i didn't expect to hear about a crafting system in a Mario kart like skiing game, none the less for it to sound like a good idea. yet, here we are. i fucking love these devlogs btw, I become a jolly fellow when I see them in my notifications
When seeing how Nash looks when he is frozen, I realized that the ice cube being the same size as the other characters ends up making him stand out in a weird way, and I think that making the ice block bigger for him would probably make him it becomes a giant obstacle even if it had the same collision box, I think a fun and interesting way is to make it so that when a character is frozen, he becomes a custom statue that makes fun of the character or reflects his personality, for example if Nash is frozen he turns into a statue posing flexing his muscles with different proportions than it has, this allows you to take advantage of the game's cartoonish style to make statues the same size, thus having the same hit box even if it doesn't fit perfectly with the model, you can even do it with that the statues have the same base to better highlight the area of their hit box.
I have been following this series from episode 2 or 3 and I love the way this is heading. You still have a long way ahead of you, but never give up on the dream! I’ll buy a copy if the game is finished. Keep up the great work!
Tip for the animation: in skiing the arm that points to the mountain peak actually has to go forward and the other one backwards makes it look more realistic The arm movement needs to be the exact opposite of what it currently is
I definitely will wishlist the game. Love the progress you are making. The new item system will probably create really intersting gameplay mechanics. However, one thing to think about: by making the items strategic and not random, you are removing what call a "negative feedback loop" in game design. Idk if you are familiar with positive and negative feedback loops. So just a explanation: You know in mario kart, when you are really far behind, you get a stronger item (like a bullet bill or something). But when you are really far in front, you get a weaker item. Or even get a blueshell if you are to far ahead. This is what they call a negative feedback loop, which keeps the game close. In monopoly, for example, it the opposite. When you are ahead and have a lot of money, you can buy more houses and get even more ahead. That is a postive feedback loop. By making the items system like build parts, i think you remove the option to make a negative feedback loop. I am not saying you should change it back, because I actually think that this item system is really interesting. But maybe it is handy to think about how you then will create negative feedback loop. How do you make bad players keep up, and don't reward the good players to much. Hope this comment helps :)
It would make sense to rename the power-up from what I beleive says “r3d-h3d” to “h0t-he4d3d This would just be a silly little pun because it’s combining explosive and heating.
lego racers had a similar item system where the red brick pickup was weapons, green was boost, blue was shield and yellow was traps. Picking up a white brick would upgrade whichever brick you had, so the boost would turn into a bigger boost, then into a bullet bill type boost, then finally a warp. Was alot of fun upgrading your pickups mid race.
This was my childhood!!!! I got so good at the short cuts and warping at the right time!! Dracula and the later levels were really hard tho! The music and vibe of that game still hasn't been matched. I was so disappointed when Lego Racers 2 came out. It barely worked and was boring. Probably the first game i was let down by.
I love watching you improve your game to perfection and I can't wait to play it and a big thank you to Josue for all his help with character design this game looks amazing
I love that you and Josue found eachother. Your game and devlogs were very good before but together you seem to inspire eachother so much. These devlogs are some of the most entertaining ones on YT and the game is looking better and better by the day! Feels like I was part of the team. Would love to help animate these characters
Looks great! For the 3D model performance you should defently try out LODs and maybe even "Amplify Impostors" (I think it's only for Unity) as LOD 2 or 3
Item system is very unique, excited to see how it gets developed on over time! Although, I could see good players easily pulling ahead of the pack (especially considering shortcuts) since they can choose what boxes to pick up without having to fight against other players for specific boxes.
I feel like having the order of the machine type matter would pair well with the "swap" mecanic. For example, bomb + rocket could be a missile, but rocket + bomb could be an instantaneous speed boost that damages nearby players (kinda like a rocket jump of some sort). That would be twice the work but it would add so much strategic depth to the game
Rocket + AI = M.O.L.E The M.O.L.E (Mountaineering Onslaught Leverage Electronic) is a small robotic mole with a drill nose, screens for eyes so the eyes can show emotion, and a lever on top. When used, the user pulls the lever, and the M.O.L.E jumps out of their hands and burrows down. For the next 15 seconds, you have the opportunity to click/interact with another player, which causes the moley machine to jump out the ground and follow the target. Unless the target manages to escape by boosting, breaking the mole with a power up or some other means, the mole will explode and stun the target. This could theoretically work as Explosive + AI, too.
