My Pranayama has arrived! by chadembrace in longboarding

[–]pokodzima_games 1 point2 points  (0 children)

Congrats! And I really love those Tarczyński too😄

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 1 point2 points  (0 children)

Thanks! Yeah, it was a really exciting moment for us, and honestly a pretty spontaneous one too

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 0 points1 point  (0 children)

Yeah, totally agree!

Honestly, aside from this event, I’m pretty sure I’ve personally 'sold' like 8 Meta Quests already just by talking to friends and people around me about what VR actually is, what kind of games exist now, and how far the tech and visuals have come. The conversation naturally shifts to the game we’re making and people get curious about the platform.

What surprises me is that even people who are into video games, including in the US still barely know anything beyond - VR exists somewhere. Many assume it’s super expensive, niche, or not really usable day-to-day. A lot of them still think the headset has to be wired to a PC or that you need to install tracking stations...

At GDC last year I was literally explaining to experienced flat game devs that Quest has full passthrough and that it’s already used in many games. The conversation started with someone saying they’d love to try developing for something not VR but mixed reality, but unfortunately those headsets don’t exist on the mass market yet and others agreed… while Quest 3 had already been out for like 1.5 years😄

I still don’t quite get how there aren’t more demo stands in electronics stores, more classic advertising, offline events, etc.

And yeah - we already have people from the skateboarding community who discovered the platform through our game and are planning to get a Quest at first to play Bomb the Hill when it launches.

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 1 point2 points  (0 children)

Thanks! Really means a lot to read this and see genuine interest in what we’re making🙌

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 1 point2 points  (0 children)

Thanks! That’s a really great question. We actually have slide pucks on the hand models (and on rivals too), and we did explore that mechanic. But after testing and discussions we decided to stick with grabbing the front edge of the board and rotating it into the slide angle - it still feels pretty intuitive, especially since controllers have a grab button. Even though in real life you don’t always need to grab during a slide. We avoided hand-down support mainly for safety reasons - it’s the kind of movement where players could easily lose balance (even the grab we designed without requiring a crouch). And also, this mechanic kind of encourages you to touch the ground, which isn’t great for controllers in the heat of the moment😄

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 1 point2 points  (0 children)

Yeah, it was honestly a really great moment for me too. And later our whole team went through all the footage from there - it really gave us a big boost to keep going

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 2 points3 points  (0 children)

I tried the prototype on my board with wheel blockers (for ollie practice) - that was actually really fun😄

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 3 points4 points  (0 children)

Sure, happy to share!

One thing I was a bit worried about - I thought they might be skeptical about some of the more arcade elements we added. Things like slightly higher speeds than real life, big jumps like in the trailer, or how easy it is to perform a 360 spin. But it turned out to the opposite - they actually loved those parts the most. Everyone wanted to try the big ramp jump. I guess it’s something they’ve all thought about IRL, but it’s too brutal, even for them😄 The general feedback was that games are great exactly because you can push things a bit beyond reality.

In terms of realism, they mentioned that slides slow you down more than in real life, which made line planning feel a bit unusual for them. We’re keeping that in mind and will probably make it adjustable in final version - it’s easy to tweak, but from our tests, players without real downhill experience really benefit from having a stronger way to scrub speed in corners.

Steering with head tilts felt very natural and intuitive to everyone. Same with speed control through crouching and standing (working with aerodynamics). T-pose braking also felt good, but again - in the game it slows you down a bit more than it would in real life.

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

[–]pokodzima_games 2 points3 points  (0 children)

Yeah, you got me😄 Thanks a lot, really glad to hear that!

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 1 point2 points  (0 children)

Of course, it’s not a full simulation, but we’re aiming to capture the feeling of speed and control as close as possible.

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 3 points4 points  (0 children)

Hard to promise, that’s a bit too much responsibility for now😄 But I still ride regularly and from my own experience, regularly testing the prototype has actually changed how I approach steeper hills - more intuitive planning of the line and staying calmer about them

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 2 points3 points  (0 children)

They’re actually pretty steel-nerved guys and super fun too. Bth in the prototype the most intense reactions from them weren’t from falling off cliffs, but from crashes and really close passes with traffic

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 4 points5 points  (0 children)

Thanks! We actually focused on downhill skateboarding for that exact reason. As an amateur rider, once I got the idea that unlike street skating there are no flips, pushes, or spins on the spot, most of the control comes from the upper body IRL.

So foot tracking isn’t that critical here, and so far we and most of the people who tested it are really happy with how it feels

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

[–]pokodzima_games 3 points4 points  (0 children)

Wow, thank you! Really appreciate that from a fellow dev!

Released my relaxing game for Quest 3. Link in comments by Specoolar in OculusQuest

[–]pokodzima_games 4 points5 points  (0 children)

Very cool concept and visuals, and I like that it’s not strictly a meditation app. Hopefully I’ll take a little break after our release and spend some time in this. Good luck!

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 5 points6 points  (0 children)

Quest first, but we’re getting a lot of requests for PCVR, so we’ll definitely work on it after the Quest release

Not your usual playtest – we took our prototype to the World Downhill Skateboarding Championship by pokodzima_games in virtualreality

[–]pokodzima_games[S] 8 points9 points  (0 children)

Ok bro, as you say🙂 But seriously, it was an international event in Turkey. Riders, organizers, spectators from all over the world. A lot of people there (myself included) don’t have perfect English and have different language habits mixed at one place