Give a raise to the animator! The animation looks so alive and natural, I really like it. And the camera is nice too. I am glad I found your channel and I hope the videos keep on coming.
Maybe a modular hoverboard would be cool.. like being able to stick parts on it to improve or change the design your self with parts you collect from the robot enemies.. could also be very cool gameplay wise, like if you make it big and bulky it has more health but is slower and less agile etc.
It really feels like the character is a stand in. I might add longer hair or ribbons/belts, something to make the character feel more involved as they spin and maneuver the hoverboard around.
I really like the animations. One gameplay mechanic that I think would be cool is if you could pull enemy’s apart with the grapple. Like pulling off their head or battery pack
Recently found your devlogs and I'm really enjoying seeing your process on this game! 💖 I absolutely love the new character model she look great! All though, I will say I really like the old color palette for her outfit! 🤔 I think the brighter and more colorful colors match the style of the game better! ☺ Can't wait too see the next update~!
Thank you so much for the support! I'm really happy you're enjoying our content so far! In terms of color palette, that's sill a work in progress or rather, a work not even started :D Our vision is way more vibrant and contrasting than what we currently have to show and I hope I can show some substantial progress on that very soon.
I personally believe that a wall riding mechanic would be nice, though it depends what the levels look like. While wall riding, the player should still fall down, just slower then normal and they should also achieve a higher speed once jumping off the wall ride
Let me start off by saying this game is looking incredible and you and your team should be very proud of everything you accomplished so far! The Devlog itself is amazing too, by far the most entertaining one I've ever seen. Good call on making everything robots. It suits the game way better. Have you considered making the game a roguelike? I feel like the internet would explode if you released this as a momentum based hoverboard roguelike with procedural level generation. You guys have really solid gameplay already, and I feel like you'll be more successful if you focus on that, rather than worrying about telling a story. Especially if you're opting to tell the story through "story fragments." Literally the only game that has ever done that successfully is Bioshock. Any other time a game has done that, I always skip it because it's not a captivating story format. In this case, I think it would also break the pace of the game. I know you're excited to tell the story, but I think anything more than a few seconds of lore in your game's intro would be a huge mistake. Also, those animations look really good! I was critical of the main character in the last dev log, but I think I liked her previous iteration way better. Her skin is green now, almost goblin-like. Have you considered adding a rail grinding mechanic? I think that would fit the game well. Anyway, fantastic work, I'm really excited to see what you come up with next!
Hey! Thank you so much for the support and all the feedback. I think we are on the same page. The game is a roguelike, actually. We haven't talked about it much after the first video but it really is. The story is indeed not the focus but we do need to have something in place to make sense of everything that is happening. The story will be quite unintrusive and very light. A rail grinding ability is already worked on. The pink curvy lines that you can see in this video are rails for grinding. The model colors are not finalized. We are currently lacking textures. I hope we can show progress on that next time.
Enemy suggestion: Chargers- A stationary enemy that have a aura that drains energy, then if full charge it will charge to the player. They will only charge/move in a area where the "Head" is in. And it will explode if the head is destroyed. Printers- They are like sentry but will actually spawn 5 boom bots every 10 seconds. And after/while spawning it will be open and can be killed. Bark- They are robots yet natural. They are covered with moss and bushes, but they are dangerous due to they are fast, will have a aura that drains energy and will explode at death. They have 3 lifes, but will overheat after 15 second after overheating they will be stationary and all weapons will be down and can be killed. Hawks- Hawks but robotic, they will dive and deal damage. But can be parried by flipping the board as they attack. They will not have a lot of damage and will only spawn in a very food rich area. Crystal Crawler- They are like boom bots but will spawn crystal bud after death, Crystal bud can be planted at the main base that will give 10 fuel crystals every harvest. A harvest is every 2 minutes, and they will only spawn in a rare Crystal Cavern.
This is amazing progress so far but I have a few things that I would like to kindly criticise and add to(I would like to also mention that I am aware how difficult and time consuming it might be to do things like this as I am a intermediate-ish game dev and 3D modeller ) . This may be my own personal opinion but I feel like the hoverboard is a tad too big for the player and looks unnatural (it could be because of the camera angle though but idk). To fix this you could just simply resize the board and tweak the animations to fit it, or instead make different types of boards with buffs and stats like some boards being big and slow and dealing lots of damage or small and fast boards that deal a bit less this would therefore give players a much bigger reason to explore the procedural worlds and spend more time in the game. In regards to the player I must say I quite liked the old character design and if possible you might want to sell scrapped character models to make some extra money(idk if your allowed to or if you already do so). You could also add a stats tree that gives you abilities on the board like special attacks or cool tricks however I don't know how most people would react if there was a skill tree because it might encourage grinding. Also just like you and @Whimzee said a rail grinding mechanic would be pretty awesome. Anyway I'm very excited to see your progress in probably around November/December!
