I love seeing a dev blog from an actual indie studio who knows how to design and prototype software!! Excellent work. I enjoyed seeing your workflow and the game elements you've implemented already. Keep it up! You've earned a subbed and a like!
I saw those weird cloud lines in the distance, and I was sure they were part of a big big stucture, like some sort of giant ruin. I think the game would look insane if you added some giant structures far off, like the giant trees in elden ring for example, that would make the game's world feel so big and intimidating. Good work guys this is amazing!
I've been watching devlogs for the last couple of weeks and until now I was wondering why none of them was trying to make a fun movement system. This looks amazing! Keep it up!
Love that I’m finally seeing another build from scratch devlog series especially with such a fun movement system and I can’t wait till recruiting is expanded upon
This is one of the best and more entertaining devlogs I have seen! I love them main hover board mechanic and how it evolved. I also love the 2D concept art. I would recommend for the main character 3D model you either pick a more anime-ish style or a more western Overwatch style. I think either or would serve you well, but the 3D model needs to be a bit more defined and stylized in my opinion. Otherwise, I wish I was on your guys team! What a cool looking project!
Awesome work! Loved your take on generation of level design based on a classic open world level design processes. Really excited to se how you progress with this. Open games that significantly focus on traversal are always big hits for me.
Loving the way this game is coming along! That Character model def needs a nice long scarf/cape to flow in the wind whilst moving around in high speeds! 💨
This game is looking super impressive. I am invested in this. Really like the idea and story line of the game. Also the gameplay looks smooth and fun. The concept arts are on point. Keep it up! :)
doing flips after launching off a ramp to get a speed boost looks really satisfying, that's a heck of a win for "it's a feature not a bug" lol! trying to problem solve making a quality randomly generated open world level sounds like an interesting challenge... I hope it goes well!
I love the direction your game is taking! I think your Main Character and world are starting to look very Jack and Daxter like. I think that looks great :)
I like how big brain you guys are to create the game, using math to create and obscure points of interest in a procedurally generated landscape sounds, well... *insane and painful :D* but also really damn impressive and innovative if it actually works out, cuz I don't think I've ever seen this kind of method being used for the map of any game. Honestly this whole game could make a very interesting GDC talk.
It is a very big IF and you will be able to see how this unfolds step by step. There is some math involved but it goes hand in hand with design. We need to approach designing the blocks and rules for spawning in a smart way. Can't wait to show and tell more about it!
I don't really play that much. But I do enjoy watching video logs of issues from people who tackle the unkwnow challenges of making their own game. Subscribed.
Sooooooo excited to speedrun this, I think the momentum mechanic will be cool in the way that it allows the freedom of deciding how you build up momentum.... to then fling yourself at the speed of light towards the crystal.
This totally sounds like something I'd buy and enjoy playing. It's also refreshing to finally see and Indie dev studio that knows how to have a good workflow, create a fun yet professional devlog, and overall have their Sh*t together. Looks great!
okay, this could turn out extremly epic. when the player is in air it could perform awesome board tricks, like spiderman is doing some awesome poses between swings. eyes nay, overall design yay
Great video. A game like Tribes had some great movement similar to your game might be worth checking out. The environment looks good but there needs to be more slopes and changes in elevation, mountains to ride quickly down.
I just started doing gamedev a couple of months ago for fun. Got pretty deep into C# but need to work more with blender and Unity. I'll be following this channel for some inspiration, great job
Cool! But still thinking how looting, meeting npc, etc. will play together with hover board speedrun lady mechanic.. You explained things clearly and very organized! I love how you broke down complex level generation practice/theory into "lame man's term" hahaha Keep up the dev vlogs. Lastly.. Beautiful world and concept art!
