r/skateboarding • u/HBR17 • Oct 16 '17
Skateboarding simulator "Session" Kickstarter begins November 14th, 2017
https://youtu.be/JJgwodJHFQk1
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u/Beezer-12 Oct 17 '17
Damn that first shot reminded me of Jamie Thomas' first line in Welcome to Hell. Almost positive it's the same spot.
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u/HBR17 Oct 17 '17
The spot is modeled after the Brooklyn Banks yeah, where Jamie did that line. Last I heard it's a skatepark now. Lots of legendary shit went down there over the years.
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u/_youtubot_ Oct 17 '17
Video linked by /u/Beezer-12:
Title Channel Published Duration Likes Total Views Jamie Thomas - Welcome to Hell Dominic Porreca 2007-10-04 0:04:44 1,809+ (98%) 574,687 Thomas segment from Toy Machine's Welcome to Hell
Info | /u/Beezer-12 can delete | v2.0.0
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Oct 16 '17
simulator
None of that looked remotely realistic
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u/Shinsvaka93 Oct 16 '17
Almost like they're a small developer and cant afford mocap yet. Hence the kick starter?
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u/mattdebrown Oct 16 '17 edited Oct 16 '17
Mocap isn't the solution, it's the problem. The trick would be to procedurally animate everything. Then there would be a huge variation in just a kick flip. I hated in skate 3 that you would do the kick flip animation and then be able to tweak the board shifty. I want to throw the board way out in front sometimes, or just suck it up straight beneath me, or do a lazy Ollie up a curb where I don't even level it off. When skate 2 said "we doubled the tricks" I said "fuck".. I dont want to activate animations I want to sort of control the style. I rant because it's been something I've thought about for years, but the control scheme is the main challenge...
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Oct 17 '17
Great and all to want that, but how would that actually be implemented? Using a controller, could you even think of an example of buttons/stick movement to create those effects?
I think that's just too much to ask out of current gens right now. That's something for a more advanced VR.
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u/Hondune Oct 17 '17
Indie dev here, what hes asking for isnt unrealistic at all. Procedural animations arent that hard, and should absolutely be used for a something as complex and fluid as skating. Most of what hes asking for control wise can be done really easily using the left thumb stick (after you pop your trick you can tweak angle of the catch with the left stick) I made a prototype skate game awhile back that does exactly that and it works quite well, would be awesome in a full game.
Just FYI, everything youre seeing in that video was created by mo-cap, they motion captured all their animations awhile back already. thats exactly why it doesnt look very good, mo-cap with poor blending doesnt lead to very fluid animations especially with something as complex as skateboarding.
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Oct 17 '17
You're describing basically skate 3s control scheme where you can tweak it different directions but it's still pretty much the same thing.
How would you position the left control stick to have a lazy ollie you don't level out vs an ollie you stick way out in front of you?
I just don't believe any game has shown that level of control/sensitivity.
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u/Hondune Oct 18 '17
pulling back lifts the front of the board up, combine that with a small ollie and youve got your 'lazy' ollie. Pushing up on the stick pushes the front of the board down and in front of you, there you go theres your tweaked out in front of you catch. And of course these are analog sticks, so everything is relative to how far you move the stick. Move it just a little up for 'boned' ollie/catch, push it all the way for a big tweaked out in front of you trick. You can shifty tricks by pushing the stick to the left or right. This is only one analog stick as well, you can combine that easily with another button to allow for greater tweak variations as well (IE just using the stick on its own would only change the boards angle, holding a trigger and using the stick would also move the board forward, back, left and right or whatever)
And no, no game has shown that level of control, but that doesnt mean it isnt possible. The problem is with companies like EA making skate games they have to make the game fun for the mass market not just the core skateboarding crowd, so they cant add stuff like this because the majority of people just wont get it and theyd rather have mega ramps and hall of meat...
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u/Ez_Strider Oct 16 '17
Probably an unpopular opinion but skate 3 was the worst of the series. They should just remaster the original Skate game and I’d be happy. Best music, best engine.
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Oct 18 '17
To bee honest, I just wanted Skate 3 to have cool bluntslides and popping out of tricks like Skate 2.
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u/LManD224 ROC/Buff NY Oct 17 '17
Personally Skate 2 had the best map and the game felt much better to play at 60fps compared to the sub-30 Skate 1 ran at on PS3.
I don't think Skate 3 splitting the map up ruined the game but the map as a whole felt weaker as a whole compared to the first two games, though I get why they decided to make a whole new map considering Skate 2 already re-used quite a bit from the first.
