How I created snowboarding movement for my game

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  • Опубліковано 21 вер 2024

КОМЕНТАРІ • 50

  • @NicNac2451
    @NicNac2451 2 роки тому +12

    Super interesting information in there! I love the flashbacks to earlier stages of the game's development, would be awesome to see more of those in future videos :)

    • @peekstone
      @peekstone  2 роки тому

      Hey thanks!
      Yeah it was definitely fun checking out the old versions of the game again - will definitely put more of that into future videos :D

  • @midnightkiteflight6333
    @midnightkiteflight6333 2 роки тому +4

    "I was putting in more workarounds than actual logic."
    haha man that hits different

  • @peekstone
    @peekstone  2 роки тому +4

    I hope you liked the video - Let me know if you have any feedback or if you want me to cover certain topics about my game!

    • @threedai
      @threedai 2 роки тому +1

      Well, i'm pretty sure that you can sell tutorials about the snowboarding mechanics, the technical part should be nice to reproduce, and to try by ourself, adding tiny ads in the first seconds of your (free) tutorials to promote you game should be smart ! considering to not speak tons before the fully release of your game, a year before, speaking about your game in our actual market place, can reducing by 70% your chance to make a good pre-launch, dont fall into Vlog stuffs, just finish your game, and 1.5 month before, when the game is fully ready and debbuged, try harded, tested by some of testers and bug chasers, you'll be good to launch your project, i'm personally very active in the game dev sphere, dont forget to be in contact with Reddit community from now to the realeased of your game, asked them (admins) if you can promote your game in their platform, be profesional, prepare a script and presentation doc office, sent them, how you work, present your team if you have one, and let's go, actually stay focus on the dev !! the most important. remmember actually people buy and trash just after played//listening// SEEN! be smart, making a game is the easyiest part ;) selling are the most expensive and technical stuff to do ! good luck, personally i can paid for a tutorial about the mechanics used into you game, by tutorials i mean a full mechanics explain.

  • @Natural_Order
    @Natural_Order 5 місяців тому

    This game puts a huge smile on my face

  • @mirceam7152
    @mirceam7152 2 роки тому +4

    Very interesting video.
    I am also having a lot of fun (and stress) making downhill sliding game (ski not snowboard tho), and since the start I took a different (and more raw) approach to this issue. In short, what I did was basically slap a physics thruster on the character, and played with the friction value based the rotation. The closer to 90 or -90 the bigger the friction. At -91 / 91 the friction is very high and the physics thruster strength is 0, so it just stops (using an interp node so its not instant, but almost, im still playing with the values to make it look realistic or fun). Also while on ground, the rotation is clamped, so it cant rotate with the skis while going downhill, past 91 or -91 degrees. To make sure my character cant break while in the air, im making a continuous line trace down (every 0.1 second, not on tick), which sets an "on ground" bool either true or false. So when it's in the air, the physics thruster stops, this way it keeps the flying momentum but cant change direction.

    • @peekstone
      @peekstone  2 роки тому +1

      That is also a very interesting and different approach! I wouldnt have even thought about that. How are the results with that so far?

    • @mirceam7152
      @mirceam7152 2 роки тому +1

      @@peekstone works pretty well, its not nearly as elegant as your implementation, but it works well enough, I mean with good tuning you couldnt really see any difference unless you are the game dev. And I`m sure there are at least 10 other different ways to do this, thats the beauty of coding :D.

  • @dreamisover9813
    @dreamisover9813 Рік тому

    Nice to see this video when researching snowboard game movement!

  • @travbrack
    @travbrack 2 роки тому +4

    Thank you!! Wanting to do something similar and this video saved me so many hours of work. You're the best!

    • @peekstone
      @peekstone  2 роки тому +2

      You are welcome :D Hope I can do some more videos soon!

    • @jesperrasmussen2058
      @jesperrasmussen2058 2 роки тому

      @@peekstone yeeeeeees please1! :D

  • @Someone-mm3jl
    @Someone-mm3jl 2 роки тому +2

    Looks really fun. Wishlisted!