2:00.. the background song is the background song used for Tex vision's trade show videos that i worked on for a few years xD. I heard it and chuckled to myself XD
The hoverboard movement gameplay looks pretty fun by itself, and the idea of the game as a whole as described sounds amazing and indeed like something I would play I might prefer this to be some kind of linear game with a handcrafted world rather than one where the levels are generated, however I think it still sounds pretty fun and interesting
I've never been a fan of the sonic spin dash move. It's never felt fun to me. But since you're going for a physics based game, how about making your main combat tool some sort of grapple? It would give you another creative way to maneuver around the environment and a momentum based way of fighting enemies. Maybe you could grapple enemies directly and drag them to death. Or grapple them, swing them around, and launch them off a cliff. Or grapple a tree or something, then tie enemies to a tree by circling the tree repeatedly? Just some ideas, but I think you need to reward creativity if you're going to make a game like this. If you did this, you'd need an auto targeting system like in any 3d Zelda game so you wouldn't need to be super precise. The story is great. Too many games go overboard with story elements, in my opinion. I'm not watching a movie or reading a book, I want to play a game. Something simple like this to give context to what you're doing is perfect. That said, the enemies you showed in this video are fantasy / cartoon like, which feel totally out of place in a world where a rouge nanobot AI takes over the planet. Maybe you could fight machines instead? Then if you kill those machines, you can use those parts to make improvements to your main base. So you'd feel like a scavenger in a post apocalyptic world. Your concept art for the protagonist is beautiful, but right now, the 3d model looks completely soulless. Maybe make a protagonist that's not even human? Maybe you yourself could be a robot powered by the beta version of the AI that took over the world? You still want to help humanity and are appalled that the newest AI went completely off the rails. And because you're associated with the world ending AI, everyone hates you to begin with and you need to prove yourself. This game has a ton of promise, I'll follow the dev log! Great work so far guys!
Wow this is amazing! Subbed to keep up but also to hopefully learn a thing or two. For those commenting on character style. I think she is fine. Too over stylized isn't always a good thing.
The game looks so fun! I cant wait to get my hands on it, no matter how much it costs. And could you maybe make a video explaining the terrain merging stuff? I was really intrigued when i first saw it.
It's literally just going through the mesh arrays and "zippering" them together. Of course, you do have to take care with the UVs & vertex normals and change them around a bit so you don't have duplicate data, but that isn't too difficult to do if you know how the structures work.
Will gladly go in-depth about the terrain generation and how it works. It involves matrix transformations and data resampling. No UVs, vertex and normals editing since we are using the Unity terrain system which us heightmap-based.
It'd be fun if you modeled the movement after snowboarding games like SSX. That would allow for a lot of cool things like air tricks and grinding. Great work so far.
I'm new to game-development and I was already starting a bit on my (racing) game. I can model and design, program a bit, but don't have a grasp of the workflow, how much to make in Blender and how much to piece together in Unreal Engine. This video helped me pinpoint a bit where I'm going wrong. So it's best for me to do the same as you did: throw it in the bin (partially) and start over 😭😅. I was already contemplating for switching from Godot to Unreal Engine. So I'm going to check your other videos, hopefully find some useful pointers regarding workflow and managing the project. Btw, your project looks cool! Cheers.
the game sounds very nice, RPG crew resource management and fast hoverboard exploration are two very different mechanics, so the success depends on how they will mesh together
Would be cool with some cloth physics on the player character. If used properly, it would enhance the feeling of movement. And some particle effects from the board. Just throwing it out there. :) Cool project.
I wish the character and surrounding environment had a more distinctive personality!! Your development skills are good!!! I'll wait for the next development blog~
This game looks great! definitely going to be following this! One note I have though is that I personally think that the face on the character model might need another pass
This looks nice and has potential to be very fun. I look forward to what will you do with the movement, enemies and interesting environments both visually and mechanically. There is one thing that bothers me in all this. Your games core gameplay is moving fast and cool on hoverboard and you want to have collectable resources. Why then make resources stationary object (at least that's what i gathered from concept arts). I think they should be some sort of moving or floating or on enemies so collecting them would synergize with the movement rather then stop you to collect them.
We went for stationary because when we tried to make them dynamic, it was kind of frustrating. Two of our rules are: -NO: having to stop frequently and -NO: having to be very precise With the stationary resources, the player travels long distances to get to the resource. Then they call the drone and can either move away or stay and defend it if there are lots of enemies in the area.
Gut instinct is that while the hover board thing is nice. The ability to get off it, or use it for other things than hover boarding would be neat. For example if it became a Hoverhelicopter or Jet Pack that would be interesting af, maybe a hover bike transformation for a duration? I can imagine if there is underwater stuff she could basically grab the board like dangling from a rope as it goes at tremendous speeds through the air until it lands in the water where it goes a more reasonable speed.
