still gonna stream tonight, no flout tho. but will be streaming cheapskate and maybe bees or maybe something else, not sure yet. just a short stream tonight, probably going to aim for starting at 9:30 UTC-4

#ButImNotAGamer #cheapskate #cheapskategame #EatsBeesDaily

Wrapped up the last system to handle the rest of what was needed for rotations. Basically approach orientation and ledge side detection. Skateboarding is sideways and there’s opposite stances and there’s a difference between which side you approach an edge from and which part of your board goes over it.

So now it supports frontside and backside board slides and lip slides, regular and goofy (so switch for each also). Nose slides and tail slides tomorrow.

#GameDev #CheapskateGame #Skateboarding

So what’s cheapskate? It’s in the name. A cheap skateboarding game. 5 bucks forever, no game as service, no paid DLC, no micro transactions.

Play solo offline, or host / join friends with old school peer to peer multiplayer.

Retro, snappy, digital controls, arcade physics (say Tony Hawk without saying Tony Hawk). Keep adding new levels, a create-a-skater, and a create-a-park eventually.

I just want to make a little platform as a continuous creative outlet.

#GameDev #IndieDev #CheapSkateGame

Got air rotations in and lerping on land to finish incomplete rotations instead of bailing. Rigged an extra rotation node in the hierarchy.

One tricky thing with skate games is after 180 or 540 you’re backward, facing the camera playing anims in the wrong direction.

Normal trick is snap back to zero and scale the character -1 on the x axis to appear rotated but anims play in the right direction. Fights with the post process shader but I’ll fix that later.

#GameDev #IndieDev #CheapSkateGame

Need to work on rotations today now that boring stuff is out of the way (multiplayer, Steam).

It’ll unlock board slides, rolling backward, landing backward (switch/fakie), reverts, power slides. It’s a big can of worms.

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Day 14 a couple days ago was another long day. Pushed a build to Steam, finished all their checklists to get the store page and build ready for review for early access. Lots of text entry for all the description fields and translations into about a dozen languages. Then all the images in all the appropriate dimensions for the store.

Also some main menu updates to more clearly support offline play, hosting, and joining.

#GameDev #IndieDev #ScreenshotSaturday #CheapSkateGame

Back on day 13 after adding the multiplayer test, I felt like putting a little effort into the main menu since there was one now. Something I like to do is put my todo checklist right on the main menu so it’s always right in my face.

Also added a pause menu and functionality to create/save a custom restart and to be able to go to it anytime. Good for testing, and useful for players for this sort of game.

#GameDev #IndieDev #ScreenshotSaturday #CheapSkateGame

Day 10 was time to look into a post processing shader to get a look going. I want minimal art with basic textures and relatively low poly for maximum environment interaction readability. A cell style outline shader fit the bill.

Did a bunch of tutorials and experimented, got something decent, then just downloaded one instead. It already helps the temp textures and geo.

#GameDev #IndieDev #ScreenshotSaturday #CheapSkateGame

Day 8, added slopes. 100% fake, from scratch “physics” like the rest of the game. Surface orientation, additive friction uphill, subtractive friction downhill, delayed friction for short ramps, jump boost off uphill slopes.

Began everything intentionally slow to find the lower threshold of utility (exaggerating everything later is easy).

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