Sal flip & Possibility of adding more varied tricks?
This is more so a question + shot in the dark to anyone who has ever done any player control animation related stuff. I want the concept discussion to be more broad in terms of how you could make certain tricks possible, with the current controls and within reasonable input windows - but for now Ima use a Sal flip as an example.
whether or not the example is good or not - IDC its a trick that fuses two features in the game - Board flips and grabs.
The basic question is if something like this can be implemented at all in the game. Given it's more so a grab in middle of a flip trick rather than a finger flip. This has high possibility of input overlap and hence accidentally doing it. Maybe the animation possibly looking jank -- but I hope it can look very polished and smooth as many other tricks do in the skate game.
I'm thinking I prefer Smoother animations, I think having an entire seperate animation for it would be ideal, so all the inputs would be done at the start of a trick rather than in middle of a boardflip (having the input in middle could look jank, in real life skaters kick the board out infront of them a bit, in-game boardflips are always underneath the skater) - but how would it be executed in the game? you can probably smoothly have the skater cancel the start of their boardflip animation and go into the Sal flip animation slightly after the start of the pop -- in fighting video games this is called kara canceling or maybe in general game development: priority input handling via cancelling a lower-priority animation in action.
I think the inputs would probably be tight but I think it would prevent input overlaps since most people dont press grab buttons at the start of flip tricks - being able to grab the board as soon as possible after a flip trick by holding down a trigger mid-way the boardflip is a QOL feature that I don't want to become tedious by an addition of things like sal flips.
Also they already did this with no comply's - if you input ollie late during a mongo push it will cut to a no comply which looks acceptably smooth even though you can kinda see tweening between the animation switching a bit but it's very acceptable IMO - if board flip grabs can be done this way that would be cool. I think Sal flips could use a shove-it input - you input a front hand grab before or during the pop: End result of the inputs is it will cancel a shove it before the board rotates and tween to a sal flip animation
I'm not talking about fingerflips, I'm talking about doing a board flip with the feet and catching it with the hands -- I'd imagine fingerflips will eventually come back to the game, and I hope they can be inputted quickly instead of how clunky it felt in old skate games but that's a different discussion
if a EA, non-EA, or indie/casual dev somehow sees this, does this sound too wack or is it reasonable? this is probably a Jay Balmer question but I'm too scared to email him.
Anyway if anyone has similar trick ideas that combine multiple features like a Sal flip you can suggest them - I want this thread to be that instead of random doomer comment flooding.