Dear Developers, I am not your target group, but I like that you are mixing the rather common post-acopalypse theme up with your hoverboard and the main-base. Eventhough another Feature might benefit your game ( as it appears to me that your games hook might be to similar to other games of this genre ), I could also see how youre game does well with your current core features. Have a nice day do all of you reading this :)
I have a interesting suggestion (might be difficult or infeasible though), with the crew system at 6:16. It would be interesting to see a multiplayer mode based on the players being scattered around the map, with the main character finding people along the way just as the crew system would work. Although, a major problem would be boredom with the "side characters" when they're just sitting around waiting for the "main character" to pick them up. An idea that might offset that would be to just spawn the players near each other, or just make it so that the crew member players spawn inside the main base as crew members. I don't know what would work here (or even if multiplayer is a good idea whatsoever), but it might work, and would make the game a lot more fun and interesting for the more multiplayer inclined.
@@dreamteckstudio Ah. Yeah, I'd imagine it would work better as a more normal multiplayer setup, wherein the players are all the main character. At this point I'm about 70% sure that multiplayer wouldn't work in this game's theme & mechanics. You could probably shove it in somewhere, but it wouldn't really work too well.
This game looks great! The hover boarding seems fun and the art you've got so far is very nice. The only thing that stood out to me was the main characters face. It's hitting the uncanny valley for me. Perhaps it will be better in game and animated but if not maybe something could be done to stylise it more.
I think the hoverboard experience should be more gritty. It's like the planet has very little gravity. Maybe "Low G mode" should be some kind of power up. But I think bouncing around like Tony Hawk on the moon might get old. The hoverboard experience should be a lot of scraped knees and concussions. When you get to your destination you should say "Holy shit i made it".
I love seeing a dev blog from an actual indie studio who knows how to design and prototype software!! Excellent work. I enjoyed seeing your workflow and the game elements you've implemented already. Keep it up! You've earned a subbed and a like!
Thank you! And welcome aboard.
😲
@@dreamteckstudio - 😆 ---> Was that pun intended?
(You said "Welcome aboard!" because you're working on an indie game with a hoverboard!)
@@Tazerboy_10 don't ask too much, that's the beauty of it.
I saw those weird cloud lines in the distance, and I was sure they were part of a big big stucture, like some sort of giant ruin. I think the game would look insane if you added some giant structures far off, like the giant trees in elden ring for example, that would make the game's world feel so big and intimidating. Good work guys this is amazing!
Oh boy, you are in for a treat then! Just you wait!
@@dreamteckstudio HOLY MOLY! YOU GUYS WERE ONE STEP AHEAD OF ME!
I've been watching devlogs for the last couple of weeks and until now I was wondering why none of them was trying to make a fun movement system.
This looks amazing! Keep it up!
It could be an unpopular opinion but I think movement systems aren't a big trend in games nowadays and maybe that's why. But we really miss that.
Love that I’m finally seeing another build from scratch devlog series especially with such a fun movement system and I can’t wait till recruiting is expanded upon
Хеликоптер, а ? :D Браво хора! Поздрави от Пешо!
You guys have been doing a great job, can’t wait to see where this project will reach 👍🔥
This is awesome, that movement system looks so good
Incredible devlog. Maintained my interest throughout and left me excited to play this game! Can't wait to see more!
This is one of the best and more entertaining devlogs I have seen! I love them main hover board mechanic and how it evolved. I also love the 2D concept art. I would recommend for the main character 3D model you either pick a more anime-ish style or a more western Overwatch style. I think either or would serve you well, but the 3D model needs to be a bit more defined and stylized in my opinion. Otherwise, I wish I was on your guys team! What a cool looking project!
Awesome work!
Loved your take on generation of level design based on a classic open world level design processes. Really excited to se how you progress with this. Open games that significantly focus on traversal are always big hits for me.
We really hope this approach works out!
I love that you guys are a real game company! Not just a solo Dev learning out to make games! Keep up the good work
Everyone has to start somewhere. Some aren't as fortunate as them.
It’s always fun to see unique games in the making! Good work people
Loving the way this game is coming along! That Character model def needs a nice long scarf/cape to flow in the wind whilst moving around in high speeds! 💨
Deam, the game sounds soooo COOOLL! I do not know who of you makes the story and gameplay ideas but, pretty good to me :)
Keep it up!
Thank you! We all work together on everything, going through lots of iterations.
