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Session: Skate Sim News

crea-ture Developer Blog

Hey Folks,

It’s been a quiet 3 months since we launched Public Update 2, and we’re well aware of it!

Hopefully you’ve noticed the return of Donovan on our Social channels - his sick content isn’t what we’re here to talk about today but there’s no way we can give an update without giving him a shout out. If you aren’t already following @sessiongame on Instagram and Facebook, or @actionofcreate on Twitter, then get on it!

[h2]Introduction[/h2]
My name is Jeffrey Spicer, and I’m the Producer here at crea-ture studios. I was lucky enough to join the studio in October, 2021. The goal of my addition to the team is to ensure we get the game to the finish line, on budget, and at the best quality within the previous constraints. Along with managing the game production come tasks like writing a DevBlog, coordinating with our roster of skaters, and building/working with the best team on the sickest skate game ever…Session: Skate Sim.

I started my career in games as a tester on EA Skate in 2006, and here I am today 16 years later working on Session: Skate Sim. As an avid skater, and passionate developer, joining crea-ture studios was a no brainer. With this context in place, we can now get into the Session DevBlog!

[h2]Last Update[/h2]
The last DevBlog update was with the drop of Public Update 2, and we had some pretty big changes to share on the gameplay front. We started to tease the transition gameplay feature, with an early implementation into the “pumping” mechanic. This additional plane of skateboard to world interaction presented a wealth of opportunities. Leg work, and improved torso and trunk separation, also improved the feel and flow of rotations. Overall we felt there was a marked improvement to the core gameplay experience - skating.

Each of these additions to the core skate experience was a reminder of the awesome mechanics and solid skate foundation we have in Session, but they also reminded us of the growing need for consistency in our gameplay and feedback!

Skating is an art with fine margins, and the need for force with a touch of grace. Creating an environment to provide the right balance of reality, challenge, and engagement takes a lot of fine tuning… Since the launch of PU2 we have continued to pull together as a team working on our structure and aligning on what work remained to be closed. Asking the critical questions of where did we want to put our time & money? And where could we provide the best experience for the skater?

[h2]Today[/h2]
We have officially hit our Gold Candidate in-house, and we’re looking at the road to V1 launch this Fall. We have a lot we hope to achieve for V1, but also in the days, weeks, and months that follow.

We’ve officially closed our roster of skaters. From local heroes, to some of the biggest names in the industry, we have a variety of skaters for everyone’s fancy. As of today we have only announced ~66% of the roster, so stay tuned to our social channels for more updates!

Session world optimization is in full swing. The streets of New York & Philly are being cleaned up, ledges waxed, and benches adjusted just in time for release. Plus we have everything sorted on the final city destination for launch, we’re keeping tight lipped on these incredible historic spots for sure!

We also have some much anticipated announcements to make regarding your fit and gear! Not everyone wants to wear skinny jeans and we feel you, stay tuned for the Fall drop in the skateshop. We’ve got lots of new brands and some new styles to hit the shelves!

Game testing has picked up in full while we continue to focus on feature polish and community feedback. Beyond the skaters, locations, and gear - is the core skate mechanic. The skate experience and immersion is the best it’s ever been. However we still have some core bugs that have not been addressed. With the impending V1 deadline, the realities of time, money, and quality have led to some tough conversations in the studio.

Included in these conversations were discussions on the team structure and our production plans for closing V1 and moving into post launch. From the early days of the Session prototype, to early access release, and finally Nacon purchasing crea-ture, the team and the project have gone through many phases of growth. We now have a proven product, a clear market audience, and a plan for the future. Therefore the next step is to ensure we have a sustainable structure to support this vision.

[h2]June and Beyond[/h2]
Along with the shift from Early access to V1 launch, and the team’s structural changes, we have made the necessary call to cut the upcoming third and final public update this coming June. As skaters, and gamers, we know what’s expected and we hold ourselves to a high level of quality. The current improvements in the game show great promise, but the need to further improve quality and cement the best skate experience for V1 in the Fall is our priority. We hear the quality concerns, we see the bugs, and we feel for all of you folks on unreleased platforms!

