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Raportează o problemă de traducere
it´s called inverse kinematic...nothing new, pretty old hat tbh...
think of it as rigging a puppet with actual bones, joints and what have you, set a few parameters that restrict those bones and joints from going "unnatural" and that is about it...
the tricky part would be to project all that onto a control scheme which in turn projects the outcome on the board... and with that, an animator won´t help much...
They have stated a few times on streams and posts that this game Wont have multiplayer. Its not possible with something to do with how the game is made, So to answer your question for you, The game is 100% NOT getting multiplayer. True story
Even JL confirms they wont all the time in his streams and he now works for them so from an official employee / playtester
Adding multiplayer was one of their goals on kickstarter, this has turned out to be another scam from greedy devs that dont listen to their playerbase.. sad.
Greedy devs or stingy players?
You know what was reached though?
Vert. Didn't stop the devs from cutting it and grabs. I know they got bought out and that technically makes KS goal void, but it's really scummy to take money for a specific feature and then cut it from the game like it's no big deal.
Anyways, those saying "just wait for Skate 4", please don't expect to be taken serious. You've seen those gameplay videos? Not a competition here, yea they got skateboards but it's still a completely different kind of game.
Now, with everything else here i mostly agree. I've been playing Session since it was fresh on steam, bought the 1.0 DLC to support, but didn't buy the new map as of yet. How can they give us another transition heavy map (next to FDR) without having proper transition skating implemented ? The current implementation of transition physics is called "1st pass" or something iirc, when will they give us the 2nd/maybe 3rd pass?
Also yea, megaramp style slides without grabs, board breaking apparently purely based on wear/tear with a touch of RNG, in the middle while landing bolts etc etc...
The whole animator issue is really making me sad, as in i agree it probably indicates bigger issues being at play here other than "needs to be a skateboarder"...
Specially when combined that there is no real alternative out there - SXL looks janky and floaty to me. The SXL LA map for modded Session kinda showcases the more "game-ified" approach their default maps took contrary to what Session was building on (minus the latest DLC, of course).
And that 1 man skate sim thing? Yea it looks pretty damn amazing / promising, but let's be real: It's all rendered footage, at least me personally have not seen any real gameplay yet.
As far as i'm concerned, all of that means we're stuck here with Session, and i feel in due time there maybe won't be any skateboarding game/sim worth my time left, specially if we continue this downhill path we're on right now.. Not gonna buy the DLC until some bugfixing / gameplay progression has been taking place. I would love to continue to support the devs just to help keeping this project alive, but they need to give us something.. just a little bit of "here you go, we fixed [insert random long standing bug]" or "we finally implemented [feature xyz]", but no.. not like that, i'm sorry.
But, to leave on a positive note, here's a funfact:
- goofy looking switch for so damn long that every time me, as a goofy, rides switch (actual regular) it does look switch to me, which it shouldn't because it's a known bug.. So the bug has become a feature no doubt, don't even want them to "fix" that anymore.
Technicaly the vert ramp is here, in the base game, at philly's FDR. There is another set of bowls in the first DLC Péitruss (no vert in the newest DLC Waterpark tho).
And the mecanics to skate it are there.
There 2 things to remind though : First, Session is a hardcore sim, nothin comes easy. Even tho some presets really ease the game - street skating wise-, I get that some expect to have that same eased experience with vert/transition too. But, that's not the point of the sim to me. Vert skating has to provide its own battle. That being said tho, the second thing to remind is that vert heavely work with liptrick mecanic which is here but still not done 100% to me. They need to refine the physic regarding speed&momentum (what would be usefull for the waterpark transition skating), and that spaghetti legs bug when on top of coping for instance.
To me there's no link with Nacon, but it's about one of the main dev, founder of the studio and sole animator for the whole sim selling his studio's share and leaving.
This leads me to the second post, and grabs being cut
If the Vert ramp is here & mecanics kinda too (not talking tricks like handplant etc, but physic mecanic) even tho as I previously said it needs for me that '2nd pass' on liptricks and all, Grabs being cut was a bit of thievery to me.
Back in days, I thought that Nacon had made a bad move and forced the sole animator and founder of the studio on his way out.
Now, thinking back to it, it might not be what I thought.
Grabs have been cut till now because the animation was not there & they apparently needed some button for the outting the liptricks, and they choose the one for grabs as they've been cut.
To me, looking at some other features that are not cut (being still under experimental or not), they could have locked in grabs anyway, even tho not looking good.
The animator was working on both animations and maps. But there were already bunch of devs working on maps. Retrospectively, what I found weird is that a lot of animations everyone expected to be there are lacking : throwdowns, drop-in to transition, foot work, ... to name a few (not even talking about mirroring the stances)
I think the guy was a massiv slacker, and all that had to be done was not, constantly pushing back the work that had to be done.
Now, it's to the point that if one day an animator is hired, they plan an overhaul animation with it being work from the ground up/from scratch to implement a new system.
To me it's extra sad that Animation is not a next move things. That would easesly replace the lack of open lobby (still waiting for their own creative way to create a multiplayer experience).
I hope liptricks (transitions/vert) physic will be refined sooner than animation, as the head programmer is still there, and now that a junior programmer is here.
Yea tbh i don't know if it's on Nacon or not, bottom line all we can do is speculate and hope.. Fingers crossed they start fixing some things before hope died out.
And yea, don't worry about the cutting of my rambling - it's just that: desperate rambling with a touch of hope.
Please dont go the greedy way in selling overpriced minimum content... Developers 20 - 30 years ago were working hard to create a fully finished and working game with strong focus on gameplay. If the game sells well, the devs survived and can go on to release an Addon (Before the cashgrab DLC was a thing) or a new game.
Usually Addons contained almost a whole new game with a lot of new Gameplay Elements etc.
I am actually teaching you history, how Devs back then had to fight to survive... Nowadays it seems to me, that quality is lower valued than quantity.
To me, in such a competitiv industry, I still find extra odd that they can't find an animator... I mean they are legion some have applied, and they could hire some HR profiles hunter like a firm dedicated to find the right dude for the job.
They're sayin open lobby is not a thing due to computational ressources being to restrictiv (to compute other skaters), but is there any computational ressources leftt for computing animations?????
there are no real physics, the system works like in tony hawk's pro skater, the game waits for the input and only then executes the trick. in session it is a bit more fancy because you use the sticks for it but the principle is the same.
deliver what you promised before you start cash grabbing with DLCs. your publisher spoiled you and your idea of a skateboard game.