Developer diary #2 'Rookie training'
Take a look behind the scences of game-development.

'Rookie training - Part I

Welcome to the second developer-diary of
Stoked Rider - Alaska Alien.

Today we will take a look on how the control-scheme of this game works and why we decided for a mouse-steering as main control.

Physical controls or 'We prefer the mouse'

Last week we already talked about the representation of the snowboard as a physical object which is thrown into an entire physical mountain-world.

Steering left right
Imagine steering left right with a torque force applied to the snowboarder. Now think about Newton's Third Law:

Action = Reaction

Here it means each small torque applied to the rider results in an appropriate reaction in the game world. Until now most skill-based sports games on the PC relied on keyboard controls which is fine for an oldschool style gameplay. But for next-gen physically-based games an analogue control-style is much more practical. Since this is a PC game we decided for the mouse.
Note: analogue joystick/joypads controls are possible too, especially we had a good time with the XBOX360's pad.

Keyboard controls?
From time to time we recieve complaints from people asking for keyboard-controls. Well, its possible to switch the control-scheme to cursor keys anyway.

Dynamic ragdoll & wipe-outs

For sure you have already seen a playermodel after got shot-dead, falling down some stairs, animated using a ragdoll for "realistic" motion. Many Game-developers used to switch to the ragdoll when the falling animation has started.

In this game we don't use this technique anymore, now we have the character in ragdoll mode during the whole game. Applying this to a snowboard game means: even if you bail or wipeout its possible to recover the rider and seamlessly continue riding. Sounds cool?
If you are in bail-mode use the mouse X-axis to bring the rider on it's feet again. Or press both buttons & move mouse X-axis to turn the board into the steepest terrain-direction before trying to bring him on its feet again. This needs some practice but enables some really smooth rides.

What about air & trick controls?

To keep the size of this diary reasonable take a look at the video attached to this article for detailed freestyle-controls.

Now head to page 2 for an interesting feature which only gets possible due the physically approach. Learn how to 'wheelie' or 'lean' the rider.

 
'Rookie training - Part II

Moving the center of mass / Pro-controls

Sometimes it can be usefull to lift the nose of the board for easier access to tree-slides etc. Thanks to the physics-engine its quite easy to shift the center of mass towards any direction. Shift the center of mass backwards to lift the nose by pressing the
'S key'.

See below what happens when pressing W key while on a low-speed run. Moving the center-of-mass towards the board's nose results in a nice front-wheely trick. This looks cool but gets highly practicable when wanting to suppress a jump.
Just tipp the W key for a short time to suppress any unwanted jump. But this is not as easy as it sound and takes some practicing.

It's also possible to shift the weight to left or right side. This can help for cornering sharp-turns at high-speed. ut enough of talking right now, take a look at all this action by watching our beta-testress Manu in this 'behind-the-scenes' video:

Thats it for this diary-edition. Next time we will talk about the high degree of freedom offered in this game.

See you next time!



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everyone
Game information
Non-violent game about
Big Mountain Snowboarding.
The goal is simply survival.
Requirements
Windows XP, 512 mb Ram 1.6Ghz, Radeon 9600+ or Geforce 5300+
ageia

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