@@dreamteckstudio Well it truly sounds good in 12 at night. 😂
This game is looking super impressive. I am invested in this. Really like the idea and story line of the game. Also the gameplay looks smooth and fun. The concept arts are on point. Keep it up! :)
Great work. I'm excited to see more.
this gon be big
can see my self playing this game at 3 A.M
you are living a gamedev dream, enjoy it
The idea and the concept look fantastic! I would play this game for sure, all the best!
doing flips after launching off a ramp to get a speed boost looks really satisfying, that's a heck of a win for "it's a feature not a bug" lol! trying to problem solve making a quality randomly generated open world level sounds like an interesting challenge... I hope it goes well!
I love the direction your game is taking!
I think your Main Character and world are starting to look very Jack and Daxter like.
I think that looks great :)
Daxter for the PSP is one of my all time favorites ❤️
I mean, the algorhythm suggested this... I watched it, enjoyed, subscribed, and am awaiting for a game release. :D love it.
so exited for more content of this game, like I love the games idea
I like how big brain you guys are to create the game, using math to create and obscure points of interest in a procedurally generated landscape sounds, well... *insane and painful :D* but also really damn impressive and innovative if it actually works out, cuz I don't think I've ever seen this kind of method being used for the map of any game. Honestly this whole game could make a very interesting GDC talk.
It is a very big IF and you will be able to see how this unfolds step by step.
There is some math involved but it goes hand in hand with design. We need to approach designing the blocks and rules for spawning in a smart way.
Can't wait to show and tell more about it!
Super nice video guys! Keep up the good work!
Very very excited 😍😍
Awesome video! Good job Dreamteck Studio 🔥🔥🔥
Thank you!
this is a cool idea and yall seem like really chill people so best of luck to you
Много яка игра. Готин акцент. Браво, добре че има такива хора. Пожелавам ви успех без препъвания с код и бъгове.
I don't really play that much. But I do enjoy watching video logs of issues from people who tackle the unkwnow challenges of making their own game. Subscribed.
Well done, hard work and dedication!
Sounds sweet, looking forward to seeing further progress
Great 3d model, idk why but she's giving me anime vibes. Make her more into an anime... after all anime = insta success
Huge eyes 👀
good on you for getting the hoverboard to work in unity. I've spent weeks trying to have it's speed increase to no avail
Awesome team! Already wishlisted in my mind.
Sooooooo excited to speedrun this, I think the momentum mechanic will be cool in the way that it allows the freedom of deciding how you build up momentum.... to then fling yourself at the speed of light towards the crystal.
Our thoughts exactly! It's going to be a lot about momentum - gathering and preserving. But also exploration and some strategy.
This totally sounds like something I'd buy and enjoy playing. It's also refreshing to finally see and Indie dev studio that knows how to have a good workflow, create a fun yet professional devlog, and overall have their Sh*t together. Looks great!
Hey! Thanks! Very glad that it looks like we have our shit together, haha!
Wow love seeing all the details. 😃
okay, this could turn out extremly epic. when the player is in air it could perform awesome board tricks, like spiderman is doing some awesome poses between swings.
eyes nay, overall design yay
Thanks for sharing your valuable experience.
Looks really interesting :]
Getting strong Motocross Madness vibes from this. Excellent.
Great video. A game like Tribes had some great movement similar to your game might be worth checking out. The environment looks good but there needs to be more slopes and changes in elevation, mountains to ride quickly down.
I'm really excited to see the end results! It looks amazing so far 🤩
I just started doing gamedev a couple of months ago for fun.
Got pretty deep into C# but need to work more with blender and Unity.
I'll be following this channel for some inspiration, great job
This is awesome
Looking really good. Love the main character
Cool! But still thinking how looting, meeting npc, etc. will play together with hover board speedrun lady mechanic..
You explained things clearly and very organized! I love how you broke down complex level generation practice/theory into "lame man's term" hahaha Keep up the dev vlogs. Lastly.. Beautiful world and concept art!
Sounds like a really cool idea, definitely interested in seeing where this goes
2:00.. the background song is the background song used for Tex vision's trade show videos that i worked on for a few years xD. I heard it and chuckled to myself XD
Really enjoyed the video-your prototype is coming along nicely. Isn’t it great when bugs become features 💯
awesome video guys!
The world looks awesome already! Super excited to see what comes next!
