SNOW: freeride/freestyle skiing game

the entire mountain is there, but we only provide spawn points for this face as it's more complete. If you want to explore the other faces, you can do the following:

1. free fly by pressing F3

2. use the debug spawn menu, type "spawn 0-9" in console

As we continue to develop the mountain we will eventually add proper spawn points
 
So in the steam thread about the updates you said the next one would include buttering and abunch of other cool stuff. When do you think that will drop?
 
focus on other fundamental stuff. Things like lifts, or cats, or whatever, are just garnish that can be added once the game is basically complete
 
can you guys please implament a temporary jump button for the controller? The keyboard controls are okay but really i wanna play this game with controller and its barely playable at the moment. Please just make a jump button while you guys get the skate dynamic you want dialed in on your end... plz plz plz plz
 
i guess the only way you can make this more realistic is to give the rider superpowers after he chiefs a bowl in the woods...
 
Posted this on the steam forum but be good to see what people here think some proposed changes to the X360 controller layout.

I think the skate style flick-it ill work well once it is tweaked to be more responsive - will allow for nollies etc. As long as the grabs require a trigger to be pulled it will also remove the problem that is present now with grabbing when you don't want to.

(this was initially a reply to a controller layout post in the steam forum, so references a post that you can't see).

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Controls should I think be broken down into 3 types: Riding, In Air, On Rail.

RIDING:

Turning: as above, left analog stick; turn speed defined by how far analog stick is pushed (also turn radius defined by what snow condition you are on: powder/piste/ice etc). Push forward on the stick to tuck, back to brake/hockey stop.

Pushing with X (or A); tapping or holding.

Ollie/Jump: I think the flick stick could work well if implemented correctly as long as the grab system is altered as I will explain below. Currently it feels very sluggish (also I think on flat you are able to ollie WAY too high); Skate felt a lot lighter. Ollie high determined by how long you prepped the ollie and also speed of flick. Butters should also be mapped to the flick stick similar to how shove-its were in Skate.

Ability to nollie (at least on smaller stuff/rails), by doing up->down rather than down-> up on flick stick.

(it may be an option to have some sort of prespin like Youriding during the ollie prep. This could potentially be mapped to shoulder buttons - depends if the spin speed modifier is being used or not, and if it interferes with the lincoln loop buttons)

IN AIR:

Rotation/Flips with Left analog stick as currently. Rotation speed dependant on how far stick is pushed (as described in original post above). (you shouldn't be able to revert your spin/flip as much as you currently do; pushing the opposite way to you set spin should slow/stop your spin (like when a skier opens up to slow their spin)

Lincoln flips I think the OP has a good idea here with the bumpers and tap/double tap - or you have some sort of tap/hold mechanism. It's a tricky one. Obviously using the spin speed modifier would solve this; but personally I am not a fan of it in the current form.

Grabs - at the moment using the flickstick, you almost always grab when you don't want to. I suggest grabs are initialised by the triggers - Right trigger for right side grab, left trigger for left side grab, both triggers for double grab. Grab is then modified by using the right analog stick.

I.e - Right trigger only - right side safety grab; right trigger with right analog stick pushed up - right side nose grab.

Both triggers - double safety (or truck), both triggers wth analog stick up - double nose. ETC ETC.

This would give a lot more grab options I think.

Shifty - when in air you could shify left or right using the right analog if not grabbing - can help with landing/adjusting spins. Basically when not grabbing the right analog could control feet - so pulling back brings tails up like a backscratcher, pushing forward brings tips up, and all th variations with diagonals etc.

This leaves the ABXY buttons free when in air - could be used in future implementation to enable extra tricks like daffy, screaming seamen, cossack etc. If spin speed modifier is needed; could be mapped to one of these?

ON RAILS

Jumping onto a rail I think is where the prespin could be really useful to enable big spins on without having to do a huge jump onto the rail. Perhaps the left and right bumpers could be used like the youriding prespin, where it gives you a small ollie with a initial fast left or right spin?

Surface spin on the rail - left analog stick.

Nosepress, tailpress - LEFT/RIGHT on right analog stick.

Switch ups etc as currently, flick stick ollie then direction.

Triggers should enable grabs while grinding.

A/B/X/Y - used in future possibly to enable stepovers; bindsoles, broken grind and all the ther crazy rail stuff.

Perhaps shoulder buttons when on rail could make for fast spins out without having to do a large flick-stick ollie - pressing puts the skier in "scissored" mode, release gives a small ollie with an initial fast spin?

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Hope the above makes sense - I can see you are trying to mimic Skate controls (which were awesome); the above is the closest I can think of to map that tpe of control to a skiing environment.

 
I think the flick ollie feature would work better if the same stick controlled your spin. that way you can prewind whichever way you want then different movements will initiate the trick. Not sure if this would work well though and probably would be weird.
 
new patch is live!

14/10/13:

Fix: Networking system's inability to reuse UDP sockets; resolves frontend load freeze.

Shaders are now cached in order to boost start-up time and prevent lag due to compiling shaders.

Made the tutorial level a bit friendlier to newcomers.

Super early buttering implementation

Fixed a bunch of memory leaks

Reworked rotation scoring system, introduced new tricks such as Misty, Bio, Flat spin etc.

Fix: p_gravity_z was not marked as cheat.

Added pl_skiRockAlwaysFatalImpactVelocity CVar, defaults to 20. (Previously set to 10)

Repetitions are no longer displayed when grinding.

Reworked grinding scoring to fix the ability to idle on grinds for free score.
 
it be nice to know that at some point there might be a compatible mac version? you can either answer yes or no and i will be satisfied. not answering just leaves me wondering.
 
From literally every other page in this thread. Almost definitely, eventually. Cryengine apparently has a mac build, it just hasn't been released to devs yet.
 
I got it yesterday and wow... this is amazing!

Found a lot of cool stuff around the mountain and using the no-clip thing with F3. Sick job guys! Can't wait till you finish that ski-resort part with the pipe and jump line on the backside.
 
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They always look so much better in game :( Oh well
 
Buttering is ok. It should be a little slower and the part of the ski that's not being pressed should be higher in the air.

Other then that everything is coming together. The spin names need to be more accurate. A lot of times I'll do a 7 and it'll say 5, which is ok but should be fixed at some point.
 
the controller is really broken at the moment.. Which is confusing because it seems like exactly the type of game thats made for a controller. Looks like they're really focusing in on it though so we will see in the next couple days!
 
One thing that will really add to this game is a ton more natural trannys all over the map... It's kind of annoying to land flat all the time. It takes away from the realism of the game.
 
truth. plus maybe some fun little ruts and jumps on the sides of groomers, might make it feel a little more like a real mountain
 
You just gotta spend some time finding the good trannys. Ive found a few that you can just boost and its soo awesome. Just look around the map in freefly mode for a bit and session the ones that look possible
 
Ya, I know what you're saying. I just think they should be more prevelant all through the map. Lots of rollers and stuff. Def not disagreeing with your comment though.
 
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