I remember when I saw the first devlog for this game.. The progress you made on it is absolutely wild!! The pipeline is a super cool asset, I imagine it makes level design much easier and fun. Good luck wit the progress, it looks absolutely stunning!
You could have speed running challenges where the player has to collect a certain number of items before time runs out. These items could be randomly scattered in a bounded game area or placed at regular intervals along a predefined race track path (like a coin trail in platforming games).
I'd suggest taking some inspiration from Star Wars and letting the player shoot their grapple on enemies and run circles around them to defeat them. Maybe for larger enemies, a boss or maybe you can use it to grapple a smaller enemy and launch them into others by grappling them while flying by at a high speed and flinging them into objects or other enemies to deal damage to both the grappled and non-grappled enemies. I think it would fit well into your game and give a bit more unique feel to the combat rather than just bonking into them. Maybe when bonking into enemies at a certain speed will knock them back and have the same effect as if you flung a grappled enemy, dealing additional damage if it hit a wall or deal damage to both enemies if it hits another with the knockback.
I have a suggestion that would be cool to see in a game like this, maybe you guys can make a giant robot or something as a boss. You would be able to hoverboard on it a little but to get higher there can be grapple points. Maybe at the top there’s a way to defeat it. It can be like an area boss or just a random encounter but I think it would be cool to scale something massive in a game like this. I understand if you can’t do it because of multiple factors but it was just something you can keep in mind if you’d like.
Wow, you made me really excited about the final product now. It's cool that you thought through how all those different mechanics fit together to create a valid core game loop. Seems like lots of replayability without it being a chore! Cool
I love what you guys have been doing for this game! The graphics are amazing and the gameplay looks smooth and fun. I do have some ideas though. 1. What if there are different different combos you can doing the melee attack a certain amount of times and if you do successfully combo, you get a speed boost which you can go for a heavy attack? 2. I would love if every time you die and respawn, pipes and boost pads, and etc. are randomly generated around the map allowing the players to explore and do tricks as they head towards their next destination. again I love what you are doing with this and i can't wait for the next devlog!
Been following this project for a while and I gotta say it's awesome to see how it's coming along! -Getting various elements, especially combat to work in a hoverboard game understandably is an fascinating conundrum, ..though I did have an neat idea that could make it ebb and flow a bit more naturally: Consider taking a page out of DOOM where the player has to jump between ranged and melee attacks based on how an encounter evolves; so when encountering an enemy / group of enemies, maybe preforming a certain action, eg "trick" on the hoverboard causes energy projectiles to be flung at the enemy, dealing damage. However, occasionally an enemy may spawn with thick armor or throw up a shield that you can't damage with your projectiles, ..so, now you have to charge _toward_ the enemy and ram in order to knock their armor off or the shield down so you can deal damage at range again. To discourage the player from just charging to deal damage, you could slow the player's speed with every sequential ram, making them more susceptible to incoming melee attacks. The notion of integrating such "tricks" into combat as well could open up interesting progression possibilities, wherein learning a new trick or adding new components to your board, --however you choose to explain how you obtain new combat moves, opens up evolving and emergent combat scenarios just by playing and experimenting.
Looking absolutely stellar! It's so encouraging to see everyone overcoming technical, design and artistic hurdles with such a logical approach - like solving a puzzle and knowing there's a solution. And these dev logs are just as well done, with all the b-roll, debug footage and other game examples - and your upbeat narration is super infectious. Well done to the whole team!
It'd be cool if you could get an upgrade that increases the damage of your "melee" attack, like a lightsaber-blade-buzzsaw thing on the ends of your board that do more damage, or maybe allows you to attack without your momentum slowing down. Maybe you have to charge them up/activate them by doing tricks in the lead-up to the attack. For example, you charge at an enemy, do a kick-flip to activate your energy-buzzsaws then melee the robot for a one-hit-kill while maintaining full-speed. Also, the visual of riding alongside/within a herd of stampeding animals would be cool. Maybe roaming packs of animals that, when you "touch" them, they start running towards a hidden secret, and you have to keep up with them to follow them to the secret. Kind of like foxes in Ghost of Tsushima, or the spirit animals in The Pathless.
I think there should be a front-facing barrier shield item / equipment that blocks robot bullets, lasers, and explosives. I think and item like this would help players that aren’t very skilled in fast movement fight enemies. It would also protect the player while they charge straight at an enemy.
Love how this concept is shaping up, fast paced momentum based gameplay is something I really enjoy. One point of reference I haven't heard you quote yet is AirBlade on the PS2. I loved that game as a kid, and while it's more of a skateboard re-skin than what you are aiming for there may be some cool points of inspiration for you guys if you weren't aware of the title Keep up the good work!
Wow this looks amazing! Super unique concept with amazing visuals to boot! I love to see a smaller team having so much success. I just wanted to add something however, I haven’t been around for that long but with how you displayed the game it seems like the ability to do tricks and combos should have some influence on combat? It may be too late to add this now, but I felt I should say something just encase you like the idea. What if instead of having a melee attack which is pretty dissociated to the rest of the movement system, have your tricks influence the damage your attacks do or have them straight up be attacks themselves. You could do it in many different ways, such as just having the tricks deal damage to enemies, or you could have your tricks build up a combo multiplier which can be released on demand for a burst of damage or maybe have your tricks deal some kind of a ranged attack whenever you land them. There are many ways to do it and probably many better ways than I can come up with, but it just felt like a missed opportunity when I saw the video. Other than that, this project looks amazing! P.S I’m sorry if this is already a part of the game that I have missed, this is my first video of yours that I have seen haha.
