Feature Gallery
In an effort to make the game feel pretty seamless, we wanted the start screen to smoothly transition from menu to gameplay. This meant having a system where save data reliant objects reinitialized their state upon save slot selection.
This effort also applied to transitions across scenes. Levels were structured in a way that made them small enough to load very quickly on our min spec machines, foregoing any need for a loading screen.
A tour of the C-Star. Our Map, Mod Chips Menu, and How-To’s live here. We wanted it to feel like GameBoy-like device that could actually exist in this world. To achieve that retro post-processing look we projected the UI onto a texture on the C-Star device for both the small and large screens.
A quick highlight of the core skating movement through an early level
An early prototype version of the game’s core skateboarding-inspired movement. This was one of our first attempts at making the skateboarding physics less realistic, more “game-y”. You’ll notice at one point the player slams into the ground going straight down, with more realistic physics normally this should result in a dead stop but this felt terrible in playtesting! We stuck with the idea of preserving your speed as much as possible to keep the player moving.
A fun note: you’ll notice these two vertical bars on the top left and right of the screen. The game was originally conceived as a ship battling game and these represented the health bars of your ship on the left and the opponent on the right. We went through a ton of iteration to make to try to make this work before greatly simplifying the gameplay to focus solely on the skateboarding.
Boss Showcase: Gerald.