As some of you know, I've been working away on the open world map for Scoot. However, as I've been doing that, I've been making a lot of fixes and improvements along the way. I figured you guys would love to get these changes. So, here's what's new in this June 2024 update!
Over Grinds
A long awaited feature has finally made it's way into Scoot! You can now perform over grinds by holding the corresponding trigger as you hop. For example, if the rail is on your right side, you'll hold RT as you hop to land on the other side of the rail. This really opens up a lot of techy type lines.
Off-Scooter Movement
A lot of improvements have been made to off-scooter movement. First of all, there's a brand new walk and sprint animation. These animations look much more natrual than before, especially with the improved foot IK too! There used to be a lot of jank with the feet while running around, but all that has been cleaned up now.
Pumping
Pumping has had a complete overhaul in this update. If you've been a long-time player, you'll have noticed that pumping is a feature that seems to constantly be changing. Not anymore though! Pumping up and pumping down has now been split into 2 inputs. Hold the left stick down to pump down, and push it up to pump up. Fairly simple really. Personally, I love this change and hope you lot will like it too. The physics of the pump itself has also been improved to feel more like you gain speed throughout the pump instead of just at the end.
Bug Fixes
So, there were quite a few fixes this update, so I'm just going to go ahead and list some: • Fixed Rider cosmetics not saving • Fixed being slowed down when hopping at certain things • Fixed not being able to land in a rail ride from a grind • Fixed losing speed when not hopping off of a ledge • Fixed transitions sending you slightly sideways • Fixed power slides causing you to weirdly rotate • Fixed being able to continuously run into walls • Fixed issues in the Tutorial • Fixed everyone being the same skin tone in multiplayer
I believe that's everything for now! I hope you guys feel like the game is improving and are liking those improvements too. Keep up-to-date with Scoot's socials so that you can see progress on the open world and other things coming to Scoot 1.0.
Thanks for reading, Matt
Polish and Refinements - March 2024 Update
Hey, everyone!
So, I know I said in the last post that updates will be slowing down, but I've been working on some improvements and thought there's absolutely no way I can't put these out for you guys. So here's the March 2024 update!
Fluid Riding and Foot Placement
Riding is no longer as jumpy or snappy as it was before. Simply riding around looks and feels so much smoother. The rider's leaning is no longer based on the player's input, but instead the angle of the wheel. Giving a much more realistic look.
Another huge improvement, that player's have been asking a long time for, is the foot placement. I've moved the rider's feet so that the ball of their foot is closer to the centre of the deck. I wish I had done this sooner because I love how lines look with this change.
Fisheye
Another sought after feature! I've noticed that a lot of players have been using a tool called ReShade in order to give their replay clips a fisheye effect. I figured I'd save you all the trouble and just add it in into the base game. You can toggle fisheye by simply clicking the left stick while in the replay editor. I'm really looking forward to seeing how creative you all get with this new effect, I've been so impressed lately as is!
Mini Hop
I'd had a couple complaints about hops being too high when hoping out of manauls. So, Scoot now has a mini hop mechanic! Simply press the right stick instead of doing the flick motion, and you'll do a quick little mini hop. My testers have already shown me some crazy clips with this mechanic so I can't wait for all of you to have it. And it's still high enough that you're able to 180; making getting out of a fakie really stylish!
Grinds
Grinds have got some love too! There is now a new balancing animation for 50-50s, smiths, and feebles. Speaking of smiths, and feebles, players have often complained that it's hard to tell when they're doing these grinds as they're too subtle. Therefore, they've been updated to look a little more exaggerated.
Sliders
Last but not least, Sliders have been updated to work while riding forwards! You no longer have to be in fakie in order to perform a slider. Again, heavily requested.
That's all for now! I hope you guys like all these changes. It's time for me to get back to working towards Scoot 1.0.
- Matt
February 2024 Update
Hey, everyone!
Scoot's latest update just dropped! Here's some of the new features;
Physics Improvements
Scoot has received a few physics tweaks in order to make gameplay feel much more grounded and realistic while also allowing for that fun arcadey play-style. The scooter itself feels heavier, and will no longer roll forever. Grinds have more friction in them, so you'll have to make sure you have enough speed to make it along that whole rail!
The pumping mechanic has also received some more refinements. The first major difference is that the input to pump has moved from the right stick, over to the left stick. Allowing players more precision in their pumps. You're now also able to pump on flat ground! This is a great new way to either carry, or gain speed without pushing.