Duuuude, you should definitely add ranged attacks to the hoverboard. I think a floating turret or some submachine weapon that has an auto targeting enabled, I think it can be really satisfying to kill enemies at a distance. You could even do a special trick where the character does a trick jumping upside down and spinning-shooting all the enemies around
Just found you guys months ago and I'm amazed with your project. I'm studying Game Dev and hope that I can reach your level one day. Also, I expect that I can help the quickstater campaign from Brazil. Good Luck guys!!
Love the art style/environments and the way you get to explore it. Looks gorgeous. The combat though-maybe I'd feel differently playing it, but even in the latest form you showed... I don't really think it would be very fun to have to slow down like that... I feel like it'd be more fun to work enemies into your traversal instead of making you slow down to fight them. I definitely see why having trickier enemies designed to make you move faster is a great idea, it's just the actual engaging them in combat them part that doesn't look super enticing compared to the other modes of gameplay which I understand to be exploring/platforming around ruins or flying at high speeds doing tricks, avoiding obstacles etc., I'm just gonna write out some ideas I had watching the movement, just.. .for the sake of it. It's obviously a billion times easier to think you know what you're talking about and that your ideas are any good when they don't have to withstand actually... being brought to life, painstakingly through code/art/design. Maybe it'll at least say something helpful about what one dude might be looking for in a game like this, even if the specific ideas themselves are terrible haha What if you could parry projectile attacks back at enemies with tricks, which could give you a big speed boost and also deal damage to that enemy if performed correctly? Or, for an enemy idea, what about a weaker enemy that explodes when you attack from above/land on them, and you can use that explosion to launch off of them and gain speed/height. Maybe you could incorporate some sort of trick combo system where, if you get it high enough, it charges some sort of general combat ability, like a single-shot projectile of your own (that could be modified by the rogue-lite upgrades/items you find along the way). These little explode-y guys could be really useful in combat then, at getting you high into the air, and you could jump from one to another while performing tricks inbetween to try and keep your combos going... and then you finally slam back down to the ground, your combo ends and translates into this powerful attack against the real threat in the arena... in theory it rewards skill in platforming/movement, keeps the pace frenetic, and actually builds on top of the interactions you can have while moving in the game, instead of... like, making you switch gears, it gives you something novel within movement to focus on more to do with timing, and precision One encounter could be a big, dangerous robot who's actually very fragile, firing on you from a distance to keep you dancing, protected by a shield that can only be brought down by taking out a bunch of smaller, weaker enemies scattered around one of these skate park-like arenas. Taking those out also stops the big one's guns from firing and now they just sit there, impotently quivering out in the open, parts exposed, and you're free to fly in at full-speed for the killing blow, and upon doing so, it gives you some sort of reward. Sorry if this was rude/offensive, or just... painfully arrogant to read.
I love it! A shame that I can't get it though. I think you should add a rare chance that at night a boss robot should fall down in a metal meteor shape onto the ground anywhere. The weapons and health and all that is up to you. And remember don't let it drop during the first 10 in game days, that'd be chaos! 🎉 (kind of the like the giant master bot)
Just a suggestion for the combat, maybe workout a way to let the play have a soft lock UI element that they can then do a front flip into the enemy which launches them upwards, allowing them to combo into a slam or gain speed out of the situation depending on their input.
Also, I would really love an in-depth breakdown of your art pipeline with Sergo (if he wants to do it and y'all have the time of course). the non-traditional flow does seem really cool, and I'm curious what insights you will have gleaned from it retrospectively after launch!
amazing to see a breath of fresh air in the gaming world! i do like the covering of the whole project a lot to, gives a nice insight in the whole creative process, really hope it all works out well, have a good one!
This game reminds me of Risk of Rain 2 with all those random generated maps, random items and all that but I really like it. I would really love to play it.
if you can already make buildings clean/overgrown/rusty on a whim, a time travel mechanic would be cool to change up the level (with not so much work?). maybe you could go in the past and solve a puzle for loot or smt, like in certain tiles of warframe
I think fighting enemies still feels a little clunky, the hoverboard aspect make the combat less precise, and I don't mean it as a bad thing, it's just an intrinsic aspect of the game, is slippery. The problem that causes is that just heading towards an enemie, miss it or hit it, then get away an repeat, isn't an engage combat system. Taking for reference The Pathless, which is also a game with that kind of loose free movement, they approach the combat interestingly. All enemies are huge and fast, so your objective is get as close as you can to that giant enemy, which it make you feel like a hunter. Some suggestions of which path you guys could take are Huge enemies Enemies that as you, move really fast, the combat with those could be trying to outsmart them and position yourself behind those Enemies with long range attacks but easy to kill, like a turret, the challenge and fun will be dodging all the bullets but when you get closer should be easy to kill All this ideas I think can make the combat less repetitive and at the same time support the essence of the game but there sure is a lot of more way of doing it, you guys are doing a great work so keep designing as good as you do
About combat, I like the idea of the electric disruption better than the melee (slowing down when hitting an enemy seems kinda unrewarding). I also imagined it as an AOE attack ,maybe using electric granades, or getting close to the robot and releasing an electric discharge from the overboard, without ever needing to slow down. Also seeing the grappling hook made me think about a laso feature where you need to fly around the enemy to trap it or something idk but seems a bit complicated to make 😅
Hi! I believe that switching from hoverboard to a on foot gameplay would be a good way to resolve the combat issue (bare with me!) - when in hoverboard mode, you hit walls or objects while in combat, the player moves in player unintended ways while they attack which is quite frustrating. My proposal would be to have the Hoverboard mode, which is used for traversal and exploration/parkour, something compared to Sonic Frontiers. Then we have the on Foot gameplay, used for combat and npc/object interaction - to make the hoverboard more of use in the "on Foot" mode, the hoverboard will be your combat weapon, make it a sword, a gun, a Windturbine - whatever it is that works - you could even upgrade it over time to give it more abilities, something Metroid esque. when the player completes a sort of puzzle or boss, your board will upgrade and gain a ability. Though important to note, the transition MUST be seemless between both modes, compare it to switching from shield surfing to a walk and the other way arround in BotW! I believe that the more control you give the player, the better it feels. On foot = snappier and precise (the player does what they intend) On Hoverboard = looser (but not too loose, still snappy and controlable.) - (also let the player interact with npc's/objects on the board too since it sucks to switch everytime you'd like to interact) ps: A personal idea would be, if going for a metroid esque. upgrade loop, a ability to ride up walls, also compareable to Sonic Frontiers, this would be quite fun in my personal opinion. Many thanks, Fabian F.
