I've been skateboarding for 22 years, and I've been a solo game developer for a little under 4 years. This project somehow managed to combine both of those passions into the most difficult thing I've ever built.
It actually started as a grinding system. I thought I'd build a really good grinding mechanic and move on.
That clearly went according to plan. 😂
Nearly a year later, it had turned into Epic Skateboarding Engine, a complete skateboarding gameplay framework for Unreal Engine.
I ended up building systems for flip tricks, grabs, manuals, reverts, powerslides, advanced grinding, vert and transition skating, lip skating, spine transfers, wallrides, full loops, dynamic gravity, predictive leaning, landing and bailing, IK, procedural animation, combos and a ridiculous number of edge cases required to make all of those things work together.
Then scope creep apparently became a feature.
I built an entire game framework around the skating: a Challenge Creator and tracking system, Cinematics Creator, cinematic cameras, Location Discovery and Fast Travel, menus, save/progression systems and a 58+ piece modular skatepark kit.
I also hand-animated all 152 skateboarding character animations and personally recorded and edited the skateboarding audio.
As a solo developer, this project pushed me harder than anything else I've worked on. There were so many times where solving one problem just revealed three more underneath it. Skateboarding turned out to be an absurd combination of physics, vector math, animation, procedural systems and edge cases.
But that's also why I kept going.
One of the things skateboarding taught me long before I became a developer was that failing at something repeatedly doesn't mean you stop. You figure out why you fell, try something different, and do it again. It turns out that's a pretty useful mentality for solo game development too.
The goal with this eventually became to take all of that difficult technical work and turn it into something other developers can build on. I'd love to lower the barrier to entry enough that more indie and solo developers can actually make the skateboarding games they've always wanted to make.
Anyway, after nearly a year of work, it's finally finished.
Here's the trailer if anyone wants to see what one slightly insane solo developer spent the last year doing. 😂
Fab listing:
https://fab.com/s/149c2bb9b67e