The crafting reminds me of Lego Racing, where you combine different brick types to create combinations. Very similar, and thats good because that mechanic is underused. LOVED Kirby 64!
Hi, I've found your channel a week ago and been watching your devlogs ever since, your videos inspired me try game deving myself so i decided to give it a try on unity. Congratulations for your content, it's super awesome to see how much your game had evolved, i wish you success.
Another type of part that could spawn are defensive or shield. They could work in a way where if someone uses a power up on you, it would knock back and hit them. Or it could just be defensive.
One of the better indie devlogs I have seen. Game looks fantastic. Just a nice feel to it all. I could see this being a gem that rivals the big race games with the way it is heading, only lacking in not being part of the already established franchises to have their iconic characters and fanbase. I am a tad surprised that you did not seem to get inspiration from snowboard kids on n64 considering all the other inspirations around that era, but I could have simply missed it.
If you had a third slot just for storing an item you've picked up, it would give players more flexibility and options when swapping and combining items. The bumper could be used to cycle through which two are in the crafting slots and which is being stored It would also be cool if before the race starts you had the option to choose an item you could repeatedly spawn for yourself on a cooldown, which would also create more strategy/ flexibility
You got a consistent pace of production, an amazing character-environment concept designer, and your means of thinking and problem solving by thinking about intentionality behind the characters-environment-powers and gameplay is all so high level. Super awesome guys I can’t wait to try out a demo if it comes
I’ve been watching since the first devlog and I’m absolutely amazed by the progress. Maybe the shoulder button could always discard one of the items instead of swapping them? Looks like you‘d only want to swap them if you want to override one of them, so you might as well discard it. This would solve both use cases with one mechanic.
I really like the duality. You dont often see devlogs where another major player is given half the screen time. Its really impressive! And it makes me think youre very humble!
looks great! i have some ideas for some of the item combos freezing + bomb: some bullet bill type transformation where you uncontrollably roll down the hill, speeding up and getting bigger, bowling over other skiiers, until it explodes at the end. i think this would create a lot of silly chaotic moments with this huge tumbling snowman head while having strategy on where to use it, like maybe you can get stuck in some trees and lose time. bomb + ai: i saw the homing bomb and thought it took up some of the same design space of the penguin missile, so this ones kind of a spitball. something like the thundercloud from mkwii (everyones favorite item), where its intelligent little nanobombs that blow you up at particularly bad times, like over a pit or right before the goal. you can transfer them to other skiiers by bumping into them, like the thundercloud. this one sounds unfun and toxic but i like the idea of ai nanobomb robots so ill share it anyway ai + heat: places a stationary heater that melts the snow around a radius, causing the surface to become slower or slippery. kind of like a longer lasting bomb buddy, an area denial tool that causes other players to crash and bump into each other fire + rocket and ice + rocket: two counterparts, maybe fire gives you a flamethrower and ice turns your poles into some ice spears. both are used to attack other skiiers as well as destroy projectiles/structures (like the penguin missile or the ai+ heat idea). fire is maybe more aoe and harder to control, while the ice spears are single target and more precise ai + ai: ski gundam transformation 💥 and one more idea, some sort of wildcard pick your own item box would be cool as a catchup mechanic. maybe it appears after first place takes a box, so that people behind them can get it and choose an optimal item. though this may just not be necessary looking forward to playing this!
when reverse skeeing with the boost rocket ability, you could make it so that the character does a backflip, and while doing so its rocket fuel/fire coming from the rockets gets directed towards the players ahead of him making it a fun way of *burning* your enemies while doing a backflip for extra cool points. Sorry for the hard to understand explanation. great work by the way
That rat looks like an angry version of Sid from the movie Flushed Away! :D You should make a character that resembles their "Le Frog" as well that can extend his tongue to grab poles and make sharp turns/drifting! ;)
This game is really turning from a mariokart inspired game into something entirely it’s own and it’s absolutely stunning. Keep up the amazing work man, I’ll definitely be in line to buy it once it comes out.
