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.
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! :)
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!
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! 💨
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 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 :)
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!
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.
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.
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
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
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
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!
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.
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.
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.
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
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!
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~
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.
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.
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
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 :)
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
Hi! Actually, we do have something like this in mind and we already have one produced video in our backlog. However, it will take time until we can start publishing those since they are animated and it takes us a long time to produce a single one and we need to have several of them.
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".
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 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.
this reminds me of altos odyssey: the lost city, which would be a great, mesmerizing game to take inspiration from for the mechanics. also in terms of how the character looks, her face looks a bit flat on the front so make sure she has a more pronounced profile
Hey game looks great already, seems you're firing on all cylinders for this one! interested in the suspension sphere but not for a hoverboard, was that what you used to make the prototypes in the last vid? Looks like a rigidbody thats connected to the model via joint, but wondering what else is involved - like is the capsule also a rigidbody? Any details you/anyone could give here would be great, thanks
@@dreamteckstudio Thanks! Just a few more quick ones (again for the non hoverboard prototypes) - were the sphere & capsule rigidbodys rotation constrained on any axis? I see Use Gravity is off which is interesting, assume only the suspension sphere? Lastly any insights on the setup of the joint would be amazing as well, the movement just seemed so smooth
ive been looking for and somewhat working on a board-vehicle game thats really fun to play. I feel like most have either died off or dont get the feel of snowboarding/skateboarding/hoverboarding right so i would say if you can make that feel great then youve got a great foundation. what is your secondary goal or concept with the game? any message you are trying to say with the nanomachines or people around the environment? knowing that might help drive decisions, even if it ends up being a background concept. for example, if you have an idea of "human greed led to this", maybe that leads you to prioritize developing character flaws/negative human traits or a certain tone in the human structure designs. just a thought. i know its hard to scrap so much work but the new progress looks great
Hey! Sorry, I missed your comment :( Yes, indeed, the feel is pretty tricky to get right but I think we are onto something. It's definitely going to be a challenge to get everything right especially considering the fact that we want to have both slow and precise and fast and juicy gameplay all done with a single mechanic. The secondary goal with the game is to make the players think about how we are a human race are destroying our own home and unless we learn to be more in-tune with our nature, things can turn for the worse.
@@dreamteckstudio if you want punchy fast hoverboard fun and precise movement, consider a toggle/boost button that shifts a few parameters to give you either feeling when needed, kind of like how no mans sky flight works. i like the message, though it is a tricky one since the character uses technology that consumes energy and resources. if the hoverboard aspects are too fun or go too far into the game then your message could clash with your gameplay. if the character is developing an awareness of the earth and the destruction technology has had, but still uses that technology, then players might lose any connection they had with the character. meshing the message and gameplay is tough but i think it would pay off well in an immersive experience
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
You guys have been doing a great job, can’t wait to see where this project will reach 👍🔥
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!
Incredible devlog. Maintained my interest throughout and left me excited to play this game! Can't wait to see more!
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. 😂
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!
This is awesome, that movement system looks so good
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! :)
It’s always fun to see unique games in the making! Good work people
Great work. I'm excited to see more.
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
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! 💨
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 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 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.
The idea and the concept look fantastic! I would play this game for sure, all the best!
Хеликоптер, а ? :D Браво хора! Поздрави от Пешо!
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!
so exited for more content of this game, like I love the games idea
this gon be big
can see my self playing this game at 3 A.M
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.
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.
Sounds sweet, looking forward to seeing further progress
this is a cool idea and yall seem like really chill people so best of luck to you
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
Very very excited 😍😍
Awesome video! Good job Dreamteck Studio 🔥🔥🔥
Thank you!
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 👀
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
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
you are living a gamedev dream, enjoy it
I mean, the algorhythm suggested this... I watched it, enjoyed, subscribed, and am awaiting for a game release. :D love it.
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
I'm really excited to see the end results! It looks amazing so far 🤩
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!
Awesome team! Already wishlisted in my mind.
Super nice video guys! Keep up the good work!
Thanks for sharing your valuable experience.
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.
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.
Hoverboards are cool. I like snowboarding and stuff so this looks rad so far.
Well done, hard work and dedication!
Sounds like a really cool idea, definitely interested in seeing where this goes
Looks really interesting :]
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.
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
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!
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'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.
Wow love seeing all the details. 😃
The world looks awesome already! Super excited to see what comes next!
Yay! Us too!
This is awesome
It actually sounds a cool game :) Would definitely play it
Много яка игра. Готин акцент. Браво, добре че има такива хора. Пожелавам ви успех без препъвания с код и бъгове.
