the gameplay. Also it's incredible how much progress you make in short amounts of time. Keep up the great work!
I've been watching various devlog videos for a while now. Today YT suggested your devlog series, so I started watching it from the beginning. This game is shaping up to be a winner. I'm loving your design choices and attention to detail. I've subscribed and added your game to my wish list.
These movement mechanics sounds like they're going to add some real depth this is great
The jump into turn looks fantastic. As a long-time skier myself I think you got the traction and smoothness spot on.
Love the vlog style and commentary too btw. Keep it up, you're killin it!
Also, doing 180 or 360s off jumps for extra boost would be awesome :D (possibly with a ski grab and forming an X with the skiis mid air).
There's the bunny hop, which I like. But there could also be a mechanic for "powersliding" while turning. For eg. preparing for sharper turns.
Hold a button to powerslide while turning.
On regular skis you can also turn your skiis while not breaking much, and you can apply how much you want to break by leaning.
However it might be too many mechanics?
Just an idea, you can test it out 😊
Love the videos! And looking forward to play your game!
Damn this looks really good so far, keep on going man. I'm definitely going to wishlist this even though I have nothing to play it on.
It's Here! Production quality is top notch this time!
Here’s an idea: When the player is in tucked position for a while the bunny hop instead becomes an actual jump. This could help you cut corners or maybe even dodge obstacles but also doing this on a ramp could give you a huge boost
irl different skis have different carve radius, just dropping this here in case it is useful down the track. Awesome looking work
Man these devlogs are awesome! I love seeing them pop up in my recommended. For a cooler name instead of boost: in French, there's a position called "schuss" in ski where you sort of curve up into a ball and that makes you go a lot faster because of areodynamics or whatever. There's also another expression called "tout schuss", that translates to "full schuss", and that's when you just do schuss for a long time. Full schuss could be a cool and accurate name I think :)
Edit: nevermind, I just got further in the develop and saw that you already implemented it, apparently it's called tuck in English, lol
At 6:10 there are these signs with arrows. they show up again later in the clip. I just felt it would be really cool to go under the sign, between the arrows, and that would be like a shortcut. but maybe you really need to make no mistakes when taking these smaller shortcuts. like, if you hit the sides there would be deep snow between the trees that would slow you down if you are not spot on the track. Or you could crash into a tree and and be reset in some way :) It's a really cool game you're working on. I've been watching your progress for a while but never left a comment before. thanks for for nice content and good luck with this project
Hey glad to hear you've been watching for a while, chris! I like the idea and eventually I do want to add shortcuts. The tricky part is that they have to have some kind of risk, or be hard to execute like you mentioned, otherwise they would be preferable to the main route 100% of the time. I like the idea of a really tight path between some trees, we would just need to figure out how the reset mechanism would work. Would it bring you back to the standard path? or beginning of the hidden forest path? Things like that. I'll definitely be thinking about this as I develop this map abit more
Damn! this is a huge step-up from the last devlog!
Great work, looking really fun to play
You are quite good at this. Love the carving mechanics.
You should add an item where a snow owl picks you up and you go like 5feet or whatever above the ground and you go like 10% faster. This could last for 10 seconds maybe. I love your dev log and game I can’t wait until it comes out!
great devlog, always excited when I see a new one from you!
It's so cool to see things starting to look super clean! Amazing work as always and looking forward to the next one :)
My favourite dev log. Given me some great ideas and motivation for my project so thank you! I’ll wish list this on steam it looks great
The way you explain things is really nice and the presentation keeps improving!
this game looks like a great little gem, looking forward to seeing more
U are really killing it with these devlogs!! I would like to see a shortcut, that is made from ice shards, and is available when you shoot it with penguins. I feel like clever shortcuts really add more competition and fun in racing games. It also adds little learning curve, that you will have to learn the map fully to utilize it to the fullest. Good luck!!!
Holy heck I'm glad I found this! Its like the best components of my favorite games 😭 Looking amazing!
In Norway we have this chocolate that every Norwegian eats while going on a hike or skeeing. It's called Kvikk Lunsj (quick lunch). How about a boost (maybe a chocolate in fairly the same colors) called "quick launch"? 😁
Hey Solomon, I just wanted to say what a great Job you are doing: Not only are you developing a (imo) great game, which I believe can reach a significant playerbase, but you are also creating great RUclips videos. Handling both so elegantly is very inspiring.
Thank you for your devlog, and all the best for your future endeavors.