Rider Cosmetics
Rider cosmetics have had a new facelift! Clothing will now deform itself over other items of clothing to help them from clipping together. This also allows for you to now wear hats with any hair style. Speaking of hair, it's now dynamic! Hair has been given a brand new position-based movement system that allows it to blow behind your rider as you perform your tricks, giving more realism to the look of your clips.
There's many many more new fixes, improvements, and additions! You can check them all out in our discord here.
Hope you all enjoy the update! - Matt
Fall 2023 Update Patch
Hey, everyone!
So happy to see you all enjoying the latest update! It's so cool to see and those clips that players have been sharing in the dicord are so smooooooth!
This is just a small patch fixing some of the bugs that players encountered. Here's a list of all the changes/fixes:
Fixed wooden fence having metal grind sound
Fixed grass being on beach in beach section of JJI
Fixed camera teleporting in replay editor
Rotation playback should be smoother in replay editor
Fixed camera rotation not update when navigating through keyframes
Fixed tilt not updating properly
Cheers, Matt
FALL 2023 UPDATE!
Hello, all!
Oh boy has it been a while! Finally, I'm happy to bring you guys the Fall 2023 Update! Bringing a new Replay Editor and a complete overhaul of Jumbo Jump Island.
New Replay Editor
The Replay Editor has been completely revamped from near enough the ground-up. Introducing new features such as more camera control, different keyframe options, and saving/loading replays.
Completely control the playback speed of your replays with the new timescale keyframes. Simply place the keyframe, select the timescale, and play! Speed things up, or slow things down. This allows you to add more flair to your clips. Especially if you use the new FOV keyframes too! Zoom in to see the technical movement in your rider, or zoom out to get a slight fisheye effect.
Finally, for the first time in Scoot, you can save your replays. Whether you want to keep a reaply for later, or absolutely love the edit you've put together. Replays can be saved and loaded in any map. Even modded ones!
Jumbo Jump Island
The rider's dream has had a new coat of paint, and more! Jumbo Jump Island has been mostly overhauled in this update. Bringing more colour, themed sections, and my personal favourite, the new woods trail. There's so much to do in this new version of the beloved map (maybe some secrets too ;) ).
A sewage pipe has leaked into the park and flooded the bowls! The slime section of the park is a big gooey mess filled with huge bowls and transitions. Perhaps you'd prefer to chill at the beach? Well with the new beach section you can! Shred the sandy themed bowls with a great view of the ocean.
A lot of love has gone into this update and I hope you guys find yourself loving it too. Don't forget to share your clips using the new replay features in the discord!
Cheers, Matt
JULY UPDATE!
Hey, everyone!
Today I'm bringing you Scoot's July Update! This update isn't as big as previous ones, but it definitely comes with some great new features.
New Additions!
There have been a plethra of new small, yet very impactful additions in this update. Audio has finally been added to the in-game replay editor! This has been requested since day one and I can't wait to see player's clips the way they're supposed to be seen. Manny pivots are quite the game changer to street riders who want to add that extra bit of flow into their lines. Tweak your landings by using the right stick to add flair and style into your lines. Some other key new features include a brand new pause menu, updates to trick animations, airing out of quarters allowing for players to flip out of bowls, and a "Recent Colours" option when customisation your player.
One of my favourite improvements in this update is the improved wrist movement. It sounds a little weird, I know. But now, the rider's wrists will dynamically move as they crouch. This allows the rider's movement to look a lot more fluid as their hands aren't always stuck in the same position. A small addition that makes quite the difference!
Fixes and Improvements!
A large issue that has consisted throughout Scoot's life is the speed you carry when grinding up-rails. Well, that's been fixed! If you hit an up-rail just right, you can grind alllll the way up! Braking has seen an entire overhaul in this update! The old system was a bit buggy and would cause you to slide around a bit. Now, it works as intended as the system has been completely re-written. Some changes have been made to improve the online experience for players too. I've noticed that players have been modding their names and player save files. This wasn't really a problem until it started to get a little inappropriate. So, those modifications have been patched.
I hope you guys enjoy this update! As always you can view the full changelog in Scoot's discord.
Cheers, Matt
MULTIPLAYER UPDATE
Hey, everyone!
Today I'm bringing you one of the most requested updates ever. And I mean ever. I don't think there has been a single feature requested more so than multiplayer. But that's not all! This update comes with some other exciting features.