I would love share more ideas in regards of the gameplay loop and map generation! The random generation aspect of OverRider: Does the game NEED a randomly generated map and why does the game NEED this feature? What is the benefit/fun behind it? If you can't answer that, why add it? When this was shown, I was quite unhappy with the idea of every map being different, in a open world, it does feel quite tedious to have everything changed once the player dies. Is the progress completly lost, why is the world different - isn't there a better option? Proposal: Create a big world, this way you can flesh out parts that are not interesting and/or fun - proceedualy, you can't do that. Look at places where playtesters don't go, make these places intersting and give the player a reward for going out of their way to explore. !!Reward exploration!! Gameplay Loop: The progress of the player is untouched when they die, they work towards a goal - finishing whatever they need to get done with the game. How do we break up this linearity? Create multiple goals that are equally as fun as the main goal while making the side goals help excelerate the player get to the big main goal. As for the side goals, these goals must feel like they help reach the main goal while not requiring the player to play them - as in - they could just get right to the endgame if they'd like but players decide not to because the side stuff is as fun - maybe even better than the main goal - these sidegoals can give players abilites (on hoverboard) to better reach places and/or fight (on foot). Compare it to the abilities you get after beeting a titan in BotW but instead with Metroidvania kind of upgrades - faster, higher, stronger!!! This is just a idea for a loop and why I believe a rougelike would not work for what you have for now.
Hey, thank you for taking the time to write so extensively! Really appreciate it! I'll try to answer both comments in one go and hopefully will shed some light on the design process in the mean time. First of all, we also went in that direction of thought - to switch between two modes of play where Vihra can get off her hoverboard. There are two problems with this: - Enabling Vihra to go on foot will require us to facilitate this within the entire level design. This essentially would mean double the work for each location + for the procedural generation and we don't have that kind of resource currently. The levels in the game need to be quite big because of the high movement speeds. If you were to go on foot, you would find everything pretty empty and boring because of the slow speed. - That being said, we have designed Vihra's mechanics to very closely approcimate "on foot" behavior when moving slowly (below 60-70 km/h). If you aren't actively utilizing the terrain to go faster, you will stay in this slow mode naturally which allows 360 degrees freedom of movement and you don't need to worry about bumping into anything, crashing, etc. So basically, we already have something like this implemented where it give you precision at low speeds and it's way snappier. The random generation is explained in the story and it's not like the world is changing, but more like you're traveling to different locations. RNG helps us deliver considerably more content with considerably less work. Since we have specific numbers in mind - how long we want the session to be, how much time the average player spends in the game, we have accounted for all that with the random generation. It allows for way more replayabilitty and allows us to extend the content exponentially. We have chosen the roguelike (roguelite actually) loop and we believe that it will suite this game well even though at first it sounds strange.
@@dreamteckstudio Thank you for shedding some light! I would have a idea to solve the work load required for two modes but I believe the Dreamteck team has decided and therefore I am excited to see what you can come up with! I am still not fully sold on the idea that you limit or the player "slows down" when not traversing but this also is something I believe will take quite the effort to develop in which I am confident you guys and gals are capeable of finding a good solution to. Now that you shed light on the RG, I have no doubts this can work and will make development more efficient as well as the loop more cohirent. Thanks!
Have you guys ever thought of doing vlog-style videos? It looks like you have some positive atmosphere in there and I'd definitely be interested in getting to know the people behind these games.
I hope one of the gadgets make melee more fluid ( or interesting)...like sonic easily crashing through robots in sonic unleashed. If the time challenge parts have any enemies blocking the way....or grind rails? Ok everything can't be solar ash. Maybe the gadgets are just replaceable melee attacks on the board...like drills or sickles...or...idk... Bullet bill from Mario.
It looks like gameplay slows down for fighting, I'd like to see it stay fast. An idea is a circling grapple, like the one seen in Star Wars against the ATATs, or maybe even a 3d version of the one seen in Patch Quest
i definetly feel that, while the idea of slowing down the Player when hitting an enemy makes physical sense, it awfully detracts from the experience of "Gotta go fast" the game has going on. a bounce, or, better yet, a redirection after hitting an enemy would flow much better. Take Sonic as an example, the melee hits make you bounce on the target, keeping the action moving, even if you're not really moving at the moment. My suggestion would be to be able to enter a slow down moment after hitting an enemy and being able to redirect the momentum in a random direction or towards another targeted enemy, making the gameplay go smoother, closer to the feeling of a pinball ball than anything else.
Oh, you could definetly take inspiration from Kingdom hearts 2 and its, very barebone, skating and gliding mechanics. It also reminds me a bit of "The Pathless" for its focus on movement!
