Thanks for the input and suggestions, sorry for the late response.
@Jpurd "Could you add mute/tweaked mute?"
Yes sir, there will defenetly be a mute grab in the game. Regarding the tweaking I am thinking of doing someting like skate 3 where you first do a grab and than you can tweak the grabs with the right stick while your in the air.
https://www.instagram.com/p/BjqXGxrnFss/
Here is a old post from 2 years ago where I did some experimenting with grab tweaks.
@Kundera "A one foot position for rail would be welcome as well"
You will be able to do different rail tricks like you could in the last version, the only problem I have with it is that I dont really know how to map the input but I will have to figure something out.
@ParkRx I dont think I will be able to add a system where you can create and add your own grabs in the game but I guess I could upload the skeletal mesh when the game is ready so that you guys could mod grabs/tricks. I have implemented a system so you select from the menu what trick you want to be able to do and you are able to change them whenever you want during the game simple by going into the pause menu. I will upload a video of the menu system as soon as I am done with it.
@asparagus "I like the idea of having a normal safety and a cork 3 style safet, also maybe when landing switch if u are spinning right when you land have the head look over right shoulder and left shoulder for left spin"
I guess you mean like a wider safety and a regular one? As I mentioned above you will have different grabs to choose from and they will be tweakable. In the first version of the game you could swap what shoulder you wanted to look over with a button press, it could be changed to automatically set it from your rotatio.
@shred14 "if you spread out the legs a little bit more I think it would look better. Right now it looks like the skiers on a monoski."
Do you mean when he is skiing forward,skiing switch, charging a jump, when he is in the air or just in general? I did get a lot of complains when I worked on the last version that the characters feet were to far from each other so I might have put them a little to close this time.
@dan38 "Maybe a little camera shake when you land after a jump tho. Highlight the impact, could be a cool effect"
Yeah I can look in to this, I think the engine have a pre built system for this so it might be easy to add.
@Gypsy_Skier 1. Yeah this is a good point. I have been trying to add this but I have failed to find a input that I like. One option is that when you have the jump button pressed the character set a rotation according with the turning, i.e if you turn right he sets for a right rotation and so on. The problem with this is that you will set a rotation when you aim for a rail/jump even if you just want to do a normal turn.
Another option is to do a check if the character is on a kicker and have a high enough speed to jump than he does it automatically if you turn left/right on the kicker. Problem with this is that you might want to set a rotation in some places, for example on a knuckle.
Option 1 and 2 also have the problem that you would only be able to set a rotation while turning, and you would not be able to set a rotation is you go straight into a jump.
The third option is to set a rotation with the right stick, problem with this is that there might be other stuff that needs to be controlled by the right stick (currently butter rotations). I guess you could add condition for this, somethink like having to press L2 to do butters.
2. Right now I have only added a system that checks if you land front/back heavy so you can only crash depending on you "flip rotation". Previously I used this system to check if you landed sideways but it did not work since you want to land sideways sometimes e.g hip landing. I will have to do a new function for this that takes both the velocity vector and the floor normal vector into account.
3. I have added this today actually, will upload a video later.
4. You are right, landing do accelerate the skiier. Without going to much into detail this is because of how the engine use the velocity vector and how it preserves the velocity when you jump, or rather how it does not preserve it. The function is working but I need to tune the curve that I use to set the velocity when landing.
@LilBenjiWop I dont really understand what you mean? I have added some temporary animations for the turns, you can check them out here:
youtube.com/watch?v=y8gbb8Z0QrY
These animations are not final tho, I will clean the turning and the rest of the animations up later on.
**This post was edited on Apr 28th 2020 at 4:51:50pm