This looks amazing! Kirby 64 is one of my favourite games so I am so hyped for the item combos. I do have a suggestion you might want to consider. In order to improve the pick-up-and-play nature of the game, it would be better to force players to USE the item combo they have before they can get new ones. It seems more natural to me that once you have both slots filled, you should be unable to pick up a new item. I think this would improve the gameplay a few ways: 1: Fewer buttons to worry about At 11:32 when you talk about ‘how item combos work’ you mention pressing a button to swap the part slots (and that affecting the new machine and also the possibility of a button for disposing of parts.) I feel like these ‘swap-out’ features are a bit clunky and over complicate the combo system to the point where it might seem too much for new players to learn and distract from the main experience: racing. Remember that the core appeal of Mariokart is its very deep racing mechanics with very few inputs to worry about. 2: Encouraging thoughtfulness and skill Tactically discarding items is an important skill in Mariokart, as a misused mushroom can send you off the track, or a bad green shell throw can hit you right back. 3: More player interaction By removing the ‘swap-out’ feature, you are taking a mechanic out of the HUD and releasing it into the game world. This ensures more items are released onto the track and may lead to a lot more unexpected play moments. 3: More discovery You want to watch out for players optimising the fun out of your game. At first, I’m sure everyone play-testing will want to experience every combo. However, over time I can see many players (especially younger ones) just cycling through parts until they get the penguin missile (or whatever is their favourite) over and over again, with some trickier to use items never being seen because they are discarded whenever created. Beware the bloat: Remember that players will always keep asking for more features even when they may be harming the game. A bit long, but I had a lot of thoughts 😅 feel free to ignore me. I believe in you guys so much! Overall, this game looks absolutely incredible. The combo mechanic gives you a great USP as a racing game. I can’t wait to see your future developments!
For the item swapping, I think that rather that the items switching spots, you would have an item selected (indicated by a think white outline) and then press a button to select the other one. Then the item that you have selected would either be swapped out when coming into contact with a different item or would be discarded if you pressed a different button.
You should make a blind character or maybe a sloth character that falls asleep midway of the race (One of the AI character), would be hilarious to watch him in the back fall into trees and such. There could also be an achievement if you have him getting 1st place, if you plan on implementing that.
Idea: sort of like Mario Cart, you should make it so once you select the skin (and maybe skis or snowboards), you select the cosmetics, and once you’re done with that you choose the colors. Also, the daft punk-ish style of Theo that was showed in last video would be perfect for a second style of Theo. Or for that matter, any other styles Josue made.
Hell yeah, I was so excited to know more about those power ups :DD Really awesome devlog as always, I really enjoyed it!! Love how things are coming along
Ooh, the crafting system reminds me of the Lego Racers power up system which was one of my favorite parts of that game! Biding your time and strategizing whether to use your items now or hold off in hopes of getting an upgrade adds an awesome extra level to game play!
I know you said you wanted to wait on the discard mechanic, But for it I think You could add in the ability to discard your secondary powerup (maybe with the other trigger) in exchange for a passive buff for a few seconds, Though they could have negatives too to prevent spamming. Like discarding a heating item, making ice abilities do less to you (Or let you break out faster if you get frozen by it) but also making heat-seeking items have more tracking.
I think it would be so cool, if there would be a few ramps and rails and you could do some tricks and grinds on in the game too (either just for fun or for a little boost for example) like in ssx tricky
I've been watching streams and been tuning into the discord and seeing all the progress I kept asking to myself when the new episode was coming out lol
For the crafting system: You might want to look into the early Lego Racer games (for PS1). They had a system where you could combine different parts, too.
giving players the option to shoot of 1 item at a time or the combined weapon would be a good idea, for cases where the player might have wanted to get a double green (turbo) but picked up a red (bomb) by mistake now they can ditch the bomb while still being able to use it as a weapon. You could make a button (shoulder buttons on control) to swap between the 2 individual item slots or the combined item. love the look of the game so far and please you have to add achievements.
lmao i was laughing at the start after you listed the game's influences as Mario, Kirby, and Diddy Kong, and then immediately showed the most Crash Bandicoot CTR looking characters and item crates. it thus goes without saying that i am super excited about this game
You could have a fork in a level's main route where each path gives specific machine parts. One path could be slightly longer but always give speed boost associated machine parts. The other path could always give explosive parts but be a bit wider giving players a better chance to dodge. Both routes have different advantages depending on your position and what machine parts your currently carrying. It would add a level of strategy that is often missing from Mario Kart where alternate routes are almost always a shortcut.
Nash seems like he would have multiple podcasts
Now you made me think of a kangaroo character named "Joey Rogan" interviewing Nash in the game lore.