Hey this game is beautiful but the grapple hook physics and the way it looks just seem of to me it would be cool if you could revamp the look and slightly change the physics Over than that the game is beautiful 👍🏾😃
You should change the melee attack animation. I think you could make the character's hoverboard be in the front of the character himself and if the attack his succesfull you'll get a jump boost oderwise you'll just slowdown
Ive played solar ash which is a good game, i kinda wish it had alot more stuff in it but i hope your game is fun to speed around in while having smooth movements.
I don't know if there is something similar that's already in game, i just started following this game, But it would be very good and interesting if there was a system that rewarded player for risky moves, like dodging a tree on the very last second, it would add to the game feel, and adds something to do for player when just traveling point a to b
I think this combat system is discouraging to engage and not fun. Instead of attacking with a button, passing near the enemies with high speed can damage the enemies with some automated attacks. IMO, the main focus of this game should be gaining high speeds and maintaining them while doing some cool stunts. Attacking the enemies with a button push while losing some speed is not really fun. Looking forward to more updates on the game, it looks really fun other than the combat sytem!
There is an abiilty that lets you do exactly that - pass near them at high speed. There are also abilities which let you pierce through enemies or even get a boost when you hit them. It all depends on the build you go for. We are however working to make sure that the base combat experience is not annoying and not fun.
what if you add a walking mechanic? if the player starts going faster (aka running) then they can start riding their hoverboard, but if they are slow for a bit, they can jump off and walk while holding it
Converstion is a good thing in the game , try make city with NPCs , also shops wich the player can buy hoverboards or changes clothes , my english is low I hope you understand what I am speaking for 😅 , I am also a game developer using unityengine
Is it just me or does the grapple hook at 0:16 look IDENTICAL to the grappling hook model in deep rock galactic? i don't know if it's an asset created by neither of them (another person selling a model) or a rip-off, but i noticed and compared it, and it's the same model. no offense btw, love the progress!
This is an AI generated placeholder. It could have been very much 95% unintentionally similar. It is already replaced with the actual grappling model that is a wrist attachment on Vihra's hand.
Interesting that players was drawn towards the mountains. But how would you restrict the players going off the edge of the map, when you allow them to go anywhere? Maybe a "out of bounds, turn back"-10 second warning like some games do?
Ok so i just got finished watching your other videos and pleas let people do flips after a homing attack. Not like sonic were you push buttons but wear the physics engine goes crazy and people are using the sticks or....mouse i guess To to reunion themselves before hitting a tree a wall or the ground. And if there is a near by enemy homie attak again just for you to go flying again. Nit sure it would be fun i just think some improvise tricks could happen off of that if the hoverboard hits the wall or tree first before it hits the character. If it hits the doard it stabilizes you and let you boost in the air. You rag doll face character. Im not sure if this is already in your game.
3 things: please a custom map/level creator i understand they are hard to make and it doesnt have to be perfect but it would make the game almost perfect for combat i have a suggestion which is to make unlockable abilities found around the map or a skill tree that you use materials from the map to unlock and a question; how long do you plan to make the main story
Heyo! Custom map editor is currently not planned, I'm sorry ☹️ We already have abilities that change the combat and give you various means of attack. The story would be around 6-8 hours, maybe more depending on how good you are.
This game looks great :) Just a question, what language did you speak natively, instead of English? i just found your channel so I don't know much about it :)
2:27 THAT! This right here. This is the difference. This is what separates the meek from the chads. Embrace the things that your players do in your game. Not patch it out.
more credit is due to your artist, he did a really good job and made a big difference. But also to the whole team, I definitely want to play this
I remember when I saw the first devlog for this game.. The progress you made on it is absolutely wild!! The pipeline is a super cool asset, I imagine it makes level design much easier and fun. Good luck wit the progress, it looks absolutely stunning!
Thank you so much for following us throughout the entire journey!
@@dreamteckstudio will it work on steamdeck?
@@dreamteckstudio
Can you use grappling hook on enemies?
You could have speed running challenges where the player has to collect a certain number of items before time runs out. These items could be randomly scattered in a bounded game area or placed at regular intervals along a predefined race track path (like a coin trail in platforming games).
Ah, already working on that!
@@dreamteckstudio that will be awesome!!!
Aaaa, can't wait! :D I've hyped so many friends about the game! :D
I'd suggest taking some inspiration from Star Wars and letting the player shoot their grapple on enemies and run circles around them to defeat them. Maybe for larger enemies, a boss or maybe you can use it to grapple a smaller enemy and launch them into others by grappling them while flying by at a high speed and flinging them into objects or other enemies to deal damage to both the grappled and non-grappled enemies.
I think it would fit well into your game and give a bit more unique feel to the combat rather than just bonking into them. Maybe when bonking into enemies at a certain speed will knock them back and have the same effect as if you flung a grappled enemy, dealing additional damage if it hit a wall or deal damage to both enemies if it hits another with the knockback.
Finally a New Devlog from you Guys! Great work!
I have a suggestion that would be cool to see in a game like this, maybe you guys can make a giant robot or something as a boss. You would be able to hoverboard on it a little but to get higher there can be grapple points. Maybe at the top there’s a way to defeat it. It can be like an area boss or just a random encounter but I think it would be cool to scale something massive in a game like this. I understand if you can’t do it because of multiple factors but it was just something you can keep in mind if you’d like.
@6:25 'You start over, cause you're an Over Rider'
Great opportunity to have the game say 'Game over, rider'
Wow, you made me really excited about the final product now. It's cool that you thought through how all those different mechanics fit together to create a valid core game loop. Seems like lots of replayability without it being a chore! Cool
Oh, that's so awesome to hear! Thank you! Now the big test is how it will feel when played.
Can’t wait!
This game is gonna be fire when it comes out!