Looking amazing guys. The difference to the movement adding in an animated character made was insane. Also, great work on the devlog in general. Well presented and entertaining.
Awesome video! The game is looking super kool. Really like the new character. Also the animation of the movement looks super kool. The camera motion is on point and really like how the smoothness of the camera changes with speed. The story sounds super awesome. Looking forward to your next devlog. Keep it up! :)
This project is not only looks amazing but also looks promising, wishing all the best to your team! I really hope you guys achieve success at this game dev journey.
Okay the game looks rather interesting. On the character, very good improvements to the second devlog. Id love to see while moving a leg change depending on which side/ gravitywise the character leans at that moment. It would include a footswap or an animation where the hoverboard detaches in the middle and then magnetically Resnaps after the char changes it’s footing. Enemy wise the change from living to robotic ones is good but I think it has still room for animal enemies gathering around something like food resources or making something bigger like a stampede before time runs out and the nano machine wave washes over, so like on a fleeing scenario, where they are paniced. Level design wise I would love to see some cave levels which would represent underground bunker facilities, where stuff like the power crystals are stored in a bigger amount than can be found in the open, but it should be much harder to crack or need some id cards or keys which one gets in several different spots or even in a level before. Plus the possibility of cracking it by force with a callable airstrike attack from mainbase which destroys 70-90% of the resources in it but gives away the position of other hidden lairs on the map or on coming levels so that a player can reintegrate in the process of exploring these facilities by force. The hoverboard should house some kind of self extending spears, like 2 on each side and foot so maybe 8 whole, then you could have the board reproduce them by acquiring resources and the player being wary of not throwing too many and at random. Fire modes like straight line more force going out from the board directly or distinguished shots where the board pops a spear up to the character and then the character throws it but with less force and in a wider possibility of variety on the direction is another idea of mine for you. I’m hyped for the next devlog ;) all the best !
Not gonna lie, this looks fun and i kinda wanna play it. You guys also appear so nice and cool as people that i kinda wanna support you. if you have a steam page available.... i'll wishlist it. :)
Love this concept and verder hyped for the game! The hoverboard seems a bit big though compared to the player. It´s looks kinda clunky and unnatural that the character is controlling it through body motions. Mabye it´s just because we´re used to see skaters and snowboarders handle their boards. I think it might look more natural if it was smaller.
The game looks amazing, but one suggestion: I feel like the character feels too attached to the board, so the game could have features such as animations in which the character jumps off the board or something, or an attack where the character jumps in the air and the board hits enemies. Either way, your game still looks cool
I honestly don't need a narrative story / upgrade system / base upgrade + ppl you need to feed to convince me to buy the game if the trick mechanics are polished. You are clearly talented in creating a good motion flow and I think that's the main appeal of the actual game design. Maybe the game would be better with a tighter scope, having the same amount of effort but mainly on the core gameplay of hoverboarding around, doing tricks and zooming around the map. Even the enemies feel like an obvious solution to the "what should the player do?" question, but there might be interesting alternatives to consider. Honestly super impressed by you guys' work, I hope you continue to develop with such passion, and the devlog is top notch! On another note, I think the FOV/fish eye of the lens makes the board a tad too deformed when close to the camera? At first it was kinda cool, making it look more hip hop in a way, but I think it's just a bit too noticeable that it can become distracting. Also also, the animations are amazing, your animator nailed it! Ty for the devlog!
If I can add some critique to the current model I would say that colour pallet was better before (its was just more bright and vibrant), also I think that hover board needs to be a little smaller. Thats all! The game looks and feels great! I see the potential in replay value which is amazing, good luck on the journey and have fun making your dream game come true!
You might want to look up the game Rollerdrome for inspiration. It's fresh release and it got a similar gameplay to yours, yet more gritty. I especially like enemy implementation there. I recommend taking a note at how ranged enemies display aiming with laser sights. Also my personal request to consider allowing to block attacks with underside of the board Silver surfer style.
For the grapple hook mechanic, I would look at games like Titanfall 2 and Apex (I know, very similar since they are the same universe) as those grapple hooks are very satisfying in the way you can build moment depending on how you move the camera.
