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Zenjoi's avatar
Zenjoi
Seasoned Adventurer
4 days ago

Gameplay Feedback: Footplant Nitpicks and Suggestions

I attached a video that explains some of what I've written but raised some other things I wish footplants would have (or not have) - I summarize the video in the nitpicks section.

I've noticed the footplant update this season is mostly just making the character stop their motion for a fraction of a second then continue moving after the foot leaves the ground. With medium-fast speed air footplants, this looks jarring. I would prefer that the leg would follow the ground coming up to the point of ground-contact then jump past the point of ground-contact -- without it affecting how footplants look if done at a slow speed. 

*It's very important it doesnt affect slow or stationary air footplants because that's the speed where some footplants are used (ramp apexes, onto coping) - if my character did a big kick motion backward while I'm just doing a stationary footplant that wouldn't look good. Aside the jump speed, the current air footplants look good stationary, Just not while moving at a moderate speed. and even then at a slow speed I would like if there was a more elaborate leap motion or tweak, or anything cool.

Basically the jump animation when the foot is on the ground should be elongated and should kick out depending on the direction of travel.

here's a drawing with exaggeration to make my point:


The game currently has the leg below the knee move forward a bit before the footplant, which I think helps - but the jump animation is vertical regardless of speed and direction. If moving and facing forward, the leap of the leg should happen behind the character a bit. if this was how the animation system worked you probably wouldn't need to have the entire character stop their motion as hard to fix the feet sliding.

I implied it already but It would be nice if the leg can move side to side (or in reverse) so you can do the footplant mid-spin without the leg kicking in the wrong direction.




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Footplant nitpicks summary:
I attached a video that explains mostly what I've just written but raised some other things I wish footplants would have (or not have) - I summarize and elaborate on it more below.

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1 - Footplant Height (air and ground)

There's no height control of the footplant, it's this very fixed strange unnatural arc that jumps up sharply not matching the momentum of the footplant jump animation.

A solution to this is reverting the change of making footplants higher - or adjusting the animation. 
Additionally it would be cool to have a feature that adds a short hop & high jump for footplants. Much like how a platformer game works or like Super Smash Bros. Where the input behavior is basically releasing the button before the jump force is initiated =  a short hop. if you hold the button past that point it will do a normal jump.
If you actually elongate the jump animation of the footplant you can probably add an additional option between where tapping it is a very precise input (window of a dozen frames), between that and moment of the jump is the medium option, and holding the button past the point of where the jump starts is the high jump option.

Short Button Tap / Very-Early Button Release = Ground: short hop. Air:  kick a wall or run with the ground one-foot briefly before putting your foot on the board
Medium Button Press / Early Button Release =  Ground: normal footplant height. Air: normal behavior, normal kick away from a wall
Long button hold / Late or No Button Release =  Ground: exaggerated animation and height. Air: holding the footplant pose for a while before leaping if done at slow speed. If already going fast speed normal behavior + extra jump height.

The reason I specify "button release" is because footplants most of the time are held in one-foot position somewhat before ground contact, we already are holding the button it feels like, so it's the release timing during the start up of the footplant animation that actually determines the jump height

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2 - Footplant (air and ground) Spin Flow:
Ground/Air Footplants only allow you to spin after the foot leaves the ground, IRL you can tweak the board and even spin your body in the direction somewhat mid-leap. It looks better not because it's "realistic" but it's because the current way of spinning from a boneless is very canned - it's not a smooth transition.

A solution is perhaps just adding a slight rotation if already holding LS with the footplant, or having a slight unique animation for it, where its largely the foot, head, and skateboard angle being adjusted to face the direction of the spin.

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3 - Footplant (air and ground) Trick Flow:
Ground/Air Footplants don't allow you to do fingerflips or tweaks until the foot is on, and even then it takes a while after the foot is on for the trick animation to kick in.

A solution is IDK, but for grab tweaks maybe you can blend animations half way into a pose until you are "truly" in the air state then you finish the tweak. 
For finger flips it might require new animations, but it would be interesting if you can experiment with the leg animations being independent of the finger flip and seeing how that would look off of bonelesses. but this seems like multiple animations playing at once blending into each other which might be black magic.


