6w ago - Roll7 Director Tom Hegarty shared a video explaining the Career Mode in OlliOlli on PlayStation Vita below today.
To quote: Hello! It was back in June that we last posted here. At that point we were about to embark on our first E3 trip with a very early build of the game.
Needless to say a lot has changed since then! Player physics have been tweaked, we've redesigned a ton of grindable assets and we've also settled on the final modes of the game (there are four in total!).
In this post we want to concentrate on the most important game mode, Career, as it helps you unlock both Spots Mode and Rad Mode as well as preparing you for the do-or-die, risk it all, Daily Grind.
In Career you are confronted with the task of completing 50 Levels split across five stages: Urban, Junkyard, Port, Base and Neon, with 10 levels per Stage. The levels are split into 'Amateur' and 'Pro' to help the player skill-up as they progress. The Amateur levels follow a linear path - complete Urban 1 to unlock Urban 2, Complete Urban 5 to Unlock Junkyard 1.
However, merely completing a level is least of your worries! Each level has five challenges, two of which are always score challenges, one based on overall score...
25w ago - Roll7 Creative Director John Ribbins shared a video today from E3 2013 debuting new footage of sidescrolling skate 'em up title OlliOlli for PS Vita below.
To quote: Hello! I'm John, the game designer at Roll7. You may have seen a few snippets about OlliOlli already but as we approach E3 we wanted to go into a bit more depth about the game and let you know where the idea came from.
So, I've had a skateboard since I was about five. In my teens I actually got quite good and was sponsored for a while by Route One. Even now I still like to do the odd kickflip or whatnot (although breaking an arm is much more of a worry than when I was a kid).
I've played and loved all the skateboarding games from 720 and California Games to the more recent Tony Hawk and Skate games, but for me there was always something missing in the newer titles that meant it wasn't quite the same as real skateboarding.... Skateboarding is hard.
While Hawk and Skate are awesome games, the thing that bothered me was that if you did a kickflip, you would always land it except for if you hit the floor while your trick animation was playing.
28w ago - Roll7 Creative Director John Ribbins announced today that the ice-cool skate 'em up OlliOlli video game kickflips onto PS Vita later this year.
Below are the details, to quote: Hello. I'm John. I'm the game designer at Roll7! We started in 2008, when I teamed up with two entrepreneurs Simon and Tom. The company's initial mission was to try and combine Simon and Tom's passion for training disengaged youth in video game design, with my love of making games.
The dream from day one was to make our own games, but as a business it seemed impossible to make it work, so for the next four years we worked for various clients, making everything from websites, to apps, to games controlled by your brain.
In the meantime I spent countless hours in the evenings making the games we really wanted to make, while Simon and Tom looked for viable ways to transition from an agency to an actual game developer.
By early 2012 we'd scraped enough cash together to take some time off from client work and we set about making a game for iOS called Gets to the Exit.
We got some nice reviews (an 8/10 in Edge), but not everyone liked it (Slide to Play):