Transition (and vert) skating was the biggest problem with the EA skate series. But since this is still in "test phase" (beta, or whatever), I believe (and hope) you guys may still pull this off. No idea how you guys gonna implement bluntslides with the current control schemes. Currently impossible to pull out moves like FS tailslides, or BS lipslides. For flatground tricks it works wonders (the double-tapping for revert when landing was an awesome addition), but for grinding (and especially sliding) it may pose a problem. As said, because you committed both control sticks to the skater's feet, you had to commit the trigger buttons to turning, Which left you with the shoulder buttons for grabbing.? Which still hasn't been implemented yet (?) Turning with the triggers may also pose a problem. But seriously, who cares about those tricks :p Sure, it would probably make it impossible to pull out impossibles (no pun intended) and pressure flips. But IMO you guys should reconsider adding such option. I'm aware that is something hard to implement, especially with how far you are into development. The EA Skate games are the best skateboard games EVER made (making any Tony Hawk Pro Skater game seem like a bad joke), and by denying their fluid controls AS AN OPTION (not removing the current control schemes) might turn out against you, by dispelling potential customers/buyers. But still.) Also, if that "policy" is somehow denying how intuitive EA Skate controls were, it also seem like a not-too-smart move. If it turns much into a sim than a game, I'd rather go skateboard in real life (not true for everyone, I know. nothing "revolutionary" to say the least, Skater XL uses almost the same control scheme, with slight differences) is really cool, and it adds to realism, the same realism must not take away the fun of the game. Although your "independent foot control scheme" (Left stick for left foot and Right stick for right foot. This kind of "arrogance" is what may ruin this. I'm not sold on this "No offense to any other previous skateboarding game controls but we think ours are superior". No idea which engine the EA skate games used, but this feels more similar, so that's a good thing. I guess that's because the Unreal Engine works way better (for games of this "nature") than the Unity engine. By playing less than 5 minutes one can already tell that the fluidity is way better than Skater XL. That was a "feedback-complaint" I sent directly to the devs, so my guess is that they listen) :) (On a quick side note, props to the devs for making the game compatible with Windows 7. OK, so being someone that has been gaming for 30 years and skating in real life for 20, I'll give my inputs about the game, and hope the devs somehow get to read it. No offense to any other previous skateboarding game controls but we think ours are superior :P We love our controls and they will always be the official/main scheme the game will evolve around. We hope and believe this will offer an easier way to transition to our control scheme for some, if they enjoy all of the other elements of the game so they can learn our controls at your their own pace.Įscrito originalmente por crea-ture Studios:I can reassure you guys, It won't. It's the opposite, we will continue building/adding some and improving existing ones. We are not dumbing down the manual/hardcore options, we are not removing them either. It doesn't make these game any less of a sim because they offer ways to reach the sim experience at your own pace. The philosophy here is similar, you can customize your experience the way you want it.įor us, everything is manual and we enjoy these games that way but some prefer using stuff like the racing line and other features that make it easier and more accessible. We play bunch of sim racing games like Richard burns rally, Assetto Corza or even PC2. We love and stand by our control scheme and the 'hardcore' feel of our experience and it will remain our main focus and experience for Session. With regards to yesterday's post, we understand your concerns but rest assured, we are in no way moving away from the hardcore sim we all love. Escrito originalmente por crea-ture Studios:
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