I love what you guys have been doing for this game! The graphics are amazing and the gameplay looks smooth and fun. I do have some ideas though. 1. What if there are different different combos you can doing the melee attack a certain amount of times and if you do successfully combo, you get a speed boost which you can go for a heavy attack? 2. I would love if every time you die and respawn, pipes and boost pads, and etc. are randomly generated around the map allowing the players to explore and do tricks as they head towards their next destination.
again I love what you are doing with this and i can't wait for the next devlog!
Been following this project for a while and I gotta say it's awesome to see how it's coming along! -Getting various elements, especially combat to work in a hoverboard game understandably is an fascinating conundrum, ..though I did have an neat idea that could make it ebb and flow a bit more naturally:
Consider taking a page out of DOOM where the player has to jump between ranged and melee attacks based on how an encounter evolves; so when encountering an enemy / group of enemies, maybe preforming a certain action, eg "trick" on the hoverboard causes energy projectiles to be flung at the enemy, dealing damage. However, occasionally an enemy may spawn with thick armor or throw up a shield that you can't damage with your projectiles, ..so, now you have to charge _toward_ the enemy and ram in order to knock their armor off or the shield down so you can deal damage at range again. To discourage the player from just charging to deal damage, you could slow the player's speed with every sequential ram, making them more susceptible to incoming melee attacks.
The notion of integrating such "tricks" into combat as well could open up interesting progression possibilities, wherein learning a new trick or adding new components to your board, --however you choose to explain how you obtain new combat moves, opens up evolving and emergent combat scenarios just by playing and experimenting.
Looking absolutely stellar! It's so encouraging to see everyone overcoming technical, design and artistic hurdles with such a logical approach - like solving a puzzle and knowing there's a solution. And these dev logs are just as well done, with all the b-roll, debug footage and other game examples - and your upbeat narration is super infectious. Well done to the whole team!
It'd be cool if you could get an upgrade that increases the damage of your "melee" attack, like a lightsaber-blade-buzzsaw thing on the ends of your board that do more damage, or maybe allows you to attack without your momentum slowing down. Maybe you have to charge them up/activate them by doing tricks in the lead-up to the attack. For example, you charge at an enemy, do a kick-flip to activate your energy-buzzsaws then melee the robot for a one-hit-kill while maintaining full-speed.
Also, the visual of riding alongside/within a herd of stampeding animals would be cool. Maybe roaming packs of animals that, when you "touch" them, they start running towards a hidden secret, and you have to keep up with them to follow them to the secret. Kind of like foxes in Ghost of Tsushima, or the spirit animals in The Pathless.
The extra damage ability is already in the works!
For the stampeding animals - totally agree. Let's see if we can squeeze this in.
Combat Idea!!!!
You reward good timing on attacks with a speedboost and damage boost to keep the combat flowing!
I think there should be a front-facing barrier shield item / equipment that blocks robot bullets, lasers, and explosives. I think and item like this would help players that aren’t very skilled in fast movement fight enemies. It would also protect the player while they charge straight at an enemy.
Love how this concept is shaping up, fast paced momentum based gameplay is something I really enjoy. One point of reference I haven't heard you quote yet is AirBlade on the PS2. I loved that game as a kid, and while it's more of a skateboard re-skin than what you are aiming for there may be some cool points of inspiration for you guys if you weren't aware of the title
Keep up the good work!
Wow this looks amazing! Super unique concept with amazing visuals to boot! I love to see a smaller team having so much success. I just wanted to add something however, I haven’t been around for that long but with how you displayed the game it seems like the ability to do tricks and combos should have some influence on combat? It may be too late to add this now, but I felt I should say something just encase you like the idea. What if instead of having a melee attack which is pretty dissociated to the rest of the movement system, have your tricks influence the damage your attacks do or have them straight up be attacks themselves. You could do it in many different ways, such as just having the tricks deal damage to enemies, or you could have your tricks build up a combo multiplier which can be released on demand for a burst of damage or maybe have your tricks deal some kind of a ranged attack whenever you land them. There are many ways to do it and probably many better ways than I can come up with, but it just felt like a missed opportunity when I saw the video. Other than that, this project looks amazing!
P.S I’m sorry if this is already a part of the game that I have missed, this is my first video of yours that I have seen haha.
Duuuude, you should definitely add ranged attacks to the hoverboard. I think a floating turret or some submachine weapon that has an auto targeting enabled, I think it can be really satisfying to kill enemies at a distance. You could even do a special trick where the character does a trick jumping upside down and spinning-shooting all the enemies around
Really love the way this devlog was edited :D
Just found you guys months ago and I'm amazed with your project. I'm studying Game Dev and hope that I can reach your level one day. Also, I expect that I can help the quickstater campaign from Brazil. Good Luck guys!!
Love the art style/environments and the way you get to explore it. Looks gorgeous.
The combat though-maybe I'd feel differently playing it, but even in the latest form you showed... I don't really think it would be very fun to have to slow down like that... I feel like it'd be more fun to work enemies into your traversal instead of making you slow down to fight them. I definitely see why having trickier enemies designed to make you move faster is a great idea, it's just the actual engaging them in combat them part that doesn't look super enticing compared to the other modes of gameplay which I understand to be exploring/platforming around ruins or flying at high speeds doing tricks, avoiding obstacles etc.,
I'm just gonna write out some ideas I had watching the movement, just.. .for the sake of it. It's obviously a billion times easier to think you know what you're talking about and that your ideas are any good when they don't have to withstand actually... being brought to life, painstakingly through code/art/design. Maybe it'll at least say something helpful about what one dude might be looking for in a game like this, even if the specific ideas themselves are terrible haha
What if you could parry projectile attacks back at enemies with tricks, which could give you a big speed boost and also deal damage to that enemy if performed correctly?