Yay! Us too!
very nice concept, cant wait to see more
It actually sounds a cool game :) Would definitely play it
Looks cool as hell, for sure caught my attention
The hoverboard movement gameplay looks pretty fun by itself, and the idea of the game as a whole as described sounds amazing and indeed like something I would play
I might prefer this to be some kind of linear game with a handcrafted world rather than one where the levels are generated, however I think it still sounds pretty fun and interesting
I've never been a fan of the sonic spin dash move. It's never felt fun to me. But since you're going for a physics based game, how about making your main combat tool some sort of grapple? It would give you another creative way to maneuver around the environment and a momentum based way of fighting enemies. Maybe you could grapple enemies directly and drag them to death. Or grapple them, swing them around, and launch them off a cliff. Or grapple a tree or something, then tie enemies to a tree by circling the tree repeatedly? Just some ideas, but I think you need to reward creativity if you're going to make a game like this. If you did this, you'd need an auto targeting system like in any 3d Zelda game so you wouldn't need to be super precise.
The story is great. Too many games go overboard with story elements, in my opinion. I'm not watching a movie or reading a book, I want to play a game. Something simple like this to give context to what you're doing is perfect. That said, the enemies you showed in this video are fantasy / cartoon like, which feel totally out of place in a world where a rouge nanobot AI takes over the planet. Maybe you could fight machines instead? Then if you kill those machines, you can use those parts to make improvements to your main base. So you'd feel like a scavenger in a post apocalyptic world.
Your concept art for the protagonist is beautiful, but right now, the 3d model looks completely soulless. Maybe make a protagonist that's not even human? Maybe you yourself could be a robot powered by the beta version of the AI that took over the world? You still want to help humanity and are appalled that the newest AI went completely off the rails. And because you're associated with the world ending AI, everyone hates you to begin with and you need to prove yourself.
This game has a ton of promise, I'll follow the dev log! Great work so far guys!
Hey, thanks for the extensive feedback! We really appreciate comments like these
I love this so much!
I honestly already wanna play the game
Love the game idea!! I would love to play this game
Keep up the good work!
Nice Video
Love to watch i realy enjoy it
Hoverboards are cool. I like snowboarding and stuff so this looks rad so far.
Wow this is amazing! Subbed to keep up but also to hopefully learn a thing or two. For those commenting on character style. I think she is fine. Too over stylized isn't always a good thing.
This sounds epic, please more videos
I'm a programming student, and seeing this video I just want to start working with you. This just looks amazing!
The game looks so fun! I cant wait to get my hands on it, no matter how much it costs. And could you maybe make a video explaining the terrain merging stuff? I was really intrigued when i first saw it.
It's literally just going through the mesh arrays and "zippering" them together. Of course, you do have to take care with the UVs & vertex normals and change them around a bit so you don't have duplicate data, but that isn't too difficult to do if you know how the structures work.
Will gladly go in-depth about the terrain generation and how it works. It involves matrix transformations and data resampling. No UVs, vertex and normals editing since we are using the Unity terrain system which us heightmap-based.
This is gonna be a great game
Fingers crossed!
It'd be fun if you modeled the movement after snowboarding games like SSX. That would allow for a lot of cool things like air tricks and grinding. Great work so far.
"Nadia who apparently doesn't want to appear on camera"
Few mins before: 1:51
Lol
Haha, that's Raddy at 1:51
Nice video and i love the main character
But pls make her thicker
Storm Dart looks so awesome, well done!
I'm new to game-development and I was already starting a bit on my (racing) game. I can model and design, program a bit, but don't have a grasp of the workflow, how much to make in Blender and how much to piece together in Unreal Engine.
This video helped me pinpoint a bit where I'm going wrong. So it's best for me to do the same as you did: throw it in the bin (partially) and start over 😭😅. I was already contemplating for switching from Godot to Unreal Engine.
So I'm going to check your other videos, hopefully find some useful pointers regarding workflow and managing the project.
Btw, your project looks cool! Cheers.
Already intrigued to play the game! loving the artstyle you are going with! as for character id like her face to be a bit different!
Stay tuned for the next vlog where we'll reveal the fixed face :D
Cool game wish you best of luck :) and tons of players
Cool!
i knew it you are bulgarians haha great job awesome devlogs i never thought i'd see something this great made in Bulgaria
reminds me of just speeding through the planets with the hoverboard without any goals in astroneer
Nice
the game sounds very nice, RPG crew resource management and fast hoverboard exploration are two very different mechanics, so the success depends on how they will mesh together
Whatever doesn't fit in will be blasted out of the game and into space 😁 But I think we are onto something.