  • @TheSicklyOne
    @TheSicklyOne 6 місяців тому

    This was great. Seeing your process for solving this was helpful.

  • @lpnp9477
    @lpnp9477 2 роки тому +3

    Your game looks dope dude, I'm definitely wishlisting this.
    Would you be able to do a deep dive video on this? I appreciate you giving us a peek behind the curtain but I'm just not getting what you're putting down to be honest. I'd really like to see how your character is set up and why.

  • @jp7621
    @jp7621 Рік тому

    Cool video. This game looks super fun. I'm a developer who really wants to get into game dev to create a snowboarding game (for myself) but man it just seems so overwhelming. Hope you post more videos of your process!

  • @marchmelloow
    @marchmelloow Рік тому

    Great video. I'm currently working on a similar-ish type of game and this really helped me think about how to implement things.

  • @Jombo1
    @Jombo1 2 роки тому +1

    The game looks amazing so far.

    • @peekstone
      @peekstone  2 роки тому

      Hey thank you I appreciate it!

  • @zenloup6761
    @zenloup6761 2 роки тому +3

    Would be cool if you can create some tutorial about, how to create an snowboarding game similar to SSX lol. I've been searching for that for so long, but there's not much tutorial for that on youtube :(. I love the game in the background btw. this remind me a lot of SSX :D nice job!

    • @peekstone
      @peekstone  2 роки тому +1

      Hey sorry for late replay - i was so busy with the game that I didnt have time for youtube (and it didnt give me notifications that there are comments….)
      I definitely wanna do more videos in that direction since I also struggled to find ressources for it.
      Als thanks for the kind words!

    • @bencsizy2559
      @bencsizy2559 10 місяців тому

      Hi @@peekstone
      Any chance for a simple tutorial about how to implement the sliding and the controlling of the rotation while sliding? Tried to follow what you said in the video, but no luck...

  • @DonData.
    @DonData. 2 роки тому +2

    This is really an incredible video and something I needed to see

    • @peekstone
      @peekstone  2 роки тому

      That is very nice to hear that it helped - and thank you so much for the kind words!

    • @DonData.
      @DonData. 2 роки тому +1

      @@peekstone May I ask what kind of method you used for the grinding? I'm having lots of trouble aligning to spline etc - very glitchy, any advice welcome, thanks!

    • @peekstone
      @peekstone  2 роки тому +1

      @@DonData. basically whenever I overlap with the surrounding area of the spline mesh, I'll execute "getdistanceclosesttoworldloc" and save that currentDistance in a variable
      -> then in the next frame I just add "speed"*"deltatime" to the currentdistance and that is how i get the new spline distance
      -> then I use "getLocationAtDistance(newDistance) + getRotationAtDistance(newDistance)->getUpVector() * characterHalfHeight" to set the new location
      -> Next thing is to actually align to the spline i set the actor rotation to be getRotationAtDistance(currentdistance) and set that to be the character's rotation

    • @DonData.
      @DonData. 2 роки тому +1

      @@peekstone You are amazing, thank you

    • @peekstone
      @peekstone  2 роки тому

      @@DonData. you are welcome :D

  • @mozthoven2414
    @mozthoven2414 8 місяців тому

    i would pay hundreds for this tutorial

  • @DevPav
    @DevPav 2 роки тому +1

    I was here because I wanted to make Unity games and I also wanted to go snowboarding someday.

  • @nightgu
    @nightgu 2 роки тому +1

    Man hört den Akzent, trotzdem natürlich super Spiel und ich bin immer in den Streams dabei

  • @jesperrasmussen2058
    @jesperrasmussen2058 2 роки тому +1

    Hey man!!! :D WGreat great video! :D
    super cool game you are making.

  • @stevethepirate
    @stevethepirate 11 місяців тому

    this game is amazing! bravo!

