Something I did do in an earlier prototype but made it feel a bit too limited for my taste. I would rather replace it by something like a jump pad at that specific location which would be a mechanic that can be used in a wider case of scenarios.
ok, thats cool and all... but... I don't think thats a yoyo, I think thats a weirdly shaped ball that stops in the air somehow and has a weird pulling force.
Heya! I have an idea for the Yo-Yo. You could keep it's mechanics but make it so it can't give you additional height and instead have it just act as a vertical booster sorta deal for when you are on the ground. It wouldn't achieve "air dash" but it is a fun idea to use the Yo-Yo for. Would be hilarious to do the "Walk The Dog" to get a speed boost. lol although, I will say, you could do a roof top free running game with that Yo-Yo mechanic that'd be prettttyyy kewllll. Good luck with your game, matey. o7
Thanks for the feedback! Definitely a lot to consider with all the great comments like yours to give a bit of a new perspective on the mechanic. Will have to revisit it for sure.
i think for dashes the best is to have a very short cooldown + a limite to how many time you can dash before you need to touch the ground or a limite to how many time you can dash before needing to stop and let it reset that is if dashes are taken in account in level design of course the consumable works well if dashes are just ways to skip hard parts
@@cameleon2mur80 Definitely something I still want to consider. Currently focusing a bit on art and level design to get a better idea of the movement scope.
I find it surprising to hear that you implemented the Yoyo/airdash mechanic, only to then remove it because it did not fit your intented movement design. If you did not anticipate this, does that mean the overal feel of the game's movement is undecided still?
Yeah I am still very much in the experimental phase. Especially in terms of how much air movement I want on both a horizontal and vertical axis. At first I wanted it to be more parkour and real life like but right now I want to experiment a bit more with Sonic esq movement. So a bit faster, momentum heavy but not necessarily very air based.
make the yoyo gold for the ogs makes no sense to guys get your name for supporting the people at day 1 should be treated better than the ones at 2 years
PLAYTEST ► discord.gg/zX2XRPvDt5
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how about yoyo tricks? I really like the idea of the yoyo, you should keep it and make it an unlockable or something
Maybe in the future, or perhaps in some sort of sandbox mode!
Maybe require the yo-yo to make contact with something it could wrap around in order for it to pull you.
Would definitely make it a bit easier to limit the player a bit through that!
this makes more sense!!
It could be like a kind of tight turn
You guys are the future of the industry
Thank you! We truly need more indies willing to experiment and deliver high quality VR specific games.
reminds me of the movement from boomerang x, awesome
Thanks! Much more to come!
Yo, your game looks sick! Cant wait to see it on the steam front page. (dum idea: The jojo has a grappling hook mode)
Can't wait for that in a couple of years when it's really locked in.
What if there would only be certain points on the map that the yoyo can latch on to? Kinda like in ghost runner
Something I did do in an earlier prototype but made it feel a bit too limited for my taste. I would rather replace it by something like a jump pad at that specific location which would be a mechanic that can be used in a wider case of scenarios.
ok, thats cool and all... but... I don't think thats a yoyo, I think thats a weirdly shaped ball that stops in the air somehow and has a weird pulling force.
Yeah it's definitely evolved to a more futuristic take on a yoyo by now! I might need to find a new but similar name to this yoyo inspired gadget.
Heya! I have an idea for the Yo-Yo. You could keep it's mechanics but make it so it can't give you additional height and instead have it just act as a vertical booster sorta deal for when you are on the ground. It wouldn't achieve "air dash" but it is a fun idea to use the Yo-Yo for. Would be hilarious to do the "Walk The Dog" to get a speed boost. lol
although, I will say, you could do a roof top free running game with that Yo-Yo mechanic that'd be prettttyyy kewllll.
Good luck with your game, matey. o7
Thanks for the feedback! Definitely a lot to consider with all the great comments like yours to give a bit of a new perspective on the mechanic. Will have to revisit it for sure.
@@RealityWanderer Groovy. B)
Ay, what ever ya' do, hope you feel proud of how your game turns out, matey. o7
the town inside me!
Brisket
How about instead of the yo-yo being on cooldown, you have it on stock and you have to collect them around the map to add to the stock like ammo?
Interesting, I had not thought of that yet!
i think for dashes the best is to have a very short cooldown + a limite to how many time you can dash before you need to touch the ground or a limite to how many time you can dash before needing to stop and let it reset that is if dashes are taken in account in level design of course the consumable works well if dashes are just ways to skip hard parts
@@cameleon2mur80 Definitely something I still want to consider. Currently focusing a bit on art and level design to get a better idea of the movement scope.
bro is starting to make a hyun's dojo duelist
Fighting game incoming
this is awesome!!!!!!
Thanks! And we are just getting started!
"Yoo-yoooo! Yoyo! Yo!" - Yoyo
I can hear this text
Yo, that style tho. :O
Next Devlog is all about the style so keep an eye out for that one! 👀
@@RealityWanderer AYO?! :O
Can you Walk The Dog, and maybe even do it Around the World?
Something I was thinking about too, as a trick system based around the yo-yo itself could be cool!
@@RealityWanderer have a skate park type of free roam where you're able to do tricks there
I find it surprising to hear that you implemented the Yoyo/airdash mechanic, only to then remove it because it did not fit your intented movement design. If you did not anticipate this, does that mean the overal feel of the game's movement is undecided still?
Yeah I am still very much in the experimental phase. Especially in terms of how much air movement I want on both a horizontal and vertical axis. At first I wanted it to be more parkour and real life like but right now I want to experiment a bit more with Sonic esq movement. So a bit faster, momentum heavy but not necessarily very air based.
379 SUBSCRIBERS ONLY???
Almost 400 already now, it's growing steadily!
I just noticed that you actually have a really cool room lel
Ty! Gotta give my sonic collection the room it deserves
your brigette from guilty gear
Definitely one of the inspirations. Could almost make an entire game around that concept alone.
jetsetradio vr?!?!?!
That's the plan! Well, with a bit of a unique take on it though.
@@RealityWanderer yeah thats good i can't wait to try it
Balls
⚽
why you added a WHO to your vr skating game???
Wait until you see who I am adding next week!
make the yoyo gold for the ogs makes no sense to guys get your name for supporting the people at day 1 should be treated better than the ones at 2 years
Will see what I can do with the supporter packs, I think they could use a little update by now