Or, for an enemy idea, what about a weaker enemy that explodes when you attack from above/land on them, and you can use that explosion to launch off of them and gain speed/height.
Maybe you could incorporate some sort of trick combo system where, if you get it high enough, it charges some sort of general combat ability, like a single-shot projectile of your own (that could be modified by the rogue-lite upgrades/items you find along the way). These little explode-y guys could be really useful in combat then, at getting you high into the air, and you could jump from one to another while performing tricks inbetween to try and keep your combos going... and then you finally slam back down to the ground, your combo ends and translates into this powerful attack against the real threat in the arena... in theory it rewards skill in platforming/movement, keeps the pace frenetic, and actually builds on top of the interactions you can have while moving in the game, instead of... like, making you switch gears, it gives you something novel within movement to focus on more to do with timing, and precision
One encounter could be a big, dangerous robot who's actually very fragile, firing on you from a distance to keep you dancing, protected by a shield that can only be brought down by taking out a bunch of smaller, weaker enemies scattered around one of these skate park-like arenas. Taking those out also stops the big one's guns from firing and now they just sit there, impotently quivering out in the open, parts exposed, and you're free to fly in at full-speed for the killing blow, and upon doing so, it gives you some sort of reward.
Sorry if this was rude/offensive, or just... painfully arrogant to read.
Not at all! Thank you for taking the time to write down your ideas. I like the idea of parrying the projectiles especially.
Mechanic looks very smooth, landscape gorgeous, keep up the good work !
c ya in 4 days
I'm so ready to vibe around on my hoverboard, can't wait for this game to release!!
I love it! A shame that I can't get it though. I think you should add a rare chance that at night a boss robot should fall down in a metal meteor shape onto the ground anywhere. The weapons and health and all that is up to you. And remember don't let it drop during the first 10 in game days, that'd be chaos! 🎉 (kind of the like the giant master bot)
Great progress on the game so far! Can't wait to play it! :D
Just a suggestion for the combat, maybe workout a way to let the play have a soft lock UI element that they can then do a front flip into the enemy which launches them upwards, allowing them to combo into a slam or gain speed out of the situation depending on their input.
You are my favorite Bulgarian game studio. Shout-out to your amazing team
Been paying close attention to this game since the start. And cant wait to play it when it comes out. Definitely gonna play it day 1
I was waiting so long for this ! Thank you ! Made my day !
Also, I would really love an in-depth breakdown of your art pipeline with Sergo (if he wants to do it and y'all have the time of course). the non-traditional flow does seem really cool, and I'm curious what insights you will have gleaned from it retrospectively after launch!
sheeeesh! just watched this vid on Firedragon's stream and it looks FUN! excited to see where this game goes!
Great work! Keep going. And thanks for the devlog.
amazing to see a breath of fresh air in the gaming world! i do like the covering of the whole project a lot to, gives a nice insight in the whole creative process, really hope it all works out well, have a good one!
This game reminds me of Risk of Rain 2 with all those random generated maps, random items and all that but I really like it. I would really love to play it.
This will definitely be a hit the way the game is coming along is looking super great all the best and looking forward to play this game 👍
Loved watching this on Fifi’s stream! So inspiring to watch. And if there are ever any voice acting auditions, I’m there ☺️
if you can already make buildings clean/overgrown/rusty on a whim, a time travel mechanic would be cool to change up the level (with not so much work?). maybe you could go in the past and solve a puzle for loot or smt, like in certain tiles of warframe
It's all coming together beautifully!
The progress you guys are making is incredible! You guys are all very good at what you do! Keep it up!!
This looks satisfying & fun, looking forward to the eventual release!!
Man I put this on my wish list and check on the discord once in a while! Can’t wait for it to come out! ❤👍🏻🤞🏻
I think fighting enemies still feels a little clunky, the hoverboard aspect make the combat less precise, and I don't mean it as a bad thing, it's just an intrinsic aspect of the game, is slippery. The problem that causes is that just heading towards an enemie, miss it or hit it, then get away an repeat, isn't an engage combat system. Taking for reference The Pathless, which is also a game with that kind of loose free movement, they approach the combat interestingly. All enemies are huge and fast, so your objective is get as close as you can to that giant enemy, which it make you feel like a hunter.
Some suggestions of which path you guys could take are
Huge enemies
Enemies that as you, move really fast, the combat with those could be trying to outsmart them and position yourself behind those
Enemies with long range attacks but easy to kill, like a turret, the challenge and fun will be dodging all the bullets but when you get closer should be easy to kill
All this ideas I think can make the combat less repetitive and at the same time support the essence of the game but there sure is a lot of more way of doing it, you guys are doing a great work so keep designing as good as you do
Looking very great!! I like it!!
Wishlisted :D
Good luck working on it!!
About combat, I like the idea of the electric disruption better than the melee (slowing down when hitting an enemy seems kinda unrewarding).
I also imagined it as an AOE attack ,maybe using electric granades, or getting close to the robot and releasing an electric discharge from the overboard, without ever needing to slow down.
Also seeing the grappling hook made me think about a laso feature where you need to fly around the enemy to trap it or something idk but seems a bit complicated to make 😅
Maybe we'll tweak the base combat so there isn't that much of a slowdown.
The lasso idea is in the works by the way!
Danny, I see you there at 0:25 please don't murder all of them....and us
The chase mechanic with the runner-bots looks like so much fun.
landing or stomping on enemies or doing tricks off larger enemies, especially to damage them, would be neat.
Stomping enemies is already 70% there! Doing tricks off of enemies is being worked on but we aren't ready to show it.
1:21 dude is drawing a tesseract... 😂
Awesome devlog, and nice smooth movement!
great vid cant wait for the final result
Hi!