So…we ask that you hold out for a few more months as we put ALL of our energy into V1 & beyond. We will continue to share progress over our social channels as well as monthly dev blogs.

[h2]For all of you out there waiting on the full release date…the time has come. We are ready to leave Early Access behind and blow the doors off of our full launch September 22nd, 2022![/h2]


[h2]Development Updates[/h2]
  • Achievements are loaded and ready to go
  • Ragdoll Slams have been integrated and are lots of fun!
  • Physical Animation rework
  • Our Third and final city for v1 is in game, fully playable, and full of sick spots…
  • Transit System rework with updated bus routes & stations updates
  • Powerslides fully transition through stances & allow the player to transfer weight
  • User Interface overhaul for art & layout
  • All skaters are in 3D production, and big news to come on the community side…
  • The full Skater Journey has been integrated & is in debug - 100%
  • Translation has kicked off!

[h2]DEBUG[/h2]
Did we mention we’re working on bugs?!
  • The addition of bail rules cuts a lot of the on board shenanigans
  • Addition of a safe zone check when pressing “Y” to get on board to avoid buggy on board situations
  • Cleaned Mission Flow
  • Fixed “Physical Anim” noodle arms on Session marker use
  • Performance improvements
  • Controller disconnect bugs
  • Skate shop items locked when completing story missions on Xbox

[h2]Cut from V1[/h2]
The following features have been “cut” from V1 for quality reasons, however they are on the list for our possible post launch production plans:
  • On Foot navigation improvements have been CUT
  • Legacy controls have been CUT
  • Grabs & Vert have been CUT
  • Party Games have been CUT



Peace!
The crea-ture team



The BIG ONE! [Update 2]

[h2]Comments from the Studio[/h2]
The focus for this release is to pull together our outstanding game features and start a concerted effort on improving the overall skate experience as intended for V1 and reducing as much noise as possible. Ensuring our core gameplay is true to the vision of Session!

[h2]The Update Notes[/h2]
Right off the bat you will be presented with an all new front end flow. The first step is a revised “difficulty” setting list, giving you preset configurations for ALL of Session’s settings. From these NEW baselines you can tweak away to find your niche set up for your style!

For the most fun & challenge right off the bat we suggest you go Default…

From there you will be introduced to a reworked player onboarding in the Brooklyn Banks. Once you’re on your board you will feel how we’ve improved the skater and board interaction for flip tricks and grinds leading to a better flow, smoothness, and experience for your sessions!

We could get into details but there’s no fun in that - skating is not about stats, algorithms, and milliseconds, well maybe when making a game… but not when skating. It’s all about the feel and the flow when you’re rolling...

Having said that though, here are some key changes of note:

● Speed & Transitions - This has been a struggle in our early Access and a big focus of our last few milestones - but another grouping of breakthroughs have culminated in some fun skate dynamics. The idea was to help improve the gaining and retention of speed in a realistic manner. You can somewhat consider this a “pump mechanic” for banks and mini ramps… it’s all about foot placement and weight transfer
● We have introduced a “Leg Work” mechanic where we allow for a secondary trigger input on player rotation. This mechanic allows for increased rotation in the lower body, separate from the torso, and adds another dimension to rotations and style.

For those looking for some purpose around your sessions, or even just for a more guided experience, we have introduced missions. Following Donovan on missions around the Big Apple will lead you to all corners of the city in awesome company. In these missions the skaters you meet will introduce you to trick combos and spots that will help your progression and clip stacking!

Finally - whether you’re one of the Session day ones, or relatively new to the community…we hear you - adding more skaters and more content does not improve our core skate systems. Thankfully though we have been able to do both. We also know the more info and communications to you all, the better - we’ve been busy building our relationship with our new marketing and communications partners and are excited to have a solid communications plan rolling forward.

