This is an excellent point. There's tons of politics that are going to get in the way of having anything get picked up. I was thinking more along the lines of a newer comapany. Or possibly even a first time developer. Who were the people that made that graphical interface, that looked like a salte sim, it was only a minute or so, just someone kickflipping down a small set? This shopping part won't happen unless we get funded.
I had a good interview with the owner of a few board companies, chain owner, and he added a lot of interesting ideas, actual fundraising. He's going to make some calls, but I'm hoping to get (don't laugh) Rob Dyrdek on a conference call. Granted he's still a fan of the skate. Series... By Conference call, I mean just telephone call. Haha.
I don't know at the moment, I'm just in a thousand different directions. I just want to play a new game, and help everyone else play. We shall see what the future holds.
http://www.soundcloud.com/ironyokes
Humble sample nerdhop for you.
Scott and Jay own flickit
not ea
also good luck
Last edited by Permy; 11-29-2012 at 08:59 PM.
I think you are correct, I have yet to get a response from EA regarding patent rights and so forth. I believe them to be the true owners of the rights. I'm having trouble getting in touch with either of these people, I sent out emails to all if not most of the main people who worked on skate. Months ago, and have to get a reply. These were the two people I feared talking to the most, but also had the most authority when it came to doing a new sim.
So now that we know who owns the rights to flick it, and thank god it isn't EA, because lawyer advised me not to do business with any major corp. Like them. Because they'd attempt to sell the patent on a lease type offer, that would include them making money from the deal long after the deal had been made. (Which is what I would do as well) it is good business. Scott I believe is working on other titles at the moment. And I'm already at another roadblock. I'm working on getting in touch with lil' Wayne's people, and keeping the numbers handy in case it comes to that. Who knows, he may have an interest in not only the skateboarding aspect but also the music. The guy who did the music for 'this is my element', David 'odd nosdam friend of a friend, has agreed to contribute for free to any project.
I'm going to regroup with myself this weekend. Get some more numbers, and try to not give up already. But finding out that EA does not own flick it ' has pretty much made this 70% more attemptable. I see this might actually pan out. It's a long shot, but damnit skateboarding culture is alive and it is innovative and cool.
http://www.soundcloud.com/ironyokes
Humble sample nerdhop for you.
Here's my two cents. As far as skateboarding goes I think the golden age resided in the early ninties where it was obscure and the followers weren't in it for just money. I loved the songs that people skated to, the graffitti'd grungy spots. SO if I were to have any input into a new skateboarding game I'd have the following to say:
1) TAKE ADVANTAGE OF YOUR COMMUNITY. You have a community full of die hard fans that have been playing the game for ages. In terms of level design ask park builders for some help. I'm a real artist and would be ecstatic to provide input for level layouts and design.
2) I honestly would rather no pros. I really liked the IDEA of Tony Hawks Underground. Starting as a rookie and getting hype. Maybe as you gain respect as a skater you get invited to different spots and what not. When I was skating in real life, the more people I met was the more places I'd learn about and events I'd know about.
3) Don't limit the music. I'm a hardcore drummer but I love hip hop as well. My mom used to say, if you go in the cold with a jacket, if its too warm you can take it off. If you go without one, you'll stay cold and have no option out. So give me the option to turn off hip hop if I don't want it.
4) In terms of bailing I'd love to stay away from ragdoll or cartoony bails, take hints from real skate boarding bails and run outs.
5) THE MOST IMPORTANT PART OF ALL, INCLUDE THINGS LIKE QUICK CRETE, HAMMERS AND NAILS, SETTING UP PLY WOOD KICKERS ETC. AND SECURITY. Guys I don't know about you but I really like the challenge of skating what shouldn't be skated, more than CAP. Real life means we have to wait for the perfect time to skate when securities light or cut down a gate or quick crete a wall to make a bank or something.
That's it for me!
PSN: m00rg4n_FR33man_
XBL: Ohmidineffect
Pandora & The Devd Stck Collective.
Bruh help me eat, buy a beat.
soundcloud.com/nothing_neue