SNOW: freeride/freestyle skiing game

Pretty much what jmasterp said... It's a cool idea, but adds a HUGE amount of extra work to a game. We want to focus on making the best riding experience and not get distracted by creating a "story line".

You're not the first person to mention this, so it is something we have thought about. Maybe in the future we can reapproach the subject if we have proven SNOW's demand in the marketplace.
 
As mentioned before, releasing a game on any console is a ridiculously hard process that many of us have been part of in previous jobs. It is something that we have no interest in pursuing at the moment.
 
PC is fine for me and fine for everyone else haha, people just like to complain about everything. The reallllll question is can you smoke weed in this game?
 
No poles option is the way to go. In jibbin I would always use a no poles mod.

As for controlling the rotation, amped 2 should be your physics model. It's the most realistic: you need to start initiating the spin before the take off, and if you start the spin after leaving the lip you spin extremely slowly.

Also I think the graphics are terrible but that's just me.
 
Sure, that is totally possible. With SNOW, however, we are trying to maintain a certain level of presentation quality. Therefore, if we were to remove the poles, we would want to make sure the player animations reflect this change. Therefore, we would want to replace certain animations such as the basic riding pose or the pushing animation.
 
I was a little skeptical when I saw the gameplay you posted around Christmas times. I know its only a alpha, but I really wish I could see some improvements in the next video. Cause physics wise, it wasnt good. Tom Wallisch, T-Hall and Russ you say? However, partnership with lets say North Face is something that is not going to be possible? We can't really be able to define the riders by clothing in this game, or can we? Lastly, the style of these people, is that something you have looked into? Like will you make Tom Wallisch's style different than others, or will those pro's not be playable characters? Lastly, have you had some improvements physics wise? I would love to see some gameplay and its been quite long since the last once. Thanks.
 
I can't even -K you, fuck me.

I'm sure this had been asked but is the game gonna be compatible on OS systems ? ( i guess yes but...)

Take suggestions for yourself, release the game when you think it's the moment, and if it turns out the whole freeski community plays it, you would eventually update it ;)
 
We are a small team building something quite robust, so progress at times can be slow or unapparent. Creating a game that keeps users challenged requires lots of small nuances, so we spend a lot of time implementing these features that players don't necessarily notice right away. Physics are very hard to perfect in games and require more than just code - a full set of well made animations, particle effects and sound effect the way even the most simple actions look.

We have been introduced to a handful of the major brands through our athletes and are discussing with them what it would take to have their gear in the game. Keep in mind that some of these brands are part of massive companies and can't always make decisions easily or quickly. One of the pillars of the game is to be able to express yourself on the mountain, and so having real brands is very important to us.

We are more interested in working with our athletes on the design of the game, rather than having them in the game. Though the development team are all skiers and snowboarders, our knowledge of the sport is still limited. Therefore, Tom, Tanner and Russ have more value ensuring that our design decisions retain the authentic feeling we're aiming for. On top of that, we will work with our athletes to create features designed by them. Riding style requires huge sets of animations, so unless we end up doing motion capture, this would be a very tricky feature to offer.

We hope to have something to show the community soon, and then something for you guys to get your hands on and test shortly after.
 
As I've mentioned before: releasing a game on any console is a ridiculously hard process that many of us have been part of in our previous jobs. It is something that we have no interest in pursuing at the moment.
 
Will this game, at some point, be made available through cloud gaming services, such as Onlive?

 
Nice, I hope seeing this game on my mac quite soon. Is it like you have to do the game twice to make it work on different platform adding more work + time ? What's the main difference in the making process on PC on OS X?
 
What he said.

We are under the impression that Crytek is working on a Linux/Mac version of CryENGINE, which would mean that we could easily then release the game on Mac/Linux. Until then, there's nothing we can do unfortunately :(
 
Game looks great. Keep updating here, we appreciate it. More in game videos are always appreciated too
 
The Crysis trilogy, Lichdom, Nexiuz, and Ryse, among others, all utilize CryENGINE 3 and were published on both Playstation 3 and xBox 360. Well, with the exception of Crysis 3, which will release in a few weeks.
And looks fucking sick, if I may add.
 
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