01/08/2023 – Cybersurfer?

It’s very early, but I need the feedback. This is Cybersurfer, a follow-up to my GGJ game SICKHACKS.root.

I’m not gonna retread the same things that are in the video, you can watch it yourself, but I do want to talk about what I want the game to be going forward as well as some of the games I’m gonna be looking at or re-looking at.

But as I said, I’m not terribly happy with where the project is at the minute. It plays OK, but it definitely feels like it’s lacking something. Plus the physics driven hoverboard is now more of a hinderance as I look towards different level design aspects. Specifically verticality. The game Distance as well as Wipeout are my two points of reference in terms of what kind of level design I want.


And here’s where I have to admit that I took too long writing this blog post that everything in that video and previously written is now outdated.

Following the that video, I did another stream where I played a handful of games and made notes about various aspects of them, and how they handled the same problems I was having. It was a very informative stream and helped me realise that I was trying to over design everything.

And now, as I’m writing this, the whole physics driven hoverboard system has been scrapped. And the spline based system that I attempted to follow it with has also been scrapped.

The new system is fairly simple, a player model on top of a collider acting as a cushion of air. I’ve ditched the waypoint system, and instead I’m just letting the player control their forward speed and turning themselves, and it’s working out pretty well now. On top of that, I have a bit of rotation to the player model when they turn and a sine wave to make the model bob up and down like they’re on a hoverboard.

It’s a night and day difference and a definite improvement.

Next up is getting the player to stick to the track regardless of the verticality of said track. I’m using Distance’s magnetism as a reference here. My plan is just use a downward force while grounded, and magnetise the player to surface once they get close enough. I suspect it’s going to be more difficult than I’m envisioning though.

Learning To Rig

I recently had a Twitch stream where I taught myself how to rig a robotic arm model.

It’s a very basic model with some problems due to some of the ways I was trying to rig it, but once I figured out the issues it was too late to re-do the model. However, the animation side of things turned out alright.

The next stage of this is getting more familiar with IK stuff as well as other bone constraint systems.

YouTube Content & Future Plans?

Demo Day 51 happened, and although I did not submit a demo, I did stream other people’s demos and provided as much feedback as I could. Here’s the playlist. I do want to get more content on to my channel as it would likely help my Twitch performance, but it’s difficult to find the time to make stuff that would be palettable.

YouTube’s algorithms prefer shorter videos, so uploading whole VODs would probably be a bad idea, but I could cut down my playthroughs into highlights. But requires time I just don’t really have, either to watch 30 to 60+ hour playthroughs to find stuff worth putting it, or to find time to edit it down. But I think I’m gonna be forced into doing it because I am at the absolute mercy of the algorithm gods.

As for future plans, well it’s coming up to the 78th anniversary of the end of WWII, and I want to commemorate it by playing through all of the WWII Call Of Duty games. Those being COD 1-3, World At War, Finest Hour, Big Red One, and WWII. I’ll probably using that stream as the experiment for creating highlights for YouTube, alongside uploading the VODs of it, possibly. Either way, the playthroughs will be available in my Twitch collections page as per usual.

That’s it for the time being. There’s probably more I’m forgetting to mention, but I took so long in writing this blog post it’s better just to move on. I’ll see you next time.

-Adam