Very impressed! This looks fun! The devlogs are also fun to watch
Best channel ever. I would recommend making the thumbnail photo for this video a lot more engaging, and aesthetically pleasing like a painting composition. Maybe add a Snowy Landscape with a sunset in the background. I think it would be more catching to the eye
Yeah I did end up changing it. Thumbnails and titles are such a pain but so important. Thanks for your advice.
Wow! What a great video, these changes are awesome. I can see that Carve into Tuck timing allowing interesting competition! Keep up the great work
Great job, both on the progress and on the devlog itself!
Some ideas I had while watching that might be interesting to explore:
- Instead of having the jump speed, jump height and various other stats dependant on the character itself, it might be wortwhile to extract it into a "riding style" - this way, people could choose the character they like and the play style they prefer as well.
- Instead of having the various top speeds defined statically, maybe it would be cool to have them based on the level, or even the level portion? On a steeper part of the hill, the number could be higher, and so on.
Overall, this was really enjoyable to watch, thank you!
This game looks so fun already. This would be epic to play with friends
This devlog is great. You've been very proactive and organized. The fact that you acomplished all of this in such a short time frame while being new to unreal is trully inspiring.
When the boost gauge fills up to max, the player should emit a particle effect (blue ring, something like that) to show that it's full without the player having to take his eyes of that portion of the screen. That plus a small sound effect would be a nice way to let the player know he's got a full boost gauge. Awesome looking game so far.
Really Love your approach on your devlogs! Excited to get my hands on this game!
_This looks soo goood!!_ Jumping, sliding and carving looks so satisfying
Really impressed by your gamedev journey and the game! Subscribed & wishlisted, really looking forward to more stuff!
Your is turning out pretty cool and fun! It reminds me of this skiing minigame ape escape 1 had!
So sick that you added switch skiing!! Love that so much. Also tucking is really similar to doing wheelies in mkwii mechanically which is 👌
really love the main menu idea (that you didn't end up doing), would be great to revisit if you have time later!
Yea, I still think that idea would be a lot of fun. It's certainly not out of the question it's just something I may come back to if I have extra dev time at some point, or feel inspired
I've followed this since the first episode, and this is the first episode that truly got me excited. You're making consistent improvements and focusing on the right stuff!
I love the penguin missile behaviour. I can imagine some insanely skilled shots with those, and they are also charming and silly.
I would say that the character models, though still improving, don't seem to be your forté. Perhaps something you could commission? A game like this would benefit from charming and quirky characters, and designing those is an art-form.
Anyway, good luck on development. Excited to see what the next devlog brings!
Already the skill ceiling looks high with tons of room for skill expression. exited to see what's coming next :)
the visualizations are amazing
Damn I've only seen the first dev vlog and now it looks pretty damn good lol
Really love the progress, that camera control was great!
ive been watching you make this game for a while now and just seeing such progress you have made and where the game has come and gone is crazy
thanks man, I watched the first devlog I made at the start of this year. Soo different 😆
@@solomon-gumball cant wait to see what else you do for the game. also the main menu that you created looks amazing as post signs thats really gonna pop for the game
very well thought out mechanics, game looks super fun
Wow, this is looking great: lotta progress since last time!
I have a little recommendation for the end scoreboard. In nitro type, it immediately shows up when you win and instead of showing up when everyone’s done, it shows percent that your losing competitors have completed in the race.
I haven’t seen many unreal dev logs lately so this was cool to see!
Amazing, the movement, the speed looks insane!
Goddamn this is coming along really well, very inspirational stuff!
When you click play, it would be cool to do like a zoom into the bottom of the mountain instead of the animation of the closing black circle.
Also you could see an overall look of the track, before being able to controll the player.
For the optional right stick camera controls you could potentially also look at / take some inspiration from how Rocket League does it, where moving the right stick doesn't cause the camera to "start rotating" in a direction, instead the camera angle directly correlates with the stick position (with some smoothing/lag), meaning it also resets when you let go of the stick, and also lets you look behind you by pulling the stick backwards.
This is coming together super cool! Love ur dev logs keep em coming :)
great updates here! The controls are lookin super tight fr
Waiting too long for the next upload, hope it comes soon cause this series is great 😊
Hey binnsey thanks for waiting I know it’s been longer than usual. New video this month just about to start editing footage
Looks amazing, congrats on this awesome project!