[h2]Additional features from Early Access V0.0.0.28 → V0.0.0.##[/h2]

[h3]Grind Systems:[/h3]
● Grind transitions - Overall smoothing of the various body transitions in the pop-grind-pop out flow when grinding/sliding obstacles
● Pop out orientation - The system for helping pop out near or far side of the obstacle has been overhauled
● No pop rotations - Transitioning out of grinds without popping has been improved - leading to some buttery 270 outs…

[h3]Board Settings Updates: [/h3]

● Wheel Grip
○ This allows you to adjust your wheel hardness and contact patch in one place. This will affect the amount of grip the wheel will have.
○ Default = 50/100
[h3]EXPERIMENTAL Menu Updates: [/h3]

● City Life
○ Our first iteration of pedestrians can be toggled on / off in the experimental city life menu
● Skater Physical Animation
○ Improves the animation and world physics interaction creating a more realistic and flowing character/session. However still in its early days and prone to wonky arm bugs….we play with it on at Crea-ture, but it's up to you, Default = ON
● *New Party Game: Spot Battle
○ Using Steam remote play you and a homie can now do spot battles
○ Selecting your own spot to battle on & setting single or multiple trick lines
○ Ability to define Win and turn conditions

[h3]Custom on-board Camera: [/h3]
● Ability to customize how it follows you while on board
● Full control over horizontal, vertical and pitch ratio
● Automatic camera switch with stance switch

[h3]Replay editor: [/h3]
● New keyframe multiplier for all keyframe types
● Lens Keys (B&W, Sepia, Blue, Green)
● add a filter Black and White, Sepia, Blue or Green
● Camera Shake keys
● Give a filmer a little more bounce to their clip for a hand held feel
● Time Of Day keys
● This allows you to change the time of day in the replay editor itself, including the ability to transition between times of the day
● New easier to use input sliders
● Jump in a Key's input numbers very quickly when changing key sizes, you can get from 0 to 1000 in a blink of an eye

[h3]Filmer mode:[/h3]
● Go into the eyes and controls of your filmer and record your clips using “filmer mode” you can record your clip in real time

[h3]Audio:[/h3]
● Pressing R3 + DPad up/down changes radio stations…if you didn’t know
● Streamer Mode added

[h3]Mission:[/h3]
● Pressing the L3 Button (down on the Left Joystick) will access the “mission log” currently tracked objective
● See Bug workarounds for mission tracking bugs…

[h2]CONTENT[/h2]
[h3]SKATERS:[/h3]
● Antiferg
● Billy Marks
● Manny Santiago
● Mark Appleyard
● Ryan "Beagle" Ewing
● 4 “Create a skater” models

[h3]MAPS:[/h3]
● NYC - D7 (Extension to Chatham tower map)
● NYC - Jerome Banks
● PHL - FDR (Under Development)

[h3]APARTMENT/HUB:[/h3]
● PHL - Apartment

[h3]BRANDS:[/h3]
● Fallen
● Zero
● GrindKing
● Thankyou
● HIJINX Net
● Antilanta
● Roger Skate CO
● No-Comply
● iDabble
● Madrid Skateboards
● Flypaper Griptape
● Autobahn Wheels
● Destructo Trucks
● Satori WHeels
● Schlaudie
● Sml.
● Sugar
● Suck
● New Beginnings Skateboarding
● Bebop Skate Co.

[h2]CUSTOMIZABLE CONTENT:[/h2]

New to PU2 is the ability to show your colours and customize some of your Crea-ture content! Get out there and show your pride. We have kicks to hats that can be customized down from the panels to the eyelets - so whatcha waiting for….more to come for V1

[h3]Art/Lighting/World updates
Passive Environmental realisation: [/h3]
● Airplanes
● Birds
● City debris
● Reactive puddles
[h2]Lighting system:[/h2]
● The lighting system has been further developed to improve atmospheric scattering, general visibility and different moods throughout the day/night cycle
Cloud system:
● The cloud system has improved better volume modulation, light transmission and simulation stages

[h3]General Art Updates:[/h3]
● Reworked cloth shading for all gear
● Reworked board collision which improves grinds and slides on curved and kinked surfaces
● Board wear and tear reworked
● Improved foliage shading

[h2]Side Notes[/h2]
Worth noting in missions as the systems are still WIP:

If you lose “Mission Log” functionality (L3 button) while in game, you will need to return to the apartment.