I really like the hoverboard mechanics! It's very nice to see that tricks play a major part in the gameplay. One thing that I think is missing is maybe a ground pound ability. The player spends a lot of time in the air and I think that being able to control the duration in air might add some interesting gameplay possibilities. And I really just want to smash the heads of a large group of boom bots. I feel like that might be very satisfying 😂
For attacking enemies, it would be nice if the grappling hook could be used more. What if you could latch onto enemies and and yank them if you're going fast enough(or if you complete a loop around them). This could also open up more options if grappling the enemies allows you to swing off of them, or even sling grappled enemies into others. For visual flavor it can just be used while homing attacking even if it's mechanically the same.
I definitely love having AI/Robots as enemies, as I was gonna point out that it would be out of character for the main character to kill the mutated animals Little suggestion is that I would love to see the AI enemy animations to be looking confused/malfunctioning as they attack as what I'm getting from the story is that the weather thing shouldn't meant to happen and so the enemy AIs do stuff that they don't supposed to do, like hit the player for example instead of planting seeds lol
Hey my man congrats on the amazing work, however do be careful about communicating to the player properly that they can destroy turrets via destroy generators, because they might just think they are invincible and just dodge them throughout the game, you could probably do this by adding some sort of lightning effect coming from the generators to the turrets, or some cables connecting the generators to turrets
I absolutely love this! However, one piece of constructive criticism I have is that the board looks way too big. The character would look much cooler, if the board was made smaller to the point that each foot would cover both fans. You might need to add a small detail of a foot hold or something that goes over the fans but Tldr: make the board smaller, more like a long board rather than a flat spaceship
Map, UI and menu appears as a hologram from the main char's wrist. Think it'd look cool and make the game feel less paused while interacting with menu's
Something cool would be like a move where you can like jump off the bored for a second and grapple back onto it (like the board becomes a grapple point)
i would make the eyes of the player more bigger for it to look more stylized and the black iris in the eyes could be biggers since a smaller the iris the more scary it looks and thats all my feedback anything else looks good
For the character maybe something like magnetic boots so she sticks to the board ? Also from how the animations look something like a "Walk" mode when you wanna go very slow were the board shrinkns/deconstructs to her back maybe? And maybe this is just me but the board looks kinda big
A cool combat mechanic could be you do the homing attack to attach a “beacon” to the enemy the you can fire rockets at it or collect the enemies parts for the base
For me main character looks pale and unremarkable. Even first variant looked much more fun and fresh! If its not too late, you can try change her to some kind of wizard fem (not too cartoony) in modern/future world with some special abilities and skills. Good luck lol
I feel this is more of a personal opinion, so do with it as you will: The hoverboard compared to the character seems pretty large, but it might seem different when actually playing the game
What kind of tools do you use in order to create the game? How do you share files between one another and how do you make something on one computer and use it on the other one?
For the story can the mpc have a companion like a robot dog that helps distract enemys and warns of incoming danger And can the mpc be more of mechanic of sorts like giving her more gruff on her face to emphasize that she works on the main base Also it would be cool if you made her clothing more heavier to make the board seem like it needs weight to balance her
Is there a way to make an endless mode? This looks so fun to move and exist in, but the pressure of the swarm would probably hinder some of that enjoyment (the way I understand it is that you can only be in a level for so long because of the swarm closing in, effectively adding a time limit). To still make it have pressure, but not inherently time sensitive pressure, you could increase enemy count or difficulty to an endless mode so that every level gets harder. Additionally, the ability to go back to a level and just mess around in it's terrain would be so cool in such a mode, especially as the resources become more difficult to get and the enemies get harder. I don't know if you are or aren't yet, but lease consider some wall riding, reverse or no gravity sections of levels, or even entire levels (would you be able to "hover board" underwater?). It'd be a new mechanic and or terrain to master for the player as well as creating intrinsic motivation in the form of cool tricks and mastery of motion in players, similar to how tricks increase your energy, a mixing of intrinsic motivation and extrinsic motivation of sorts. Either way, this looks so cool!!! And please consider giving the player character red hair again, it looked really cool in the previous dev log
I'm so excited to try this game! I love the momentum based gameplay and the node based story progression! My bit of critique is that I'm worried that the resource gathering and team building aspects of the game will remove players from the normal flow of the gameplay without necessarily increasing the fun factor. Also putting anime goggles on the main character are a cliche that'll never die ;)
Hey, thanks! One of our design rules is to not make the player stop frequently so if the game ends up making the player do that, then we'll definitely drop/change gameplay elements responsible for this. We will be looking to conduct a pre-alpha test with the community in the following months. If you're interested, please join us on Discord, we're gonna need all the help we can get.