Keep up the great work bro been following since the first dev blog
about ski switching;
most commercial ski lift up in the front but not in the back (oriental) to allow the person to glide better.
people who ski switch usually use twin tipped ski, while it is definitely possible to switch with orientals, you just glide better (maintain more speed and dont fall over as easily if theres a sudden bump somewhere) A lot of casual skiers buy twin tips without performing any tricks, just bc they like the way they look. they dont seem to have any price difference over regular ski.
So imo, it'd be a tiny but interesting detail if people would reach a great top speed on oriental, with a lower top speed when switching;
but reach a slightly lower top speed forward on twin tipped ski, with the exact same top speed when switching.
(i tried looking up if racing ski are always oriental, or if twin tips have any affect on a skis performance at all, but i coudln't find any info, most ppl say "there is hardly any difference unless you are literally performing hardcore tricks or race down the mountain")
((I also read somewhere twin tips apparently have better handling, so they are good for beginners, but that statement just countredicts the vidrdict from a bunch of other sources that the average skier wont feel any difference between oriental and twin tipped ski, so take that one with a grain of salt. maybe they were talking about freestyle ski, which are usually really small and twin tipped))
wholy shit this devlog added the coolest features! These features made this game actually enjoyable. Beforehand it was some generic skiing, but now you differentiate with excellent movement mechanics! I want to play this game, and I will definitely wishlist it on steam!
I love where this is going! Big progress in this devlog. For the automatic camera movement, I recommend looking at second order dynamics. There's an excellent RUclips video by t3ssel8r. Second order dynamics would allow the camera to move quicker the further it is from the desired point, while still smoothing it slowly once it gets closer. It could help with your problem where the camera isn't getting into position fast enough. And at the same time it provides excellent parameterization so you can fine tune the snappiness of the movement. I use second order dynamics all the time when I want to smooth movement to an ever changing destination point (camera is a perfect example).
You could include an Ollie, this is a higher bunny hop but you can also leap on, over or off future obstacles.
(Like Mario, maybe add some airtime between mountain peaks or something original which keeps everybody at same speeds).
This is a great game which I would download immediately. Keep it up!
We all know to best name for the boost abilitie is "FART".
☁➡
I have to say this looks really promising. Great job!
Beautiful level art! This is inspiring!
this devlog is very informative .. a real look into game development.
I think you should definitely try to bring the signpost menu back, when you have time to work on it. It adds charm to the game. You can also make map icons be in the style of those trail maps you get at ski resorts, if you get around to making a dedicated map selection screen. IMHO, you should go all in on the ski theme, maybe even add a little lodge hub to explore and talk to characters, if you still want to pursue the storyline idea that you introduced in one of the earlier devlogs. But that comes after building the basic gameplay loop, of course.
This looks incredible! If you are interested or ever get the time, adding different weather and time options somehow would be HUGE. The vibe of skiing at night or during a foggy snowstorm would be unbeatable. Makes me think of Wii Ski, it would have still been great without the day/night cycle but having it adds so much.
Amazing devlog as always! And the game is looking great!
Amazing devlog yet again.
stylistically i think the rock walls fit super well!
8:26 is an interesting shot
Idea 💡 : you can dodge a penguin by making a sharp turn to hide behind a rock, making the penguin collide with the ice block and therefore ‘escaping’ the penguin
Hey! For the camera problem you could try an aproach such as Fez does. It allows the player a "threshold" of movement to both sides of the screen starting from the middel where you can add the rotation lag, but once the player surpases that threshold it starts moving towards the player again, there is where you could unclip the rotation lag and snap it to the player, so during close turns where the player moves a lot from the center it snaps to it, but during long continuated hills where turns are wider the camera is smoother. If you dont really get what im saying GTMK channel has a video talking about cameras and it shows that fez example, could be worth a try. Really great devlog too! The game is starting to look super nice ^^
yayy! new solomon gumball vid!!
you could have an off road section on ice, that may save some time for the player but harder to drive on, e.g. less control of turning
Really really cool updates! Waiting to play it!
for the meter should be shown to be increasing by a coloured partical at the snow when you gain it
this looks so unbelievably fun
Wow ca donne envie d'y jouer, want to play it ! very great !
You did A LOT of work.
Great job!
this game looks great! if you ever do more maps I'd love to see glades and moguls, or maybe a high altitude super steep bowls. The best parts of skiing for me is trying desperately not to fall on a huge difficult run and I think trickier or more technical maps would be a wonderful addition that reward learning the routes