Your total EXP is tracked in the pause menu on the top left of the screen, however our systems are still WIP.

● Skateshop sponsorship requires 800 EXP
○ The Donovan “Skateshop Meetup” mission will persist in the “mission log” as current quest even if the player has insufficient EXP
○ Player must manually track side missions to gain an additional 150 EXP
● Flow sponsorship requires 2000 EXP
○ Greg the skate shop owner & the “Philly Chill-Lee Jam” will persist as current quest even if the player has insufficient EXP
○ Player must manually track side missions to gain an additional 500 EXP

World / Side missions REQUIRE manual tracking:
If the player interacts with a world character and receives a “Talk to” - text interaction - and nothing else on screen, they must manually track the missions.

To do so, follow these steps:
Access the Pause Menu → Skater Logs → Missions
Cycle through the Mission Log until you find the mission with the first mission log box is already ticked. Press “X” to TRACK

Missions can be performed with ALL of your created skaters, simply head to No Comply NYC to kick it off…but your wallet & inventory IS shared between these skaters though!

[h3]BUG Workarounds:[/h3]
Physical Animation - We have experienced varied animation glitches on consoles when running the game on its internal *“Performance Mode”. If encountered, disabling Physical ANimation in the Experimental settings will resolve the issue.

*(Pause → Video → Graphic Settings → Performance MODE only)

Create A Skater - Name input moves to mouse/keyboard WITHOUT prompt - Enter your name and press the ENTER key to return to controller functionality.

Changing “Video Quality Presets” requires a title reboot for the changes to apply.

Wacky Wavy arm flailing inflatable tube man - Press the “Y” button to Off/OnBoard
Weird physics - Press the “Y” button to Off/OnBoard

Community Clip Contest Winners Trailer!

CONGRATS TO THE WINNERS!

We've stitched together some of the coolest clips from the community contest. Big shout out to everyone the entered, we had so many videos and would love the include you all! The winners walk away with some rad gift vouchers for the No-Comply skate shop in Texas.

[previewyoutube][/previewyoutube]

Things are moving along nicely for our February update, and we will have some news for you on that within 2 weeks!

Statement Regarding Pricing and Banners

Last Friday, on our Session Steam page some banners were changed to say, 'Last chance to purchase at this price'. This was published by error, this is not the right message we wanted to share. We're committed to offer Session at a competitive reduced price during its development, as is normal with Early Access games. As stated in our Early Access FAQ it is planned to increase the price gradually with each update, finally releasing at full price.

Our FEBRUARY update is due to drop in about a week, and it's our biggest update ever with loads of new content:
A new area in NYC and in Philadephia
5 new skaters
4 new characters to customize
Skating experience overhaul
New brands
Less bugs...
And more !

Hence, the price for new players will be different (24.99$)
So please come along and try (or retry) the game and let our skating do the talking.

February Update and 2022 Roadmap

Hey everyone, welcome to 2022, and to an exciting year for Session.

This is the year for Session, and we're happy to announce that the game will release in version 1.0.0.0 this Autumn. We've been on an exciting journey with you all which has nearly reached the end. Since August last year, and our acquisition by Publisher Nacon things have been hectic. With the changeover, new personnel, and the terribly crap situation in the world we have been a little slow on our comms.

Today we're happy to share with you our (pretty) solid Early Access roadmap - leading all the way up to launch in the Autumn.


*As accurate as we can be, but subject to change

[h3]WHAT'S NEXT + JUNE UPDATE[/h3]
In short, between now and the Autumn release we will only have TWO updates - we know that sounds like a small amount, but the team is still working really hard. We want to provide comprehensive exciting content without including it in our current release code (thus potentially being read). This task is a little tricky, therefore the reason to have two large updates rather than lots of small ones is to give you the chance to actually see and feel real changes in the game.
You can expect our next official announcement to be in February, showing off our penultimate update. After that (follow the map) we let you know the status of the JUNE update around May. In a similar post to this one.

Things are going to be popping off big time, and we are happy to have you on the journey with us.

Here's to Skateboarding, Session, and a 2022 release! Peace out!