I feel like it would be nice if you could pick up or interact with the objective while riding. The hoverboard and the fun movement make up the core gameplay so I think it could make players reluctant to do objectives if they have to stop and read smth every time.
Agreed! Let's see how our first community tests will go in a month or two from now. We're ready to remove/replace elements that don't compliment the main mechanic that well.
Her design is a lot better, I think she just needs some bits of color to contrast with the orange and brown of her clothes. Otherwise I think it's close to perfect.
Character design is MUCH improved! I appreciate the easy-access pockets and pouches and that she actually has a helmet now, and one with a really great amount of coverage too! very practical. The only concrits I have on her are that I wish her helmet had a chin strap so it would stay on, and that the relatively monotone color palette feels a bit flat compared to the previous one. Also LOVE the idea of getting the human side of the story, then the AIs, then coming to a resolution. It's very Sonic Adventure 2 and something I adored about that game, and the villain motivation in games with "evil robots" usually comes across as really weakly written, so to see a focus on the AIs motivations and how humans and AIs will resolve this together is really exciting!
So.. im kinda sad the scarf is gone for two reasons: One, the critic is one I can understand but like most of those types of critics to me it forgets something; humans dont care always for practicality. Double so for a characters design - we like cool things or perhaps it HAS meaning to the characters backstory ya know? Like, a memento to their fam or friends idk maybe even a place visited/left? The second kinda goes with the original... we like cool or fun stuff but also our brains like things that satisfy us - a scarf blowing in the wind to me is up there with when we put our hands out a car and *ride* the wind ya know? lol Just gives us a nice confirmation I guess to the speed/wind?
I feel the storm mechanic could hurt the overall gameplay loop. When I see your game, the main thing I care about is riding the hoverboard, only to then get forced to quit cause the storm is coming too close. Following this seems to be a "strategy/management" part, which will be about as engaging as working with spreadsheets
Balance is key here. If you are constantly at the edge of the storm, it will be bad but if the storm is a mild urgency then you have incentive to be more efficient.
I feel like the character design is to desert based. It doesn't feel like she fits in to well with the more forest and plains like design of the world.
Give a raise to the animator! The animation looks so alive and natural, I really like it. And the camera is nice too. I am glad I found your channel and I hope the videos keep on coming.
This is probably the animator 😂
For me, when this game realises, im gonna buy it! It looks pretty good but i kinda wish the hoverboard is a bit smaller...
Maybe a modular hoverboard would be cool.. like being able to stick parts on it to improve or change the design your self with parts you collect from the robot enemies.. could also be very cool gameplay wise, like if you make it big and bulky it has more health but is slower and less agile etc.
It really feels like the character is a stand in. I might add longer hair or ribbons/belts, something to make the character feel more involved as they spin and maneuver the hoverboard around.
I really like the animations. One gameplay mechanic that I think would be cool is if you could pull enemy’s apart with the grapple. Like pulling off their head or battery pack
I like this idea!
I actually like the general design of the character before. This new one looks like a side character in a loading bay.
Recently found your devlogs and I'm really enjoying seeing your process on this game! 💖 I absolutely love the new character model she look great! All though, I will say I really like the old color palette for her outfit! 🤔 I think the brighter and more colorful colors match the style of the game better! ☺ Can't wait too see the next update~!
Thank you so much for the support! I'm really happy you're enjoying our content so far!
In terms of color palette, that's sill a work in progress or rather, a work not even started :D Our vision is way more vibrant and contrasting than what we currently have to show and I hope I can show some substantial progress on that very soon.
I personally believe that a wall riding mechanic would be nice, though it depends what the levels look like. While wall riding, the player should still fall down, just slower then normal and they should also achieve a higher speed once jumping off the wall ride
Let me start off by saying this game is looking incredible and you and your team should be very proud of everything you accomplished so far! The Devlog itself is amazing too, by far the most entertaining one I've ever seen. Good call on making everything robots. It suits the game way better.
Have you considered making the game a roguelike? I feel like the internet would explode if you released this as a momentum based hoverboard roguelike with procedural level generation. You guys have really solid gameplay already, and I feel like you'll be more successful if you focus on that, rather than worrying about telling a story. Especially if you're opting to tell the story through "story fragments." Literally the only game that has ever done that successfully is Bioshock. Any other time a game has done that, I always skip it because it's not a captivating story format. In this case, I think it would also break the pace of the game. I know you're excited to tell the story, but I think anything more than a few seconds of lore in your game's intro would be a huge mistake.
Also, those animations look really good! I was critical of the main character in the last dev log, but I think I liked her previous iteration way better. Her skin is green now, almost goblin-like.
