dxinteractive:

Skategame development: grind mapping ~ This is how I plan the various grind tricks to work. Depending on your rotation when you land, it’ll round off to the nearest 45 degrees (the nearest ‘grindangle’), and if the UP or DOWN key is being held it’ll choose the nose or tail variant (top or bottom row) instead. One or two people might notice that Willy grinds and Losi grinds have been left out, and therefore hurricanes and sugarcanes. This is because who cares.

Also since flips were completed, I’ve made progress with a couple of other components of the game – got a control scheme kind of down, and have made a generalised ‘Keytapper’ thing to help track sequences and combinations of keypresses and keyreleases. How combos are handled by the way you hit the keys can make a massive difference to the feel of the game, so having this Keytapper has made tweaking things so much easier.