@@catioropulguento Joey ROOgan
@@catioropulguentoNash starts trying to shill for his brand and Joey just starts making gorilla noises
i didn't expect to hear about a crafting system in a Mario kart like skiing game, none the less for it to sound like a good idea. yet, here we are.
i fucking love these devlogs btw, I become a jolly fellow when I see them in my notifications
jolly fellow lmaooo (in a nice way)
The shrunken tail is especially clever loving these new characters!
When seeing how Nash looks when he is frozen, I realized that the ice cube being the same size as the other characters ends up making him stand out in a weird way, and I think that making the ice block bigger for him would probably make him it becomes a giant obstacle even if it had the same collision box,
I think a fun and interesting way is to make it so that when a character is frozen, he becomes a custom statue that makes fun of the character or reflects his personality, for example if Nash is frozen he turns into a statue posing flexing his muscles with different proportions than it has, this allows you to take advantage of the game's cartoonish style to make statues the same size, thus having the same hit box even if it doesn't fit perfectly with the model, you can even do it with that the statues have the same base to better highlight the area of their hit box.
This is a hilarious idea. I will respond fully in the discord thread you started!
I love how comedic the story behind Nash is. The game looks great and I love the storyline!
This game's art style is exactly what I try to make my art look like, I love how stylish and sharp it is with these really cool color palette
I have been following this series from episode 2 or 3 and I love the way this is heading. You still have a long way ahead of you, but never give up on the dream! I’ll buy a copy if the game is finished. Keep up the great work!
Tip for the animation: in skiing the arm that points to the mountain peak actually has to go forward and the other one backwards makes it look more realistic
The arm movement needs to be the exact opposite of what it currently is
I definitely will wishlist the game. Love the progress you are making. The new item system will probably create really intersting gameplay mechanics.
However, one thing to think about: by making the items strategic and not random, you are removing what call a "negative feedback loop" in game design. Idk if you are familiar with positive and negative feedback loops. So just a explanation:
You know in mario kart, when you are really far behind, you get a stronger item (like a bullet bill or something). But when you are really far in front, you get a weaker item. Or even get a blueshell if you are to far ahead. This is what they call a negative feedback loop, which keeps the game close. In monopoly, for example, it the opposite. When you are ahead and have a lot of money, you can buy more houses and get even more ahead. That is a postive feedback loop.
By making the items system like build parts, i think you remove the option to make a negative feedback loop.
I am not saying you should change it back, because I actually think that this item system is really interesting. But maybe it is handy to think about how you then will create negative feedback loop. How do you make bad players keep up, and don't reward the good players to much.
Hope this comment helps :)
I absolutely love the item system. Can't wait to see how it influences player strategy in races.
Thanks wasatch, always great hearing from you
It would make sense to rename the power-up from what I beleive says “r3d-h3d” to “h0t-he4d3d
This would just be a silly little pun because it’s combining explosive and heating.
lego racers had a similar item system where the red brick pickup was weapons, green was boost, blue was shield and yellow was traps. Picking up a white brick would upgrade whichever brick you had, so the boost would turn into a bigger boost, then into a bullet bill type boost, then finally a warp. Was alot of fun upgrading your pickups mid race.
loveddd lego racers!
This was my childhood!!!! I got so good at the short cuts and warping at the right time!! Dracula and the later levels were really hard tho! The music and vibe of that game still hasn't been matched. I was so disappointed when Lego Racers 2 came out. It barely worked and was boring. Probably the first game i was let down by.
This and Ep1 Pod Racer was my childhood!!! Its probably the only reason I'm good at driving on keyboard :P
I love watching you improve your game to perfection and I can't wait to play it and a big thank you to Josue for all his help with character design this game looks amazing
I love that you and Josue found eachother. Your game and devlogs were very good before but together you seem to inspire eachother so much. These devlogs are some of the most entertaining ones on YT and the game is looking better and better by the day! Feels like I was part of the team. Would love to help animate these characters
The items look so great! 🤩 Also, I totally get geeking out about unlocking new performance super-powers such as 'baking normals'. Been there 😅
'Baking normals' is the 2035 version of 'pwning noobs'
Looks great! For the 3D model performance you should defently try out LODs and maybe even "Amplify Impostors" (I think it's only for Unity) as LOD 2 or 3
Really cool look into your process. Love the art style and designs and the item system sounds fun.
Item system is very unique, excited to see how it gets developed on over time! Although, I could see good players easily pulling ahead of the pack (especially considering shortcuts) since they can choose what boxes to pick up without having to fight against other players for specific boxes.
nash has such a cool design bruv. i love seeing the process of making this game too!