Have you considered adding a rail grinding mechanic? I think that would fit the game well. Anyway, fantastic work, I'm really excited to see what you come up with next!
on every question you have, the answer is... yes. Yes to all.
Hey! Thank you so much for the support and all the feedback.
I think we are on the same page. The game is a roguelike, actually. We haven't talked about it much after the first video but it really is.
The story is indeed not the focus but we do need to have something in place to make sense of everything that is happening. The story will be quite unintrusive and very light.
A rail grinding ability is already worked on. The pink curvy lines that you can see in this video are rails for grinding.
The model colors are not finalized. We are currently lacking textures. I hope we can show progress on that next time.
@@dreamteckstudio Fantastic! I look forward to giving you guys my money someday soon.
Enemy suggestion:
Chargers- A stationary enemy that have a aura that drains energy, then if full charge it will charge to the player. They will only charge/move in a area where the "Head" is in. And it will explode if the head is destroyed.
Printers- They are like sentry but will actually spawn 5 boom bots every 10 seconds. And after/while spawning it will be open and can be killed.
Bark- They are robots yet natural. They are covered with moss and bushes, but they are dangerous due to they are fast, will have a aura that drains energy and will explode at death. They have 3 lifes, but will overheat after 15 second after overheating they will be stationary and all weapons will be down and can be killed.
Hawks- Hawks but robotic, they will dive and deal damage. But can be parried by flipping the board as they attack. They will not have a lot of damage and will only spawn in a very food rich area.
Crystal Crawler- They are like boom bots but will spawn crystal bud after death, Crystal bud can be planted at the main base that will give 10 fuel crystals every harvest. A harvest is every 2 minutes, and they will only spawn in a rare Crystal Cavern.
This is amazing progress so far but I have a few things that I would like to kindly criticise and add to(I would like to also mention that I am aware how difficult and time consuming it might be to do things like this as I am a intermediate-ish game dev and 3D modeller ) .
This may be my own personal opinion but I feel like the hoverboard is a tad too big for the player and looks unnatural (it could be because of the camera angle though but idk).
To fix this you could just simply resize the board and tweak the animations to fit it, or instead make different types of boards with buffs and stats like some boards being big and slow and dealing lots of damage or small and fast boards that deal a bit less this would therefore give players a much bigger reason to explore the procedural worlds and spend more time in the game.
In regards to the player I must say I quite liked the old character design and if possible you might want to sell scrapped character models to make some extra money(idk if your allowed to or if you already do so).
You could also add a stats tree that gives you abilities on the board like special attacks or cool tricks however I don't know how most people would react if there was a skill tree because it might encourage grinding. Also just like you and @Whimzee said a rail grinding mechanic would be pretty awesome.
Anyway I'm very excited to see your progress in probably around November/December!
I personally like to board's size, it feels more real like this, those propellers look like they could carry a human in real life too
Just looking at he thumbnail and I'm already excited for the game and how far you've progressed over this short period of time
Looking amazing guys. The difference to the movement adding in an animated character made was insane. Also, great work on the devlog in general. Well presented and entertaining.
Awesome video! The game is looking super kool. Really like the new character. Also the animation of the movement looks super kool. The camera motion is on point and really like how the smoothness of the camera changes with speed. The story sounds super awesome. Looking forward to your next devlog. Keep it up! :)
Looking good guys! Love that kiwi coder behavior tree been using it myself, can't believe unity hasn't incorporated one into a package!
I know, right!
Brb gonna watch the video several hundred more times for inspiration.
Wow the game is coming together already! Looks like it's going to be a blast to play, keep up the great work!
This project is not only looks amazing but also looks promising, wishing all the best to your team! I really hope you guys achieve success at this game dev journey.
Thanks for the motivation. I wasn't sure if I could do it, but I might try it eventually.
Dang, I loved the colors on the first version of the character, including the scarf; it added so much personality.
Great job, very entertaining video aswell! Keep it up! Name suggestion - StormSurf 🙃
I am very keen on seeing how the trick system evolves!
This is the first channel that i saw that has good ideas AND actually gets shit done
Going to buy this game as soon as it gets out
Okay the game looks rather interesting.
On the character, very good improvements to the second devlog. Id love to see while moving a leg change depending on which side/ gravitywise the character leans at that moment. It would include a footswap or an animation where the hoverboard detaches in the middle and then magnetically Resnaps after the char changes it’s footing.
Enemy wise the change from living to robotic ones is good but I think it has still room for animal enemies gathering around something like food resources or making something bigger like a stampede before time runs out and the nano machine wave washes over, so like on a fleeing scenario, where they are paniced.
