Post by Enigma on Feb 17, 2017 23:31:06 GMT -5
"We drew inspiration from other games and media. The trailing lights effects in Akira gave us the idea to include light trails when you used turbos. We had arcing electricity effects to show the bike was suffering damage.
We had story lines and victory cinematics for each of the riders like they have in Tekken or Street Fighter. I wanted to give the player a reason to play as each character. This would give the game some replay value. Also, each character had a personality, which gamers would hopefully identify with and adopt. (I still haven’t really seen this in a race game…Maybe Mario Kart.)
Besides barrel rolls and forward/back flips like they have in JM 1, 2 and 3, each of the riders had a signature move and each of the riders could also do conventional freestyle motocross tricks like can-cans and heel clickers. You could even combine them and do a can-can barrel roll if you wanted… Special areas with long air-times were added in the levels to do tricks. Tricks added to your turbo meter.
Lastly, we devised several game play features that weren’t in any of the previous JM’s. Slingshot grapples, trampolines and teleporters were just a few of the types of features we added to the game."
-Christopher Tritt
Damn, this all sounds like it was already implemented into the game... I know that we supposedly got the latest build of the game, but I can't help but think that there's a way more finished build out there... There's also that post coming from Andy Jarros, the game's primary game designer which states "our 90% finished game was put on permanent hold.", yet our version seems to be a late alpha or a very early beta build.
ajjaros.info/JM4/JM%201.htm
We had story lines and victory cinematics for each of the riders like they have in Tekken or Street Fighter. I wanted to give the player a reason to play as each character. This would give the game some replay value. Also, each character had a personality, which gamers would hopefully identify with and adopt. (I still haven’t really seen this in a race game…Maybe Mario Kart.)
Besides barrel rolls and forward/back flips like they have in JM 1, 2 and 3, each of the riders had a signature move and each of the riders could also do conventional freestyle motocross tricks like can-cans and heel clickers. You could even combine them and do a can-can barrel roll if you wanted… Special areas with long air-times were added in the levels to do tricks. Tricks added to your turbo meter.
Lastly, we devised several game play features that weren’t in any of the previous JM’s. Slingshot grapples, trampolines and teleporters were just a few of the types of features we added to the game."
-Christopher Tritt
Damn, this all sounds like it was already implemented into the game... I know that we supposedly got the latest build of the game, but I can't help but think that there's a way more finished build out there... There's also that post coming from Andy Jarros, the game's primary game designer which states "our 90% finished game was put on permanent hold.", yet our version seems to be a late alpha or a very early beta build.
ajjaros.info/JM4/JM%201.htm