Really enjoyed the video-your prototype is coming along nicely. Isn’t it great when bugs become features 💯
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 a programming student, and seeing this video I just want to start working with you. This just looks amazing!
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.
Getting strong Motocross Madness vibes from this. Excellent.
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.
I love this so much!
I honestly already wanna play the game
This game looks like so much fun, I'd love to be a part of it somehow.
You already are!
"Nadia who apparently doesn't want to appear on camera"
Few mins before: 1:51
Lol
Haha, that's Raddy at 1:51
Great Video!! I was wondering what version of soft soft you recomnd for a beginner because I know there is a $99 bundle and a
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!
reminds me of just speeding through the planets with the hoverboard without any goals in astroneer
very nice concept, cant wait to see more
Love the game idea!! I would love to play this game
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
Wave function collapse might be a good alternative or a way to supplement your terrain generation. It is also a lot easier for artists to work with.
This sounds epic, please more videos
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
Looks cool as hell, for sure caught my attention
Nice vlog! Is there a chance you make a video about putting together your team and setting your office up?
Hi! Actually, we do have something like this in mind and we already have one produced video in our backlog. However, it will take time until we can start publishing those since they are animated and it takes us a long time to produce a single one and we need to have several of them.
@@dreamteckstudio We will wait, wish you luck with your game!
This is gonna be a great game
Fingers crossed!
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".
3:45, she looks great *_on paper._* But the model (THE FACE) needs some... retouching (I am having Nightmares)
Ahaha, yes, already changed that scary face but was too late to replace the footage in the video 😅
@@dreamteckstudio Glad to know Hahaha!
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.
awesome video guys!
Nice
I'd 100% play this, seems like a great game to play whenever you got free time to burn (like on a long flight)
Cool!
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.
Storm Dart looks so awesome, well done!
I'm learning how to build games on unity and looking forward to creating a game studio
Cool game wish you best of luck :) and tons of players
Nice video and i love the main character
But pls make her thicker
Great progress! The character's face looks like it needs a bit more work
We actually reworked it from scratch since the edit of the video. You can see her new face in the video thumbnail.
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)
Nice Video
Love to watch i realy enjoy it
I'd really love to see a good hoverboard game, this seems like a start of a great game
this reminds me of altos odyssey: the lost city, which would be a great, mesmerizing game to take inspiration from for the mechanics.
also in terms of how the character looks, her face looks a bit flat on the front so make sure she has a more pronounced profile
Keep up the good work!
Hey game looks great already, seems you're firing on all cylinders for this one! interested in the suspension sphere but not for a hoverboard, was that what you used to make the prototypes in the last vid? Looks like a rigidbody thats connected to the model via joint, but wondering what else is involved - like is the capsule also a rigidbody? Any details you/anyone could give here would be great, thanks
That's correct - the player consists of two rigidbodies connected with a configurable joint. There isn't anything else special about it.
@@dreamteckstudio Thanks! Just a few more quick ones (again for the non hoverboard prototypes) - were the sphere & capsule rigidbodys rotation constrained on any axis? I see Use Gravity is off which is interesting, assume only the suspension sphere? Lastly any insights on the setup of the joint would be amazing as well, the movement just seemed so smooth
ive been looking for and somewhat working on a board-vehicle game thats really fun to play. I feel like most have either died off or dont get the feel of snowboarding/skateboarding/hoverboarding right so i would say if you can make that feel great then youve got a great foundation.
what is your secondary goal or concept with the game? any message you are trying to say with the nanomachines or people around the environment? knowing that might help drive decisions, even if it ends up being a background concept. for example, if you have an idea of "human greed led to this", maybe that leads you to prioritize developing character flaws/negative human traits or a certain tone in the human structure designs. just a thought. i know its hard to scrap so much work but the new progress looks great
Hey! Sorry, I missed your comment :(
Yes, indeed, the feel is pretty tricky to get right but I think we are onto something. It's definitely going to be a challenge to get everything right especially considering the fact that we want to have both slow and precise and fast and juicy gameplay all done with a single mechanic.
The secondary goal with the game is to make the players think about how we are a human race are destroying our own home and unless we learn to be more in-tune with our nature, things can turn for the worse.
@@dreamteckstudio if you want punchy fast hoverboard fun and precise movement, consider a toggle/boost button that shifts a few parameters to give you either feeling when needed, kind of like how no mans sky flight works. i like the message, though it is a tricky one since the character uses technology that consumes energy and resources. if the hoverboard aspects are too fun or go too far into the game then your message could clash with your gameplay. if the character is developing an awareness of the earth and the destruction technology has had, but still uses that technology, then players might lose any connection they had with the character. meshing the message and gameplay is tough but i think it would pay off well in an immersive experience