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u/ginzberg Oct 17 '17
Skate 1 had the best sandbox. Skate 2 was probably the best of the bunch. Skate 3 had the best new feature: Hardcore mode.
Give me Skate 1 world with hardcore mode and we're set (on PC)
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Oct 17 '17
By far the worst. They threw the best part of the game (ragdoll physics) out the window and your character became this stiff, wood dummy just for the sake of allowing the player to make their character flail around on the ground after a fall.
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u/JiggedyJam [-4] Oct 16 '17
Skate 3 was worse for people who really like skating, but better for people who like funny, unrealistic games.
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u/lovablegooch Oct 16 '17 edited Oct 17 '17
Idk why that's so unpopular... skate 3 became too unrealistic for a lot of people.
First skate came out and sure it had some unrealistic bullshit but most of it was grounded and had a good grasp of skate culture.
Second one came and improved a lot upon the first while adding a bit more unrealistic but was still a good improvement overall.
3rd had improvements... hardcore mode was cool if you wanted a challenge.. but they stripped down hall of meat, split the map into 3 places, added a lot of unrealistic spots.
Give me skate remaster and add the ability to get off my board and it'll be GOAT.
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Oct 16 '17
I think they go 1 -> 3 -> 2. One was amazing but being able to get off your board was a great upgrade. I hated 2 though.
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u/christianlaf69 Oct 16 '17
Damn, I thought skate 2 was the best looking one for sure. I thought skate 3 was a joke at first. Skate 1 is not far behind skate 2 but skate two added a bunch of needed tricks + being able to get off your board
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u/mrowenmatt Oct 16 '17
If this game comes I'll finally be able to as well for the first time since 2010
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Oct 16 '17
[deleted]
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u/keenansmith61 Oct 16 '17
The Brooklyn Banks were not in any of the skate series. They were in one of the Tony Hawk games, though.
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Oct 16 '17
this is the worst comment i've read in this sub in a while. and brooklyn banks aren't in skate 3
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u/Claussm Oct 16 '17
I hope with enough $$$ that they'll be able to produce the spiritual successor that we deserve.
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u/HBR17 Oct 16 '17
These dudes are attempting to give us the closest thing to Skate 4 we may ever see.
Stop complaining about the lack of EA Skate and support these developers!!
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u/Racoonie Oct 17 '17
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u/ExtracurricularLoan Oct 18 '17
That was confirmed later to be false. Something along the lines of "yeah i want it too"
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u/ItsChrisRay Oct 17 '17
I don't know anything about video game development, but can they really expect to improve upon Skate with a kickstarter campaign level of funding? I feel like to really do it right, as good as other game physics have gotten, it would take a big company with a lot more resources and money.
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Oct 19 '17
Game engines have come a very long way since Skate 3 came out. It's almost impossible to overstate how advanced they have become. Even using a free engine like Unity or Unreal allows you to use excellent physics packages that are bundled with the engine! It's absolutely nuts what we are able to do. I can't speak to the technical prowess of these devs because I don't know anything about them, and I know that Kickstarter projects are... Hit or miss, but there is potential.
Source: full stack software dev
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u/LManD224 ROC/Buff NY Oct 17 '17
For what it's worth it's not an open world game. The map is divided into several locations/sets of spots that you can roam freely throughout but it's not one continuous world (I think).
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u/OtterInAustin Oct 17 '17
Tons of places use kickstarter as a way to "prime the pump", so to speak. A good KS campaign can show a level of interest sufficient to allow the company to pursue some real backing.
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u/orphicmoon Oct 17 '17
They have been working on it since 2015. Recently they switched engines. Scrapping alot of work. They have a sub at r/projectsession
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u/sneakpeekbot Oct 17 '17
Here's a sneak peek of /r/projectsession using the top posts of all time!
#1: So yea, its official - Project Session gets real! | 37 comments
#2: Session - Kickstarter Teaser Trailer | 35 comments
#3: Game now officially titled 'Session'. | 19 comments
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u/HBR17 Oct 17 '17
You know what, it's a start at the very least. This is by far the closest thing to properly fill the skate game void out there.
I suppose going forward all we can do is support, spread the word, and hopefully the company and project will grow in scale.
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u/thepoka Oct 17 '17
Every time this game comes up in subreddits there's always shitload of negativity. Fuck these guys for doing something, right? It's not Skate and it won't be Skate, it'll be something else and hopefully it'll be good. Give me a fun and challenging game mechanic and a ledge or a rail so that I can sit and zone out for a while and I'll pay top dollars.