  • @tenkarausa5294
    @tenkarausa5294 2 роки тому +1

    Great info well done

  • @emmyw6587
    @emmyw6587 2 роки тому +2

    Hi! God I'm so happy I found your video. I'm trying to make an SSX inspired snowboarding game and I'm dying to know how you handled flips because I've found so little on unreal and unity forums. did you use the same vectors/raycasting? it seems that this is the most difficult part to set up and very few of the templates/demos include it but for my goals it would be crucial because i want to focus on tricks. some people have suggested just using animation but i'm not so sure. (i think the source code for ssx trick and ssx 3 is lost which is a shame because ssx 3 had so many good advances in controls)

    • @peekstone
      @peekstone  2 роки тому +3

      Glad the video could help :D
      How I am (and many other games are) doing it is have the flips only rotate the character mesh and not the character capsule - so you can do all the fancy movement logic on the capsule but when you do a flip only the character mesh rotates (+ some grab animation)
      So i literally just start a timeline that does the rotation of the mesh and it loops the timeline until the player lets go of the stick (for my game it auto completes the current rotation as soon as they let go of the stick but you could also modify play rate depending on input strength) - now its rather easy to check if the timeline is still playing on landing the flip wasnt finished and you can start your crashing logic
      Hope that helps :D

    • @emmyw6587
      @emmyw6587 2 роки тому

      @@peekstone Thank you so much for the response! That makes a lot of sense! Trying to do the vectors and quaternions and raycasting was a bit overboard I guess, this is a much more simple solution! When you say capsule I'm guessing you mean a capsule primitive that is a parent object to the character mesh? Is it also working as the collision mesh?

    • @peekstone
      @peekstone  2 роки тому +1

      @@emmyw6587 Yeah I am thinking that too - it would be possible to do all the rotations with the root component, but this way is so much easier since you can do the trick rotations and the actual physics rotations independently from each other and the player never sees it since the capsule is invisible.
      Exactly the character uses a capsule as the root component and as the collision mesh - it helps quite a bit with the sliding physics since the bottom is curved and you dont get stuck on bumps in the floor.

  • @swrcPATCH
    @swrcPATCH Рік тому

    Please more videos!!!!

  • @burnz6112
    @burnz6112 2 роки тому +2

    fantastic

  • @trunkmonkey5749
    @trunkmonkey5749 2 роки тому +1

    This is awesome. I'm working on a snowboard controller of my own, and I can't figure out how to rotate the board in the right direction. How did you end up doing it?

    • @peekstone
      @peekstone  2 роки тому

      You mean steering left/right or the character’s rotation to the floor?
      Sorry for late reply.

  • @aarontanghe3494
    @aarontanghe3494 2 роки тому

    would people call this a kinematic character controller or a rigidbody cntroller? (newby question)

  • @cheesemas46
    @cheesemas46 2 роки тому +1

    Hi Peekstone, was wondering if you could maybe clarify what you mean by "friction forces"? I am currently trying to make a snowboarding game and am having trouble getting movement that feels good

    • @peekstone
      @peekstone  2 роки тому +3

      Hey there!
      So everything is moved via forces (be it in RL or in my game) and the idea is when you turn your board away from going downhill, there is now an edge of the snowboard that applies a force (friction force) into the direction of that edge -> so if you turn your board 90 degrees to the downhill slope, maximum force is applied in the opposite direction of the slope, which makes you go slower and slower until you stop.
      Now the things you have to do is finding that vector (right or left vector) that is facing uphill (like which edge of the board is currently affecting the speed in RL) - and then how much force should you apply - i suggest calculate the speed of the board and apply a fraction of that as a force (based on the angle of the board to the velocity vector -> so an angle of 0 degrees to the velocity is 0 force towards the board edge, and 90 degrees is 100% of the velocity as a force) - now this should be a good start, then you have to tweak the values until it feels right - hope that helps!

  • @leesmith5420
    @leesmith5420 2 роки тому

    How did you handle swapping characters? Do they all use the same capsule collision and you just change the mesh?