SNOW: freeride/freestyle skiing game

So fluid ! Also I feel like people are gonna be able to play much more smoothly that the guy was, carving onto the jump will definitely make it more realistic.
 
Loved the gamespot feature, i think you guys are killing it. Regarding the feedback you are getting on the comments of the gamespot article, i think the demographic is pretty much split right down the middle, meaning you have your group of fans that are skiers and are just stoked to have a solid game that isn't shredsauce to play, and the other side is actual gamers who are taking an interest in the game and want something crazy amazing. You've pretty much awakened the beast meaning you've created such a promising game that you appealed outside of just the skiing demographic and it seems as if all sorts of people are interested. Keep up the amazing work and i can't wait to play it!
 
You said that you're using the arrow keys for grabs, and that surprised me since it seems a bit counter-intuitive.

I'm sure it's pretty set in stone right now, but I have an idea that could be better.

Basically, the skis are modeled on the keyboard, so 1QAZ is the left ski, while the right ski is 2WSX with the numbers being the nose and Z and X being the tails

There could be two "function" keys, so that one crosses the skis(maybe Shift) and the other function key would cross hands over(maybe D)

For example: For an English muffin, you would do D+1+C, so that both hands are grabbing the opposite ski. If you wanted this to be an octograb, it would be Shift+1+C, so that you're grabbing the left ski with the left hand and right ski with right hand, while crossing the skis. A japan grab could be A/S+D, and a Liu Kang would just be S/A. Get it? And then farther behind the ski is the tail grabs.

The only problem is that there's no button for safety, but that should be easy to sort out, if this is used.
 
wow that looks so sick !

would've like to see park footage a bit.

maybe get a snow splash animation for when he's breaking and turning.

can't wait to see more about the customization options.

What would be cool to would be like a story mode.

get sponsors , compete etc etc.
 
Move direction to arrow keys, much more intuitive. I don't think there is a reason to have WASD unless its a FPS type game, and there isn't much mouse using from what I saw.
 
Because so many games use WASD for character control, I actually think it would be counter-intuitive.

But who am I to judge.
 
Yeah, for FPS type games, but if there are multiple games in the same genre, (e.g. Shredsauce, gnarshmallow, jibbin, youriding) you don't want to drastically switch up the controls. You don't see COD and Battlefield having two very different control setups.

But there should always be custom control setup, that just makes it best for everybody, and like we saw for shredsauce, there key combos that don't work on specific keyboards, and having options to change keys would circumvent that.
 
Pretty sure they will, and if they didn't we can tell them 'add that' and the devs most likely will. They do want our feedback...

After all, they will soon be accommodating controllers, both PS3 and 360.
 
I think this is actually really important, because if competitions are ever created, the right rotation is necessary, so let me expand on this a bit. It's pretty obvious that theres a group of number that it selects from to print the rotation on screen (360 540 720) because we aren't seeing numbers like 371 degree rotation. As of now, it just prints off the closest number off the rotation list. This causes some issues when people do things like hips and stuff like that, where its pretty obviously a 7, because you went forward to forward, but it prints out 540 because it was only a 620 degree rotation. The way to fix this is actually pretty simple, so heres some really simple pseudo code that would fix this problem right up.

if StartDirection == LandDirection:

(whatever code choses closest rotation) = rotation

if rotation % 360 == 0:

print rotation

else:

next closest rotation = rotation

print rotation

if StartDirection != LandDirection

(closest rotation code) = rotation

if rotation % 360 == 180:

print rotation

else:

next closest rotation = rotation

print rotation
 
pretty simple. basically if you land the same direction you started, you use the algorithm that they already used to determine spin, but you only print it if the number is divisible by 360. That gives you 360, 720, 1080 ect. If you land the opposite direction that you landed (starting regular and landing switch) it checks if the number that original algorithm gave is divisible by 360 with a remainder of 180. that will give it 180, 540, 900 ect.

Just a much more accurate way to determine spin direction
 
@Miomo Our controls are not set in stone, but we do think they work very well and translate directly over to a gamepad. We are happy to work with the community to improve them if necessary once you have had a chance to play the game and test them out.

@Tree60$ WASD is not only for FPS games. It's a very common control scheme and allows us to use the player's right hand for trick inputs. People are more commonly used to controlling player movement (direction) with their left hand. Regardless, you will have the ability to reassign controls in-game, so you can always swap it around. And as I said above, we want to iterate on the community's feedback, so once you start playing the game, let us know what you think, We are listening :)

@Tree60$ We are aware that the rotation score display is not perfect. We did a quick implementation of it at first and will go back and fix some bugs (as you noticed) as well as add in notifications for when you do a switch rotation. Thank you for your input!

We really can't wait to get the game out to you guys so we can get feedback from the core audience. Give us a bit more time and patience and you'll have something to play *hopefully* before it starts snowing!
 
i found the terrain in the video unrealistic the rocks seamed to jut out in a strange way and there where no open bowls or steep faces like you would find at a real mountain i would like to see more "features" like cornices, ridges, spines, pillows and more cliff drops i also found the tree line was to abrupt.
 
It's just with all the ski games that have come out in the recent years with shredsauce and youriding and jibbin, player direction has been right hand, and grabs have been left. That was the point I was trying to make. But if it's customizable, it's no issue whatsoever.
 
Moar pictures

Blog_news_snow.jpg


df0fab3c5ede375750f46b8a0e22b165.jpg
 
Did you listen to the video you can control your speed unlike other games. and the roatation counter is broken they are going to fix it.
 
You guys have come a long way and this is looking better than ever. I honestly wish you would charge for it though.
 
i agree. Just cause i feel they can do even more with the game if they did. Def looks very good though, im trying to be patient. I need this to get me to November before skiing starts

 
The game is free-to-play, that means you can play the core experience for free. That does not mean there are not ways to spend money in the game. We're not stupid, we do need to pay the bills.
 
So I know the game isn't finished or polished but one thing that's really bothering me in the game play videos is how the player appears to be 'stuck' to the snow.

For example, when at high speeds going over a roller the player unnaturally keeps both feet on the ground. [see 5:53 & 9:01 of the gamespot video]

It almost looks as if the physics engine requires the player to pop or exit off a large cliff for the skier to catch air.

I feel like the physics in general could be toned back 10% and the game would be much more realistic.

Any chance of this being fixed in the first release?

I didn't read all 17 other pages to see if this has already been mentioned.
 
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