I'm watching this series since part 1 and I'm very impressed and also happy on how the game is evolving. Keep up the good work! ^^
I feel like having the order of the machine type matter would pair well with the "swap" mecanic. For example, bomb + rocket could be a missile, but rocket + bomb could be an instantaneous speed boost that damages nearby players (kinda like a rocket jump of some sort). That would be twice the work but it would add so much strategic depth to the game
I am so obsessed with this
this game keeps getting cooler.
You're a G if you saw this video the first time it was released
lmao
Did watch the 1st one, didn't know it got reuploaded XDD
Same I got so hyped that a new vid finally droped
Great job guys! It's very inspiring to see the progress! Josue brought a lot to this project, glad you guys make a great team!
Rocket + AI = M.O.L.E
The M.O.L.E (Mountaineering Onslaught Leverage Electronic) is a small robotic mole with a drill nose, screens for eyes so the eyes can show emotion, and a lever on top. When used, the user pulls the lever, and the M.O.L.E jumps out of their hands and burrows down. For the next 15 seconds, you have the opportunity to click/interact with another player, which causes the moley machine to jump out the ground and follow the target. Unless the target manages to escape by boosting, breaking the mole with a power up or some other means, the mole will explode and stun the target. This could theoretically work as Explosive + AI, too.
Noice
oh man I love this ability system - being able to combine abilities is such a cool idea! Great job👌
That Crafting different elements adds a super nice feature to your game. Love that!
you guys are making really insane progress, congrats and good luck on the grants
You have so many creative concepts. I'm genuinely looking forward to this.
I'm so hype for this game I love your dev journey on this game the art style is dope. The power up combination system is also truly unique.
this is so groovy, I am incredibly excited to follow development!
The crafting reminds me of Lego Racing, where you combine different brick types to create combinations. Very similar, and thats good because that mechanic is underused. LOVED Kirby 64!
Hi, I've found your channel a week ago and been watching your devlogs ever since, your videos inspired me try game deving myself so i decided to give it a try on unity. Congratulations for your content, it's super awesome to see how much your game had evolved, i wish you success.
Each upload is giving me "New Challenger Approaching" excitement. I can't wait to see the other characters in action.
The addition of "crafting" is a truly interesting idea! Can't wait to try it out.
Another type of part that could spawn are defensive or shield. They could work in a way where if someone uses a power up on you, it would knock back and hit them. Or it could just be defensive.
Amazing progress, I love the new Character, the skylift and the crafting system/power ups!
This game looks so fun!
Looking forward to play it!
this went from being another game devlog to one of my favourite series on yt rn!
One of the better indie devlogs I have seen. Game looks fantastic. Just a nice feel to it all. I could see this being a gem that rivals the big race games with the way it is heading, only lacking in not being part of the already established franchises to have their iconic characters and fanbase. I am a tad surprised that you did not seem to get inspiration from snowboard kids on n64 considering all the other inspirations around that era, but I could have simply missed it.
If you had a third slot just for storing an item you've picked up, it would give players more flexibility and options when swapping and combining items. The bumper could be used to cycle through which two are in the crafting slots and which is being stored
It would also be cool if before the race starts you had the option to choose an item you could repeatedly spawn for yourself on a cooldown, which would also create more strategy/ flexibility
You got a consistent pace of production, an amazing character-environment concept designer, and your means of thinking and problem solving by thinking about intentionality behind the characters-environment-powers and gameplay is all so high level. Super awesome guys I can’t wait to try out a demo if it comes
I’ve been watching since the first devlog and I’m absolutely amazed by the progress. Maybe the shoulder button could always discard one of the items instead of swapping them? Looks like you‘d only want to swap them if you want to override one of them, so you might as well discard it. This would solve both use cases with one mechanic.