Level design wise I would love to see some cave levels which would represent underground bunker facilities, where stuff like the power crystals are stored in a bigger amount than can be found in the open, but it should be much harder to crack or need some id cards or keys which one gets in several different spots or even in a level before. Plus the possibility of cracking it by force with a callable airstrike attack from mainbase which destroys 70-90% of the resources in it but gives away the position of other hidden lairs on the map or on coming levels so that a player can reintegrate in the process of exploring these facilities by force.
The hoverboard should house some kind of self extending spears, like 2 on each side and foot so maybe 8 whole, then you could have the board reproduce them by acquiring resources and the player being wary of not throwing too many and at random. Fire modes like straight line more force going out from the board directly or distinguished shots where the board pops a spear up to the character and then the character throws it but with less force and in a wider possibility of variety on the direction is another idea of mine for you.
I’m hyped for the next devlog ;) all the best !
Not gonna lie, this looks fun and i kinda wanna play it.
You guys also appear so nice and cool as people that i kinda wanna support you.
if you have a steam page available.... i'll wishlist it. :)
The character design looks amazing, could I recommend some visor the block wind when she is moving fast?
Damn, that's a lot of progress!
Love this concept and verder hyped for the game! The hoverboard seems a bit big though compared to the player. It´s looks kinda clunky and unnatural that the character is controlling it through body motions. Mabye it´s just because we´re used to see skaters and snowboarders handle their boards. I think it might look more natural if it was smaller.
Много-добре браво господа не съм се и съмнявал в вашите умения
браво!
The game looks amazing, but one suggestion:
I feel like the character feels too attached to the board, so the game could have features such as animations in which the character jumps off the board or something, or an attack where the character jumps in the air and the board hits enemies. Either way, your game still looks cool
Totally agree on that. We'd like to get some trick animations in which could spice up things a bit.
You train so well! It's like you comprehend my tempo...
I honestly don't need a narrative story / upgrade system / base upgrade + ppl you need to feed to convince me to buy the game if the trick mechanics are polished. You are clearly talented in creating a good motion flow and I think that's the main appeal of the actual game design. Maybe the game would be better with a tighter scope, having the same amount of effort but mainly on the core gameplay of hoverboarding around, doing tricks and zooming around the map. Even the enemies feel like an obvious solution to the "what should the player do?" question, but there might be interesting alternatives to consider. Honestly super impressed by you guys' work, I hope you continue to develop with such passion, and the devlog is top notch!
On another note, I think the FOV/fish eye of the lens makes the board a tad too deformed when close to the camera? At first it was kinda cool, making it look more hip hop in a way, but I think it's just a bit too noticeable that it can become distracting. Also also, the animations are amazing, your animator nailed it!
Ty for the devlog!
Hey, thanks so much for the feedback!
Great progress!
Looks awesome. Makes me want to start working on my own projects again
Wow such a cool progress on the game guys 🎉🔥🔥🔥🔥 excited for next 😍😍😍
Boy Milanote is a gift from the heavens. I've been using it for everything for months.
The boy in 0:21 has an amazing smile (:
Indeed!
and I do have to agree with Whimzee u guys should be very proud of your self
If I can add some critique to the current model I would say that colour pallet was better before (its was just more bright and vibrant), also I think that hover board needs to be a little smaller. Thats all! The game looks and feels great! I see the potential in replay value which is amazing, good luck on the journey and have fun making your dream game come true!
Character is missing textures, guys. Those colors are there just so she's not grey in the video
Another vote for these as well
this already looks really good!
Thumbnail tells you how fire this video will be🔥🔥
This looks so awesome. Thinking of doing game development myself
You might want to look up the game Rollerdrome for inspiration. It's fresh release and it got a similar gameplay to yours, yet more gritty. I especially like enemy implementation there. I recommend taking a note at how ranged enemies display aiming with laser sights. Also my personal request to consider allowing to block attacks with underside of the board Silver surfer style.
For clarity, I've meant the art style is gritty. Gameplay is great.
For the grapple hook mechanic, I would look at games like Titanfall 2 and Apex (I know, very similar since they are the same universe) as those grapple hooks are very satisfying in the way you can build moment depending on how you move the camera.
That's exactly where we got the inspiration for ours!
for the user interface i suggest making it a singleton prefab so u can easily reference it from other scripts
I really like the hoverboard mechanics! It's very nice to see that tricks play a major part in the gameplay. One thing that I think is missing is maybe a ground pound ability. The player spends a lot of time in the air and I think that being able to control the duration in air might add some interesting gameplay possibilities.