I believe that switching from hoverboard to a on foot gameplay would be a good way to resolve the combat issue (bare with me!) - when in hoverboard mode, you hit walls or objects while in combat, the player moves in player unintended ways while they attack which is quite frustrating.
My proposal would be to have the Hoverboard mode, which is used for traversal and exploration/parkour, something compared to Sonic Frontiers.
Then we have the on Foot gameplay, used for combat and npc/object interaction - to make the hoverboard more of use in the "on Foot" mode, the hoverboard will be your combat weapon, make it a sword, a gun, a Windturbine - whatever it is that works - you could even upgrade it over time to give it more abilities, something Metroid esque. when the player completes a sort of puzzle or boss, your board will upgrade and gain a ability.
Though important to note, the transition MUST be seemless between both modes, compare it to switching from shield surfing to a walk and the other way arround in BotW!
I believe that the more control you give the player, the better it feels.
On foot = snappier and precise (the player does what they intend)
On Hoverboard = looser (but not too loose, still snappy and controlable.) - (also let the player interact with npc's/objects on the board too since it sucks to switch everytime you'd like to interact)
ps: A personal idea would be, if going for a metroid esque. upgrade loop, a ability to ride up walls, also compareable to Sonic Frontiers, this would be quite fun in my personal opinion.
Many thanks,
Fabian F.
I would love share more ideas in regards of the gameplay loop and map generation!
The random generation aspect of OverRider:
Does the game NEED a randomly generated map and why does the game NEED this feature?
What is the benefit/fun behind it?
If you can't answer that, why add it?
When this was shown, I was quite unhappy with the idea of every map being different, in a open world, it does feel quite tedious to have everything changed once the player dies.
Is the progress completly lost, why is the world different - isn't there a better option?
Proposal:
Create a big world, this way you can flesh out parts that are not interesting and/or fun - proceedualy, you can't do that.
Look at places where playtesters don't go, make these places intersting and give the player a reward for going out of their way to explore.
!!Reward exploration!!
Gameplay Loop:
The progress of the player is untouched when they die, they work towards a goal - finishing whatever they need to get done with the game.
How do we break up this linearity? Create multiple goals that are equally as fun as the main goal while making the side goals help excelerate the player get to the big main goal.
As for the side goals, these goals must feel like they help reach the main goal while not requiring the player to play them - as in - they could just get right to the endgame if they'd like but players decide not to because the side stuff is as fun - maybe even better than the main goal - these sidegoals can give players abilites (on hoverboard) to better reach places and/or fight (on foot). Compare it to the abilities you get after beeting a titan in BotW but instead with Metroidvania kind of upgrades - faster, higher, stronger!!!
This is just a idea for a loop and why I believe a rougelike would not work for what you have for now.
Hey, thank you for taking the time to write so extensively! Really appreciate it! I'll try to answer both comments in one go and hopefully will shed some light on the design process in the mean time.
First of all, we also went in that direction of thought - to switch between two modes of play where Vihra can get off her hoverboard. There are two problems with this:
- Enabling Vihra to go on foot will require us to facilitate this within the entire level design. This essentially would mean double the work for each location + for the procedural generation and we don't have that kind of resource currently. The levels in the game need to be quite big because of the high movement speeds. If you were to go on foot, you would find everything pretty empty and boring because of the slow speed.
- That being said, we have designed Vihra's mechanics to very closely approcimate "on foot" behavior when moving slowly (below 60-70 km/h). If you aren't actively utilizing the terrain to go faster, you will stay in this slow mode naturally which allows 360 degrees freedom of movement and you don't need to worry about bumping into anything, crashing, etc. So basically, we already have something like this implemented where it give you precision at low speeds and it's way snappier.
The random generation is explained in the story and it's not like the world is changing, but more like you're traveling to different locations. RNG helps us deliver considerably more content with considerably less work. Since we have specific numbers in mind - how long we want the session to be, how much time the average player spends in the game, we have accounted for all that with the random generation. It allows for way more replayabilitty and allows us to extend the content exponentially.
We have chosen the roguelike (roguelite actually) loop and we believe that it will suite this game well even though at first it sounds strange.
@@dreamteckstudio Thank you for shedding some light!
I would have a idea to solve the work load required for two modes but I believe the Dreamteck team has decided and therefore I am excited to see what you can come up with!
I am still not fully sold on the idea that you limit or the player "slows down" when not traversing but this also is something I believe will take quite the effort to develop in which I am confident you guys and gals are capeable of finding a good solution to.
Now that you shed light on the RG, I have no doubts this can work and will make development more efficient as well as the loop more cohirent.
Thanks!
amazing devlog, keep up the good work!
I agree! It's just getting better and better! I can't wait to play it!
absolutely!
Very nice! Love the art style…but please, add shooting! Pew pew is never a bad idea
❤❤❤wow sooo cool, great job Dreamteck team !!!
Have you guys ever thought of doing vlog-style videos? It looks like you have some positive atmosphere in there and I'd definitely be interested in getting to know the people behind these games.
We're definitely down to do something like this in the future!
I hope one of the gadgets make melee more fluid ( or interesting)...like sonic easily crashing through robots in sonic unleashed.
If the time challenge parts have any enemies blocking the way....or grind rails?
Ok everything can't be solar ash.
Maybe the gadgets are just replaceable melee attacks on the board...like drills or sickles...or...idk... Bullet bill from Mario.
This is gonna be one of the best games ever 😊😊😊
It looks like gameplay slows down for fighting, I'd like to see it stay fast. An idea is a circling grapple, like the one seen in Star Wars against the ATATs, or maybe even a 3d version of the one seen in Patch Quest
i definetly feel that, while the idea of slowing down the Player when hitting an enemy makes physical sense, it awfully detracts from the experience of "Gotta go fast" the game has going on. a bounce, or, better yet, a redirection after hitting an enemy would flow much better.