The Fier and robot is a turret that burns the area around it self so when you go on it you do what Fier does
These devlogs keep better and better
I really like the duality. You dont often see devlogs where another major player is given half the screen time. Its really impressive! And it makes me think youre very humble!
looks great! i have some ideas for some of the item combos
freezing + bomb: some bullet bill type transformation where you uncontrollably roll down the hill, speeding up and getting bigger, bowling over other skiiers, until it explodes at the end. i think this would create a lot of silly chaotic moments with this huge tumbling snowman head while having strategy on where to use it, like maybe you can get stuck in some trees and lose time.
bomb + ai: i saw the homing bomb and thought it took up some of the same design space of the penguin missile, so this ones kind of a spitball. something like the thundercloud from mkwii (everyones favorite item), where its intelligent little nanobombs that blow you up at particularly bad times, like over a pit or right before the goal. you can transfer them to other skiiers by bumping into them, like the thundercloud. this one sounds unfun and toxic but i like the idea of ai nanobomb robots so ill share it anyway
ai + heat: places a stationary heater that melts the snow around a radius, causing the surface to become slower or slippery. kind of like a longer lasting bomb buddy, an area denial tool that causes other players to crash and bump into each other
fire + rocket and ice + rocket: two counterparts, maybe fire gives you a flamethrower and ice turns your poles into some ice spears. both are used to attack other skiiers as well as destroy projectiles/structures (like the penguin missile or the ai+ heat idea). fire is maybe more aoe and harder to control, while the ice spears are single target and more precise
ai + ai: ski gundam transformation 💥
and one more idea, some sort of wildcard pick your own item box would be cool as a catchup mechanic. maybe it appears after first place takes a box, so that people behind them can get it and choose an optimal item. though this may just not be necessary
looking forward to playing this!
This game is really coming together keep up the awesome work!
Looks amazing so far!
Its really exciting to watch how you progress on this game🔥 Keep it up
This progress is seriously impressive and it all looks.... GREATTTT
The game is looking better each time! Great stuff
It looks so fun. I'm glad I found out about this now, the system you created is brilliant!
This is so cool! You're an inspiration of a dev and I can't wait to get this game!
when reverse skeeing with the boost rocket ability, you could make it so that the character does a backflip, and while doing so its rocket fuel/fire coming from the rockets gets directed towards the players ahead of him making it a fun way of *burning* your enemies while doing a backflip for extra cool points. Sorry for the hard to understand explanation. great work by the way
Such a sick direction and concept! Great devlogs.
Listening to this game's concept makes me think of Speed Racer, and I love it.
Love the combining items idea!
Love the new character. I especially love all the concept art though. (It is all very aesthetically pleasing!)
if you combine two ai machines, i think it should create an omochao like buddy that goes and annoys/distracts nearby skiers
That rat looks like an angry version of Sid from the movie Flushed Away! :D You should make a character that resembles their "Le Frog" as well that can extend his tongue to grab poles and make sharp turns/drifting! ;)
This game is really turning from a mariokart inspired game into something entirely it’s own and it’s absolutely stunning. Keep up the amazing work man, I’ll definitely be in line to buy it once it comes out.
At first mention, I didn’t like the parts idea, but now I’m totally convinced.
This looks amazing! Kirby 64 is one of my favourite games so I am so hyped for the item combos.
I do have a suggestion you might want to consider.
In order to improve the pick-up-and-play nature of the game, it would be better to force players to USE the item combo they have before they can get new ones. It seems more natural to me that once you have both slots filled, you should be unable to pick up a new item.
I think this would improve the gameplay a few ways:
1: Fewer buttons to worry about
At 11:32 when you talk about ‘how item combos work’ you mention pressing a button to swap the part slots (and that affecting the new machine and also the possibility of a button for disposing of parts.) I feel like these ‘swap-out’ features are a bit clunky and over complicate the combo system to the point where it might seem too much for new players to learn and distract from the main experience: racing. Remember that the core appeal of Mariokart is its very deep racing mechanics with very few inputs to worry about.
2: Encouraging thoughtfulness and skill
Tactically discarding items is an important skill in Mariokart, as a misused mushroom can send you off the track, or a bad green shell throw can hit you right back.
3: More player interaction
By removing the ‘swap-out’ feature, you are taking a mechanic out of the HUD and releasing it into the game world. This ensures more items are released onto the track and may lead to a lot more unexpected play moments.
3: More discovery
You want to watch out for players optimising the fun out of your game. At first, I’m sure everyone play-testing will want to experience every combo. However, over time I can see many players (especially younger ones) just cycling through parts until they get the penguin missile (or whatever is their favourite) over and over again, with some trickier to use items never being seen because they are discarded whenever created.
Beware the bloat: Remember that players will always keep asking for more features even when they may be harming the game.
A bit long, but I had a lot of thoughts 😅 feel free to ignore me. I believe in you guys so much!
Overall, this game looks absolutely incredible. The combo mechanic gives you a great USP as a racing game. I can’t wait to see your future developments!