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4 - Footplant (air and ground) Jump Speed:
My issue is specifically the part where the foot is on the ground - it's massively shortened in-game. An IRL vid I compared it to (which has comparable air time to the in-game version) show that the foot stays on the ground longer and the leg takes longer to extend off the ground.

this one is more subjective but my best argument is that it makes the footplant seem anticlimactic or unceremonious  - like it's this quick derpy thing that happens.. skate 2 and skate 3 did a better job at the jump animation length, and I think it really adds to the force of the jump without needing to make it literally bigger.

Making the speed slower at that part of the animation plus having the leg follow the ground somewhat would make the footplant feel more lively than the stiff leg animation having pogo physics.

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5 - Unrelated Nitpick - Making the Legs Extend More on Landings for All Tricks:
My friend made the argument that not extending the legs down and just falling with your butt already at your board is somehow steezy but I think it looks very uncomfortable. Part of why you extend your legs on a landing is to create room to soften the landing. Skate 1-3 had this effect, and it made landings look heavy and full of inertia - because usually the skater compresses their legs immediately after. New skate has this but it's not as pronounced and sometimes it never does it.

I'm unsure if this fits the style of the skater(s) mocapped for the game, but it might be worth investigating or experimenting having the legs stomp stuff, maybe only on certain drops or transition.

I suggest it can be introduced as an animation update or a feature if styles come back.


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weird small behavior I noticed after writing all this:
Last season it was probably reported as a glitch but I finally noticed this season you can't gain speed from a fastplant/boneless from 0 speed anymore. ALTHOUGH when you have a tiny amount of speed and do a boneless you can hold forward to gain speed - it just doesn't work when completely stationary - which is odd. your foot is literally touching the ground you should be able to go wherever IMO, and IRL you always move slightly to the frontside when doing a boneless stationary. Anyway I never grab or boneless at 0 speed,  it is a niche situation. But the option to go in a direction should work for stationary ground footplants, it seems odd it doesn't do anything when you hold LS on a completely stationary fastplant or boneless.

3 Replies

  • CinderSpeeds's avatar
    CinderSpeeds
    Seasoned Hotshot
    4 days ago

    100% agree with all of this and thank you for pointing this out in such detail, I was just about to make a post about this but I'll just piggy back off of you.

     I use to love incorporating footplants with my edits but ever since the "improved" footplant update in S4 I can no longer do them because they look so bad! for the reasons this post pointed out.  The combination of the pause when the foot makes contact with the surface, the massive upward and forward leap that happens well after the animation of the leg extending all combines into a very jarring & ugly looking animation.    

    Attached are two videos comparing the footplant from S3 to the current footplant and as you'll see the results are staggering by contrast.  

     

     

  • Awicb's avatar
    Awicb
    Seasoned Veteran
    3 days ago

    One of the best posts I've seen on the Skate forums. This is just jam packed with detail and I am in total agreement with you. I was excited particularly with section four, because the idea of combining footplants with fingerflips is so sick. 

    My personal gripe with the footplants as they are right now, is that they've made it so that the 2-button grabs like Judo, Frigid etc are really hard to exit without doing their footplant equivalent. 

  • Zenjoi's avatar
    Zenjoi
    Seasoned Adventurer
    1 day ago

    The old ones are definitely better. I will say though the previous footplants were harder to use but you could get what you want out of them. The new footplants are easier to use plus more consistent but that means you get less out of them unless you get lucky -- you're stuck with the jump arc they almost arbitrarily set as "the best" for everyone, but it ends up being in a frustrating spot. I'm leaning so hard to them reverting the footplant height change -- that change made footplants less their own thing and it just became the boned ollie wearing a different skin. I think footplants are less high than ollies IRL, but you can tweak them to make them look higher than ollies.

    Again I suggest they add the ability to adjust its height with a tap or hold button presses like a platformer game

    because the first video you showed is a good example of the "running footplant" idea -- I said earlier tapping the button can be a wall kick or run against the ground/surface

    Heres a gif of Louie Barletta doing a  "running footplant".

    And after seeing your clips I think the footplants would still look too high even if they added more leg compression or run into the animation -- but IDK 

    Basically they need to experiment with footplants adapting to speed and having the foot longer on the ground for a higher jump to make sense (not by stopping the character, instead by having the foot follow the ground), plus a way to control jump height.. and maybe lower the jump anyway XD