Dev build Update - 20201211


Dev Builds updated 20201211

CHANGE LOG 

  • Implemented Free Ride mode
  • Removed bail VOX
  • New SFX and technical sound stuff (such as reverbs, ambient audio portals)
  • Fixed some grindable issues in Indoor Park
  • Improved consistency of speed from nudging out of crank grabs and stationary walltaps

Heyy, a few notable changes here, as listed above, pretty self explanatory. The last point in particular needs some clarification perhaps.

As I've been rigorously testing the game I keep finding myself in situations where I bump into a wall in a way I didn't expect and find my momentum to be all but gone. I have tuned and improved the way speed is calculated and applied following v slow or stopped grinds/crank grabs as well as walltaps. Since when you walltap from 0 speed, the character bounces off the wall as SOME speed, I thought it would make sense to add a litttttle bit of speed if out of a walltap your speed is less than ~the speed the player moves when bouncing off of the wall. The same can be said for stationary grinds and crank grabs. Which reminds me, I should probably explain this mechanic a little better:

If you press and hold the flip trick button while pressing either grind button, instead of grinding at speed, you will grab the grindable at 0 speed and do what is actually called a "crank grab" I have not described the difference between crank grabs and grinds in the combo system yet, but the functionality to perform them has been implemented for months. 

Anyways, point is, prior to this version, if you were to crank grab and then jump one way or another out of the grab, the player upon landing on the ground in a coast would have zero speed, and be stuck in place. This didnt feel good or make sense, so I'm implemented a minimum speed at which they must be moving when nudging out of a grind / crank grab in order to keep the player moving.

This should open up the potential for much much larger combos, as there are far less situations now in which the player can find themselves completely unable to move while in a combo.

If you are familiar with the deeper Tony hawk's Pro Skater games' mechanics and systems: basically now in Street Uni X walltaps and crank grabs can be utilized similarly to how spacewalks were in THPS4 (I think) onward

Anyways yeah, happy comboing, hit me up if you have any sick videos. Seeing people play who aren't me is inspiring and gives me loads of implicit feedback and ideas for how to improve the flow of the levels and the feel of the game!

As usual these dev builds are available to early access buyers here on itch.io

<3 daffodil


Files

street-uni-x-linux-dev.zip 379 MB
Version 20201211 Dec 12, 2020
street-uni-x-osx-dev.zip 365 MB
Version 20201211 Dec 12, 2020
street-uni-x-win32-dev.zip 362 MB
Version 20201211 Dec 12, 2020
street-uni-x-win64-dev.zip 365 MB
Version 20201211 Dec 12, 2020

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Comments

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(+1)

Free Ride mode here I come!