And I really just want to smash the heads of a large group of boom bots. I feel like that might be very satisfying 😂
Ground pound is already in! Pretty excited to show you how it looks.
For attacking enemies, it would be nice if the grappling hook could be used more. What if you could latch onto enemies and and yank them if you're going fast enough(or if you complete a loop around them). This could also open up more options if grappling the enemies allows you to swing off of them, or even sling grappled enemies into others. For visual flavor it can just be used while homing attacking even if it's mechanically the same.
Looking awesome:)
The main character looks like ronald McDonald when your in the game😂😂😂
Lol, true, hahaha
I really like the look of the new model
I definitely love having AI/Robots as enemies, as I was gonna point out that it would be out of character for the main character to kill the mutated animals
Little suggestion is that I would love to see the AI enemy animations to be looking confused/malfunctioning as they attack as what I'm getting from the story is that the weather thing shouldn't meant to happen and so the enemy AIs do stuff that they don't supposed to do, like hit the player for example instead of planting seeds lol
You should add some random event when travelling between two nodes. Maybe gameplay based on the main base travelling machine.
It wold be cool if the characters hooverboard could turn into a backpack so you can walk in some places.
Really enjoying this project. Have you considered letting the player exit the hoverboard?
Hey my man congrats on the amazing work, however do be careful about communicating to the player properly that they can destroy turrets via destroy generators, because they might just think they are invincible and just dodge them throughout the game, you could probably do this by adding some sort of lightning effect coming from the generators to the turrets, or some cables connecting the generators to turrets
Absolutely. We plan to do that using cables with a direcrional flashing effect.
@@dreamteckstudio Nice then, good luck with your game!
terrain height with perlin noise, plants with cellular automata looks like.
This helped so much thank you.
It would be cool if we could customize the board and character, even if just a little hehe.
I absolutely love this! However, one piece of constructive criticism I have is that the board looks way too big. The character would look much cooler, if the board was made smaller to the point that each foot would cover both fans. You might need to add a small detail of a foot hold or something that goes over the fans but
Tldr: make the board smaller, more like a long board rather than a flat spaceship
Agreed
Map, UI and menu appears as a hologram from the main char's wrist. Think it'd look cool and make the game feel less paused while interacting with menu's
A far fetched idea is low altitude floating islands
In The setup thank you so much!
i cant wait to see the new game. Im getting new computer and so ill can play it.Amazing job 🤩
Something cool would be like a move where you can like jump off the bored for a second and grapple back onto it (like the board becomes a grapple point)
i would make the eyes of the player more bigger for it to look more stylized and the black iris in the eyes could be biggers since a smaller the iris the more scary it looks and thats all my feedback anything else looks good
For the character maybe something like magnetic boots so she sticks to the board ? Also from how the animations look something like a "Walk" mode when you wanna go very slow were the board shrinkns/deconstructs to her back maybe? And maybe this is just me but the board looks kinda big
Bring back the red hair.
A cool combat mechanic could be you do the homing attack to attach a “beacon” to the enemy the you can fire rockets at it or collect the enemies parts for the base
For me main character looks pale and unremarkable. Even first variant looked much more fun and fresh! If its not too late, you can try change her to some kind of wizard fem (not too cartoony) in modern/future world with some special abilities and skills. Good luck lol
This looks insane!!!
I feel this is more of a personal opinion, so do with it as you will: The hoverboard compared to the character seems pretty large, but it might seem different when actually playing the game
It seems to be common feedback. We'll look into ways of tweaking that.
I would love if this game would be a multiplayer game in the end. U guys think that u gonna make this gabe multiplayer?
We thought about it in the beginning but unfortunately time constraints will not allow that :/
Man i love gamedev, it's like real magic :D
the board should bundle up into a back pack, so you can walk some sections.
Add jet nossels on the board! I think having like a noss sfx/post effect for going fast would help a lot with game feel.
That is a must have!
Should there bé a reason why you never touch the terrain with your feet? Like is it tòxic or something?
The spider bomb enemies should absolutely be able to chase you up walls like a swarm or flood of spiders
That could be pretty cool given we have the time to develop that!
What kind of tools do you use in order to create the game?
How do you share files between one another and how do you make something on one computer and use it on the other one?
For the story can the mpc have a companion like a robot dog that helps distract enemys and warns of incoming danger
And can the mpc be more of mechanic of sorts like giving her more gruff on her face to emphasize that she works on the main base
Also it would be cool if you made her clothing more heavier to make the board seem like it needs weight to balance her
that was so use full! !