Take Sonic as an example, the melee hits make you bounce on the target, keeping the action moving, even if you're not really moving at the moment.
My suggestion would be to be able to enter a slow down moment after hitting an enemy and being able to redirect the momentum in a random direction or towards another targeted enemy, making the gameplay go smoother, closer to the feeling of a pinball ball than anything else.
Oh, you could definetly take inspiration from Kingdom hearts 2 and its, very barebone, skating and gliding mechanics.
It also reminds me a bit of "The Pathless" for its focus on movement!
It would be good a finishing attack or sth like that to be passing between its legs
Thumbnail looks awesome!
Hey this game is beautiful but the grapple hook physics and the way it looks just seem of to me it would be cool if you could revamp the look and slightly change the physics
Over than that the game is beautiful 👍🏾😃
You should change the melee attack animation. I think you could make the character's hoverboard be in the front of the character himself and if the attack his succesfull you'll get a jump boost oderwise you'll just slowdown
Ive played solar ash which is a good game, i kinda wish it had alot more stuff in it but i hope your game is fun to speed around in while having smooth movements.
I don't know if there is something similar that's already in game, i just started following this game,
But it would be very good and interesting if there was a system that rewarded player for risky moves, like dodging a tree on the very last second, it would add to the game feel, and adds something to do for player when just traveling point a to b
Looks good so far.
This game is looking sick! I hope it's a mega hit!
Soo hyped for this :O
this company is the best since Bokbg works here
I think this combat system is discouraging to engage and not fun. Instead of attacking with a button, passing near the enemies with high speed can damage the enemies with some automated attacks. IMO, the main focus of this game should be gaining high speeds and maintaining them while doing some cool stunts. Attacking the enemies with a button push while losing some speed is not really fun. Looking forward to more updates on the game, it looks really fun other than the combat sytem!
There is an abiilty that lets you do exactly that - pass near them at high speed. There are also abilities which let you pierce through enemies or even get a boost when you hit them. It all depends on the build you go for. We are however working to make sure that the base combat experience is not annoying and not fun.
what if you add a walking mechanic?
if the player starts going faster (aka running) then they can start riding their hoverboard, but if they are slow for a bit, they can jump off and walk while holding it
SO COOL!!!
Very cool, i hope you game will work
that's very impressive
something close to rocket jumping? Maybe you could add advance techniques like jumping off of enemies projectiles.
We got a granade gadget and an explosion damage reduction gadget which when combined make for some awesome rocket jumps.
Converstion is a good thing in the game , try make city with NPCs , also shops wich the player can buy hoverboards or changes clothes , my english is low I hope you understand what I am speaking for 😅 , I am also a game developer using unityengine
Is it just me or does the grapple hook at 0:16 look IDENTICAL to the grappling hook model in deep rock galactic? i don't know if it's an asset created by neither of them (another person selling a model) or a rip-off, but i noticed and compared it, and it's the same model. no offense btw, love the progress!
This is an AI generated placeholder. It could have been very much 95% unintentionally similar. It is already replaced with the actual grappling model that is a wrist attachment on Vihra's hand.
@@3DSergo alright, was just wondering. Amazing game so far! I would play it when it is Done for sure :)
A bunch of GIGACHADS working on a GIGACHAD game. Keep it up y'all!
It would be cool for players to build custom hoverboards with custom abilities
This game is gonna be fire
Interesting that players was drawn towards the mountains. But how would you restrict the players going off the edge of the map, when you allow them to go anywhere? Maybe a "out of bounds, turn back"-10 second warning like some games do?
Oh yeah, for that we won't even bother. We put a transparent wall that keeps the players in the play area and becomes opaque when you're close to it 😀
Ok so i just got finished watching your other videos and pleas let people do flips after a homing attack. Not like sonic were you push buttons but wear the physics engine goes crazy and people are using the sticks or....mouse i guess
To to reunion themselves before hitting a tree a wall or the ground.
And if there is a near by enemy homie attak again just for you to go flying again.
Nit sure it would be fun i just think some improvise tricks could happen off of that if the hoverboard hits the wall or tree first before it hits the character.
If it hits the doard it stabilizes you and let you boost in the air. You rag doll face character.
Im not sure if this is already in your game.
it just works
3 things: please a custom map/level creator i understand they are hard to make and it doesnt have to be perfect but it would make the game almost perfect
for combat i have a suggestion which is to make unlockable abilities found around the map or a skill tree that you use materials from the map to unlock
and a question; how long do you plan to make the main story
Heyo!
Custom map editor is currently not planned, I'm sorry ☹️
We already have abilities that change the combat and give you various means of attack.
The story would be around 6-8 hours, maybe more depending on how good you are.
@@dreamteckstudio ty
What if you could do a blast which charges up with how fast the player is going. It would keep the combat interesting with loosing momentum
❤️❤️
This game looks great :)
Just a question, what language did you speak natively, instead of English? i just found your channel so I don't know much about it :)
Hey welcome to the club! We're native Bulgarians - the entire studio.
4th
This would be so fun on console! The mechanics is purfect for console. (Have it on PlayStation, please!)
We develop it primarily with a controller so yes! It needs to come out on consoles.
@@dreamteckstudio YAY!
uspeh s igrata
There should be an enemy that has crazy mobility
There might just be one
@@dreamteckstudio 👀
What game engine did you use for this game
unity i think
Oh ok
hi
Add winter pls.
Low End PC??
multiplayer?
2:27 THAT! This right here. This is the difference. This is what separates the meek from the chads.
Embrace the things that your players do in your game. Not patch it out.