Multiplayer
When paused, you will now find an "Online" option has appeared in your pause menu. You can now play with up to 4 other players from around the world. If you don't feel like playing with random players, that's fine! You can also create a private session and have your friends access it by entering your room code that will be displayed in the online menu.
Some things to note; this is Scoot's first iteration of multiplayer. It's possible you may find it a little choppy at times but I plan on continuing to improve multiplayer as time progresses! Also, I know you're wondering, yes you can play modded maps online! However, if your lobby is currently in a modded/custom map, players won't be able to join at random, but instead through the room code.
Flatland Tricks
One of the main things I'm most excited for in this update is the new flatland trick system. You can now perform footjams and fakie sliders in Scoot! You can find how to do them in the controls menu. These new tricks really help you add some serious steeze to your lines and I can't wait to see what you guys do.
Female Rider
Customisation has been extended with the new addition of the female rider option! There are currently about the same amount of options for the female rider as there are for the male rider. But, new cosmetics are likely to be added every update. This is one thing that felt like a much needed feature for Scoot since it's reboot last year. So, I'm really happy to finally include it.
Some other key features include: • Audio settings • Improved some animations • Spin during boardslides/lipslides • Added "Cannon-ball" trick • Improved skidmark system
You can see the complete changelog on Scoot's discord.
Scoot has never been so alive and I can't thank you guys enough! I really hope you enjoy this update and it brings you hours upon hours of fun!
Cheers, Matt
QoL Update - Patch 1
Hey, all!
I hope you've been enjoying the latest update! Today we're bring just a small patch with a couple smaller changes.
The changes are: • New save system for player and scooter cosmetics (This will reset your rider and scooter) • If you're going too slow in a coping grind, it'll automatically cancel • Fixed city hall in new carven for wallrides • Slightly increased push force • Fixed crashing when quitting game
The main one to note here is the first change; a new save system for player and scooter cosmetics. This past update reset everyone's loadout, and some people lost their rare xmas gear that they'd been wearing since Scoot's xmas event back in December. I apologise for this greatly. Hence, I made this change so that issue shouldn't happen again.
Thanks! - Matt
QUALITY OF LIFE UPDATE!
Hey everyone!
After the last update, I decided that I wanted to take the time to make as many fixes and improvements to Scoot as I could to make the game much more enjoyable and fun to play. So, while there may not be much new content this time around, the foundation has now been set to let Scoot grow into the great game it continues to be.
Main Improvements
Naturally, some improvements are a lot more notable than others. So, here's a few that I thougt were worth mentioning:
Flips have a brand new system. To now flip, you must hold the left stick in the direction you want to flip as you hop (Like how you used to charge up a flip in the last update). Doing this will cause the player to automatically perform a single flip. However, if you still hold the left stick in that direction, you'll gain more control and your flip will speed up. You can still spin freely. This change was made to Scoot as it will feel a little more familiar to other games for newer players.
Manuals (and nose manuals) have been greatly improved to not just look realistic, but feel it too. Now when you manual, the player will look like they're genuinly trying to balance and be a little more jolty with his movements. They also now act realistically physically too! You can now manuals off a ledge and not have the nose dip anymore. It'll stay up just the way you would expect it to.
Scoot has been completely rescaled to fit a more realistic scale. This change isn't too noticable to players, but to modded map creators, it makes a big difference.
Bowl physics have been improved upon big time! No more casing outer corners. Scoot now has a brand new casing avoidance system to help the flow of your lines on all transfers. This new system is shown off incredibly in Jumbo Jump Island's bowls.
Great improvements have been made to goofy stance. Goofy now works almost identical to regular. The ghost push issue is now completely gone. And holding/getting on your scooter while in goofy stance now looks just as smooth as it does in regular.
You can view the full changelog in Scoot's discord here.
Dear Modders,
As a modder myself, I understand the value modding has on a game. So, with this update I've opened up the code to the game so that modders can now use Unity Mod Manager to create whatever they desire. I look forward to seeing what the community creates and hope to see it help grow our community to be closer!
Hope you all enjoy this update! - Matt
CHRISTMAS EVENT
Hello, all!
Scoot is having it's first ever event! This Christmas, snow has fallen across New Carven and Jumbo Jump Island. It's time to get out your snow scoot and get some festive clips!
The event includes many new customisation options. BUT, they're only available until the end of the year! So, wear them now while you can!