For the item swapping, I think that rather that the items switching spots, you would have an item selected (indicated by a think white outline) and then press a button to select the other one. Then the item that you have selected would either be swapped out when coming into contact with a different item or would be discarded if you pressed a different button.
You should make a blind character or maybe a sloth character that falls asleep midway of the race (One of the AI character), would be hilarious to watch him in the back fall into trees and such. There could also be an achievement if you have him getting 1st place, if you plan on implementing that.
Idea: sort of like Mario Cart, you should make it so once you select the skin (and maybe skis or snowboards), you select the cosmetics, and once you’re done with that you choose the colors. Also, the daft punk-ish style of Theo that was showed in last video would be perfect for a second style of Theo. Or for that matter, any other styles Josue made.
love the look of this! already wishlisted, can't wait to try a demo down the line!
Hell yeah, I was so excited to know more about those power ups :DD Really awesome devlog as always, I really enjoyed it!! Love how things are coming along
Looking good. I like the character design
This is giving major nostalgia to my favorite n64 games snowboard kids 1+2. I'm so ready for this game!
the fact that you expanded and work with more people will make this project a huge success! Very good decision!
Dude i couldn’t wait until you made another vid! This game looks awesome!
The daft punk style of Theo shown in last video could make a really good other style for Theo.
Ooh, the crafting system reminds me of the Lego Racers power up system which was one of my favorite parts of that game! Biding your time and strategizing whether to use your items now or hold off in hopes of getting an upgrade adds an awesome extra level to game play!
The new design is really awsome 🔥🔥
This reminds me of the snowboarding scene for hoodwinked, character and location.
The liver king references are RAW🤣
i watched all of the devlogs and i really like your game and progress bro keep it up🤝
Part of a level idea: so it would be a downhill sinkhole that’s shaped like a tornado and it brings you to a cave system
I know you said you wanted to wait on the discard mechanic, But for it I think You could add in the ability to discard your secondary powerup (maybe with the other trigger) in exchange for a passive buff for a few seconds, Though they could have negatives too to prevent spamming.
Like discarding a heating item, making ice abilities do less to you (Or let you break out faster if you get frozen by it) but also making heat-seeking items have more tracking.
Cables on ski lifts always go in straight line. There are some examples in the world where it turns, but it is challenging and occurs rare ;)
I think it would be so cool, if there would be a few ramps and rails and you could do some tricks and grinds on in the game too (either just for fun or for a little boost for example) like in ssx tricky
I've been following since your first devlog. and youre looking great!
You could change the power up (that’s a combination if freezing and rocket) to have an orange fuse instead of a carrot as a nose.
Alright that item system is really freaking cool so much strategy!! and the new character looks so good can twait for this game to be finished
This power up crafting system definitely turns this game from something interesting to a must have
I've been watching streams and been tuning into the discord and seeing all the progress I kept asking to myself when the new episode was coming out lol
I feel like Ice and Fire combination should be a smoke generator to decrease the vision if you go through it or smthing
❤ local splitscreen please please 🙏🏽 amazing work so far, excited for your future updates
Yes. I’m hoping with all the mentioning of controller controls, this is what he’s planning.
For the crafting system: You might want to look into the early Lego Racer games (for PS1). They had a system where you could combine different parts, too.
Was looking forward to seeing your next devog, man Im really hyped for this one🥰
giving players the option to shoot of 1 item at a time or the combined weapon would be a good idea, for cases where the player might have wanted to get a double green (turbo) but picked up a red (bomb) by mistake now they can ditch the bomb while still being able to use it as a weapon. You could make a button (shoulder buttons on control) to swap between the 2 individual item slots or the combined item.
love the look of the game so far and please you have to add achievements.
lmao i was laughing at the start after you listed the game's influences as Mario, Kirby, and Diddy Kong, and then immediately showed the most Crash Bandicoot CTR looking characters and item crates. it thus goes without saying that i am super excited about this game
You could have a fork in a level's main route where each path gives specific machine parts.
One path could be slightly longer but always give speed boost associated machine parts. The other path could always give explosive parts but be a bit wider giving players a better chance to dodge.
Both routes have different advantages depending on your position and what machine parts your currently carrying.
It would add a level of strategy that is often missing from Mario Kart where alternate routes are almost always a shortcut.
I love nash's design it's so iconic
Some really awesome ideas, i love the idea of item combos
impressive Graphicss and clean UI the game is really shaping up to be great
This is so sick ! Congrats guys 🔥🔥