Is there a way to make an endless mode? This looks so fun to move and exist in, but the pressure of the swarm would probably hinder some of that enjoyment (the way I understand it is that you can only be in a level for so long because of the swarm closing in, effectively adding a time limit). To still make it have pressure, but not inherently time sensitive pressure, you could increase enemy count or difficulty to an endless mode so that every level gets harder. Additionally, the ability to go back to a level and just mess around in it's terrain would be so cool in such a mode, especially as the resources become more difficult to get and the enemies get harder.
I don't know if you are or aren't yet, but lease consider some wall riding, reverse or no gravity sections of levels, or even entire levels (would you be able to "hover board" underwater?). It'd be a new mechanic and or terrain to master for the player as well as creating intrinsic motivation in the form of cool tricks and mastery of motion in players, similar to how tricks increase your energy, a mixing of intrinsic motivation and extrinsic motivation of sorts.
Either way, this looks so cool!!! And please consider giving the player character red hair again, it looked really cool in the previous dev log
I really think there should be an option to hop off the hover board to examine some things etc.
It will be a bit more human xD :)
I want this game to feel like a solar surfer in treasure planet SO bad
I'm so excited to try this game! I love the momentum based gameplay and the node based story progression!
My bit of critique is that I'm worried that the resource gathering and team building aspects of the game will remove players from the normal flow of the gameplay without necessarily increasing the fun factor.
Also putting anime goggles on the main character are a cliche that'll never die ;)
Hey, thanks!
One of our design rules is to not make the player stop frequently so if the game ends up making the player do that, then we'll definitely drop/change gameplay elements responsible for this.
We will be looking to conduct a pre-alpha test with the community in the following months. If you're interested, please join us on Discord, we're gonna need all the help we can get.
I feel like it would be nice if you could pick up or interact with the objective while riding. The hoverboard and the fun movement make up the core gameplay so I think it could make players reluctant to do objectives if they have to stop and read smth every time.
Agreed!
Let's see how our first community tests will go in a month or two from now. We're ready to remove/replace elements that don't compliment the main mechanic that well.
So maybe it’s just a perspective thing but I feel like the hoverboard is too big to an extent. It almost seems to “in your face” when going fast
The charge and boost mechanic reminds me of sonic riders
What if the animal enemies acted like better but harder to get food?
the game is coming along really nicely, i wish you guys a ton of success with it!
one thing tho... the board is WAAAAAAAAY too big :D
Her design is a lot better, I think she just needs some bits of color to contrast with the orange and brown of her clothes. Otherwise I think it's close to perfect.
i feel like the board is a little too big
Great progress tho, looking really forward to seeing more progress videos
This looks so fucking cool
idea: you are trying to out run a massive storm
this game looks really amazing but i feel like the rocks are wrong idk why
When it came to the character design i think you guys took nitpicks a little to much to heart, but I'm glad you found a design you like
the game looks really cool! will there be a mac version?
There might be.
Character design is MUCH improved! I appreciate the easy-access pockets and pouches and that she actually has a helmet now, and one with a really great amount of coverage too! very practical. The only concrits I have on her are that I wish her helmet had a chin strap so it would stay on, and that the relatively monotone color palette feels a bit flat compared to the previous one.
Also LOVE the idea of getting the human side of the story, then the AIs, then coming to a resolution. It's very Sonic Adventure 2 and something I adored about that game, and the villain motivation in games with "evil robots" usually comes across as really weakly written, so to see a focus on the AIs motivations and how humans and AIs will resolve this together is really exciting!
So.. im kinda sad the scarf is gone for two reasons: One, the critic is one I can understand but like most of those types of critics to me it forgets something; humans dont care always for practicality. Double so for a characters design - we like cool things or perhaps it HAS meaning to the characters backstory ya know? Like, a memento to their fam or friends idk maybe even a place visited/left?
The second kinda goes with the original... we like cool or fun stuff but also our brains like things that satisfy us - a scarf blowing in the wind to me is up there with when we put our hands out a car and *ride* the wind ya know? lol Just gives us a nice confirmation I guess to the speed/wind?
finally!
I feel the storm mechanic could hurt the overall gameplay loop. When I see your game, the main thing I care about is riding the hoverboard, only to then get forced to quit cause the storm is coming too close. Following this seems to be a "strategy/management" part, which will be about as engaging as working with spreadsheets
Balance is key here. If you are constantly at the edge of the storm, it will be bad but if the storm is a mild urgency then you have incentive to be more efficient.
I feel like the character design is to desert based. It doesn't feel like she fits in to well with the more forest and plains like design of the world.