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Huck It: Freeride Skiing 3D

Discussion in 'Works In Progress - Archive' started by HuckIt, Feb 3, 2015.

?

Do you prefer hi-res or lo-fi ski games?

  1. Hi-Res

    1 vote(s)
    50.0%
  2. Lo-fi

    0 vote(s)
    0.0%
  3. Depends on the game

    1 vote(s)
    50.0%
  1. HuckIt

    HuckIt

    Joined:
    Feb 2, 2015
    Posts:
    6
    Hey Unity Community,

    We're mobile app developers looking for feedback on our new game: Huck It. Huck It was designed extremely high-res for an ultra-realistic graphical depiction of Utah's most rugged alpine resort. The APK is fairly high for a mobile game, we really set-out to make the most of Android devices. We also studied Google Material Design aesthetics to create our logo. Check it out, it's a killer game, super addictive. We'd love feedback.

    Here's a link to the Google Play Store: https://play.google.com/store/apps/details?id=com.mysticmedia.huckit

    Feel free to post any feedback on this thread, we'd love to hear what you think!

    Thanks,
    Huck It Team
     
  2. Arkade

    Arkade

    Joined:
    Oct 11, 2012
    Posts:
    653
    Hey @HuckIt
    Game looks great. Makes me want to get back on the slopes!

    A couple of developery questions ...

    1. How did you find doing trees? From what I can see, I think you've gone with non-alpha/cutout trees, right? (assume Android target devices had issue with overdraw at high FPS? Did you try any LODing? Etc)

    2. What did you use for video editing? That video is fantastic! Makes me realise how important it is. Easy or hard to do? I'll soon need to produce something and would be really stoked if it came out half as well as yours looks!

    Thanks and good luck!
     
  3. HuckIt

    HuckIt

    Joined:
    Feb 2, 2015
    Posts:
    6
    Hey Arkade,

    Thanks for the awesome questions. Here's our response:

    1. We created 2D sprites for the trees. Each tree has 3 planes of collision on them which makes them heavy.
    If the skier brushes up against the tree it will slow him down, and if he hits the center of the tree, he will crash.
    Due to the weight and the total amount of trees in the game, we decided to make them 2D to not overdraw.
    We were originally running at 60 fps, but certain devices were getting strained, so we ended up locking the game at 30 FPS.

    2. Thanks! We worked hard on the video using Final Cut Pro for all video editing and Airplay to record the in game footage.

    Thank you again for the questions, feel free to ask us more! This game was very difficult to build. It took almost a year to get the physics and jump movements right.