Would be cool with some cloth physics on the player character. If used properly, it would enhance the feeling of movement. And some particle effects from the board.
Just throwing it out there. :) Cool project.
Gosh, I was thinking the same but we need to research it. Haven't done cloth simulation in Unity yet.
1:26 😂😂😂😂😂😂 "So i stole it"
I wish the character and surrounding environment had a more distinctive personality!! Your development skills are good!!! I'll wait for the next development blog~
Thank you! We will definitely put work into making things a lot more distinct. Hopefully next time the difference will start to show.
I think the concept art looks great.
I'd 100% play this, seems like a great game to play whenever you got free time to burn (like on a long flight)
Bet your soft is absolutely amazing! Never give up
This game looks great! definitely going to be following this! One note I have though is that I personally think that the face on the character model might need another pass
I would definitely want to play this
This looks nice and has potential to be very fun. I look forward to what will you do with the movement, enemies and interesting environments both visually and mechanically.
There is one thing that bothers me in all this. Your games core gameplay is moving fast and cool on hoverboard and you want to have collectable resources. Why then make resources stationary object (at least that's what i gathered from concept arts). I think they should be some sort of moving or floating or on enemies so collecting them would synergize with the movement rather then stop you to collect them.
We went for stationary because when we tried to make them dynamic, it was kind of frustrating.
Two of our rules are:
-NO: having to stop frequently
and
-NO: having to be very precise
With the stationary resources, the player travels long distances to get to the resource. Then they call the drone and can either move away or stay and defend it if there are lots of enemies in the area.
Keep working on ithis game, it's interesting 👍💯
Looking good 😇👌
Yo bokbg
Gut instinct is that while the hover board thing is nice. The ability to get off it, or use it for other things than hover boarding would be neat. For example if it became a Hoverhelicopter or Jet Pack that would be interesting af, maybe a hover bike transformation for a duration?
I can imagine if there is underwater stuff she could basically grab the board like dangling from a rope as it goes at tremendous speeds through the air until it lands in the water where it goes a more reasonable speed.
Dear Developers,
I am not your target group, but I like that you are mixing the rather common post-acopalypse theme up with your hoverboard and the main-base.
Eventhough another Feature might benefit your game ( as it appears to me that your games hook might be to similar to other games of this genre ),
I could also see how youre game does well with your current core features.
Have a nice day do all of you reading this :)
Thank you! We have been working on some ideas and will soon show progress!
I have a interesting suggestion (might be difficult or infeasible though), with the crew system at 6:16. It would be interesting to see a multiplayer mode based on the players being scattered around the map, with the main character finding people along the way just as the crew system would work.
Although, a major problem would be boredom with the "side characters" when they're just sitting around waiting for the "main character" to pick them up. An idea that might offset that would be to just spawn the players near each other, or just make it so that the crew member players spawn inside the main base as crew members.
I don't know what would work here (or even if multiplayer is a good idea whatsoever), but it might work, and would make the game a lot more fun and interesting for the more multiplayer inclined.
There is also the big question: what will you be doing as a crew member player?
@@dreamteckstudio Ah. Yeah, I'd imagine it would work better as a more normal multiplayer setup, wherein the players are all the main character.
At this point I'm about 70% sure that multiplayer wouldn't work in this game's theme & mechanics. You could probably shove it in somewhere, but it wouldn't really work too well.
This game looks like so much fun, I'd love to be a part of it somehow.
You already are!
This game looks great! The hover boarding seems fun and the art you've got so far is very nice.
The only thing that stood out to me was the main characters face. It's hitting the uncanny valley for me. Perhaps it will be better in game and animated but if not maybe something could be done to stylise it more.
That helicopter song, made me think you might be Romania, it saunded like manele (a kind of music)
This is great - Hajmo Dreamteck! +1 sub
this is an pretty good idea
Браво на вас!
I think the hoverboard experience should be more gritty. It's like the planet has very little gravity. Maybe "Low G mode" should be some kind of power up. But I think bouncing around like Tony Hawk on the moon might get old. The hoverboard experience should be a lot of scraped knees and concussions. When you get to your destination you should say "Holy shit i made it".