cheapskate

cheapskate

About the Game

READ BEFORE YOU BUY:

  • DO NOT BUY THIS GAME IF YOU EXPECT AAA

    • this is a solo / indie developer, working in spare time, sharing pre-alpha early progress

    • this is not some AAA studio using "early access" as free advertising for a fake "beta" 2 weeks before release

  • DO NOT BUY THIS GAME IF YOU EXPECT A COMPLETE FINISHED PRODUCT

    • this is an early access game in early development at pre-alpha state

    • if you are curious to follow early development, join in now

    • otherwise this game is not ready for you, do not spend your money now

  • DO NOT BUY THIS GAME IF YOU EXPECT: PURE ARCADE, OR PURE SIM

    • this is an experiment to bridge precise digital trick triggering (arcade style) in a world of realistic dimensions (sim style)

    • blockbuster arcade style skateboarding games already exist, so do premier sim style skateboarding games

    • this game is looking for the middle ground, realistic dimensions but instant trick triggering, while still allowing some over-the-top fun like grinding powerlines and wallriding buildings

IF THE ABOVE INTERESTS YOU, THEN CARRY ON. OTHERWISE, THIS GAME IS PROBABLY NOT FOR YOU AND YOU SHOULD NOT SPEND MONEY ON IT. THANK YOU FOR LOOKING.

THIS GAME IS NOT ON EARLY ACCESS TO MISSLEAD OR RIP ANYONE OFF. THIS IS A PASSION PROJECT SHARING EARLY DEVELOPMENT OPENLY. IT IS CURRENTLY IN PRE-ALPHA.

WHAT IS THIS GAME:

  • THIRD PERSON SANDBOX FOCUSED ON ACTION SPORTS

    • primarily skateboarding but other modes will come (bmx, mtb, ski, snowboard, speedfly)

    • basic off board walking controls, with extended controls to come (climb, shimmy, wallrun, melee combat)

    • freeskate with basic challenges, story with mission progression through levels

    • mod support so people can create their own content (levels, characters, challenges, missions, stories)

WHAT IS CURRENTLY PLAYABLE:

  • CORE GAMEPLAY MECHANICS

    • Character

      • first pass blockout character with separated static mesh components for future player customization

      • first pass blockout animation poses for all actions and tricks

    • Skateboard

      • first pass blockout skateboard with separated static mesh components for future player customization

    • Offboard 3rd person controller

      • walk, run, jump, double jump, climb

      • caveman into fliptrick, grab trick, manual, grind, or slide

    • Onboard 3rd person controller

      • supports player selected default stance and recognizes switch

      • skate, crouch, ollie, spin

      • manual and nose manual with balance meter

      • 8 fliptricks triggered with d-pad & button

      • 8 grinds/slides (frontside & backside) triggered with d-pad & button, with balance meter

      • boardslides and lipslides triggered by landing on rail sideways and button, with balance meter

      • Natas spins, 3 variations for middle of board and nose & tail

      • 8 grab tricks triggered with d-pad & button

      • wallrides (frontside & backside) triggered by landing on wall with button

      • slappies and wallies into wallrides from ground with button

      • wallplants to jump off walls and change direction (frontside & backside)

      • reverts to switch stance or scuff speed (frontside & backside + manual / nose manual support)

      • powerslides for style (hold both revert direction buttons mid revert, frontside & backside + manual / nose manual support)

    • Scoring

      • complete combo tracking

      • complete trick detection and scoring with score degradation for repeat tricks within combo

      • complete rail monitoring during combo for balance degradation for repeat rails and balance healing for fresh rails within combo

      • per level session and all time high combo and high bail score tracking

    • Levels

      • there are 4 work in progress development levels meant to support testing for all the gameplay mechanics

      • a tight skatepark by a beach, a slower more open skatepark on a rooftop, a mellow plaza spot under trees, and a downhill city level

      • there is also a gap test level for developing and testing the gap systems, it's included just for something extra to skate

    • Time of Day & Weather

      • each level supports 4 different times of the day for different lighting and feel

      • each level also supports 4 different types of weather for different environment set dressing and feel

    • Gaps

      • complete gap system supporting detection for air, air tricks, manuals, grinds, slides, running, and wallrides

    • Freeskate Challenges

      • player configurable challenge activation from the pause menu

      • optional timer, and optional challenges: high score, high combo, collect skateboard parts, collect skulls from risky spots, smash 5 billboards, find and grind our mascot cheapass

      • all challenges supported in beach skatepark level

      • high score, high combo, and smash billboards available in all levels (except gap test, which just supports high score and high combo)

    • Multiplayer

      • host or join a game with a host code (peer to peer, no account needed), skate with friends (no gameplay modes yet, but high scores and high bails get notified to everyone in the lobby while everyone is skating so you have some context at least for now)

WHAT IS CURRENTLY MODABLE:

  • LEVELS

    • there is a complete modding pipeline so anyone can import any geometry into Godot, add any gap triggers, surface tags, and rail splines, and export to a format the game will read by just putting your level in the game's "Levels" folder

    • visit our discord for details on where the public Godot modding tool is available and for information how to use it and join the community, when in doubt just ask us

WHAT IS CURRENTLY IN DEVELOPMENT FOR UPCOMING UPDATES:

  • CORE GAMEPLAY MECHANICS

    • vert air (quarter pipes, bowls, half pipes, etc)

  • CORE GAMEPLAY SYSTEMS

    • photo challenges (trick spots delivered by NPC)

    • multiplayer support for host to activate challenges for everyone

WHAT IS ON THE ROADMAP FOR FUTURE DEVELOPMENT:

  • CORE GAMEPLAY SYSTEMS

    • objectives delivered by NPCs, basic conversation trees

    • story based mission style challenges with cutscenes

    • level interactions that change skateable level geometry

    • character customization (hair, clothing, accessories)

    • skateboard customization (component coloring and texturing)

    • progression system through objectives and levels

    • mod support for custom characters, missions, and progressions

    • Steam Workshop support so people can sell their mods

Game updates happen frequently, so things change quickly. There have been over 50 updates since Early Access began. Again, thanks for looking.

NO GENERATIVE AI WAS USED TO CREATE THIS GAME BECAUSE WE HATE THAT CRAP

Initial Release