JustPaste.it

The perfect skeleton for a skateboard video game!

The right stick pops and flicks all your tricks, by itself as it does in EA Skate!

 

Though it happens in a more sophisticated/individuated way, that takes into account the exact movement of your flick!

 

And a little flick just down does a little hop where the tuck leaves the ground but the tail doesn't!

 

And a little flick just up does a little popless nollie!

 

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And this stick also determines where you place your hand for grabs, when you choose a hand by holding either of the index finger buttons!

 

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The triggers control your rotations, for 180s, 360s, ect! (with your speed determined by how hard you squeeze)

 

And also let's you revert around, and powerslide, kickturn, rock and roll!

 

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And (this is the Next Level part!) the left stick gives you precise and consistent control over your body weight at all times!

 

So when rolling you have control over your lean on the frontside/backside axis as you normally do, and you now also have total control over how far forward or back you are leaning!

 

And you use this new forward/backwards lean properly to ride properly! (regardless of how far out are leaning you won't lift your wheels off the ground unless you press a button for that)

 

When going up and over a large hump (assuming you want to go as fast as possible) you should to lean back with it to float up it the lightest, then smoothly relax as you gradually go over the top, and then lean back down into it to be the heaviest, before gradually relaxing again as it flattens out!

 

How far you should pull the stick back is directly related to the angel of the terrain! so if you're going up a 22.5° angle you should be pulling the stick back 1/4, and if you're going up a 45° degree angle you should be pulling back half way, and if you're riding up the vertical part of a vert ramp you should be leaning back all the way!

 

It's a very intuitive system!

 

So when carving, you pull back up the with ramp while leaning either frontside or backside, and then as you gradually become perpendicular to the coping you gradually push your weight on the nose tail axis back into the centre, and then gradually onto the nose as you carve back in, easing back into the centre as you roll it out!

 

And you can cruise around corners smoothly too, by leaning back with the inside ones and fowards with the outside ones!

 

And you can stand up on the wall as you carve into it, to ride across it horizontaly for a bit, by transfering and holding your weight on the fs/bs axis over to the other side at the right time!

 

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And with a tap of a button while leaning back, your front wheels will be lifted (relative to how much you're leaning) for a moment, to get you over cracks and up steep angles! 

 

Or you can lean forward and lift the back up for a fancy way of rolling into a steep bank!

 

And you can sidewalk surf around on the flat too by moving your stick something like this!

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And when in the air you can tweak your board in the same way!

 

If you push it up you put more pressure on the nose, if you pull back you put more pressure on the tail!

 

You can even make the board fully vertical if you push it all the way!

 

(for skating a vert ramp, or whatever)

 

Stick pushed fully up = nose fully pointed down

Stick centred = board flat

Half pushed down = tail at 45°

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To land as smoothly as possible back on the terrain, you want to align the angle of your board as close to the angle of what you are about to land on as best you can!

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And certain tricks just look cooler when tweaked forward!

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To land in a bank like this you gotta lean alot, but not too much! (then to make it off the bank into the ground you lean back and the press the button to lift the wheels off the ground)

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Sometimes a perfectly clean landing just isn't possible!

 

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To do the highest nose slide you gotta crouch all the way down, pop as vertically as possible, and then lean foward just a bit, to tap your nose onto the ledge, and then immediately lean all the way onto the nose to hopefuly stand up on it, and do a nice slide!

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And you can slam your tail down into blunts like this!

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Or if you grab the nose you can slide along the ground like this!

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And if it's not too high, you can pop just before you hit a vertical object while leaning right back/up to wallie/polejam up/over them!

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Manuals are done by intentionally lining up so that 2 wheels are going to hit first while holding the "wheels off ground" button!  (at which point the balancing beings which I'll describe latter)

 

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And while in the air you can also lean backside pulling the board infront of you, or frontside pushing the board behind you!

 

(again, pushing it fully will make the board 90° on this axis, pushing it half way will make the board 45°, and everything in between!

 

and if you want to roll straight when you land, you need to properly align this angel of the side of your board with the terrain)

 

Poping straight onto wallrides!

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Here's an ollie out of a wallride around a bit of an outside corner!

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Onto a tree!images20250813t120223312.jpeg

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And you can use this to get into grinds on the side of things that are too high for you to get on top of!

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And you can do proper feebles on ledges!

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and that's how you should do them down rails too if you want to be cool!

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And you gotta line up your angle for your slides properly!

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Up the rail!

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And you could also use this stuff just for style, pulling/pushing you board to either side, and then letting it flatten back out before you hit the ground!

 

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And back on the ground, you can also use the button to lift your wheels to lift these side wheels with your fs/be lean (fs lean that lifts toes up, bs lean lifts heels), to slappy grind a curb!

 

And you can lean back as you carve in and press the button to carve onto a wall!

 

Or you can approach the wall at a straight diagonal angle and use the quick flick back of the right stick (the hop) to give you a brief moment to position your deck to hop onto the wall with your weight more on top of it!

 

Here's a few examples of nice wallrides!

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Once locked into a grind, slide, or manual, the balancing begins! 

 

...Imagine you're playing THPS and you lock into a fs 5-0 on a rail, and then the balance part starts, only the meter doesn't appear, you read it all in the animations. And it's a much more complicated system, which means that because you locked in leaning really far back your balance begins close to the bottom of "the meter", so you should maybe lean foward bit to begin with so you don't slip out. you certainly can't grind the upcoming down part of the rail like that! (pushing all the way forward makes you go into 50-50). And there is also another meter controlling your weight on the fs/bs axis, which you need to be balance while grinding. but which, as you want to pop over the other side of the rail, you also have to purposfuly lean over to that side before you pop off!

 

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When skating up a bank or quater pipe you can intentionally lean more forward to slow yourself down!

 

And if you ollie at the top of a quarter that you normally wouldn't fly out of (at least not with your current speed), while leaning forward you'll fly out of it!

 

And poping from further down a ramp with the right amount of speed/lean will aim you at the coping for stalls and grinds!

 

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...and while I wanted to give the player total control of everything, airing around corners in pools are such happens automatically, relative to your direction and speed! (as it does in EA Skate))

 

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Grabs can be tweaked also! (as far as the body will allow)

 

And the player needers to have total control over the push speed!

 

And the highest pop should require like 3 seconds to wind up! (with a full spectrum of height in between that and the quickest "up curb" flick)

 

And crouching should probably be used for absorbing large impact too.

 

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It'd be nice if it could have all the fancy dynamic animations too! (there's no skateboarding in this following video)

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And when it comes to the fine tuning of things, I'd like gravity to feel as close to real life as possible!

 

And then, if there's somebody who could do a trick (even just a single person), in a world without consequences, then the player should be abel to do it too! 

 

So you should be able to push like Westgate, pop like Brophy, take impact like Jaws, do super vertical blunts, and somehow land that super steep bank stuff like Dollin, and do a super kickflip that spins 5 times like I'm sure Jeff could do if he didn't have to worry about injuries!

 

https://youtube.com/watch/3bNjLwkkqa8?si=Ott1OmlHJUZcuEXK

 

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(This framework is property of the public domain. Go and make it!)