What even IS STREET UNI X?!
You could read the following text and find out, or play the early alpha demo and see for yourself!
Oh you're still here? Well then, let's dive into it...
STREET UNI X is an homage to the heyday of extreme sports gaming, and an expression of daffodil's passion for street / urban unicycling.
STREET UNI X will include some of the top street unicyclists from around the world and represent a number of tricks from the street/trials/flatland unicycling disciplines.
So far the game features Noli Ergas, Eli Brill, and Mimo Seedler. Kyle Alviani is in the works and I'm in contact with a grab bag of other riders to coordinate putting them in the game.
If you are familiar with any of the "Pro Athlete's Pro Sporter" games from the PS1 to early PS2 era, the controls, mechanics, graphics, and level design will feel right at home for you
🎶A KICK ASS, HIGH ENERGY SOUNDTRACK 🎶
Menu music by the one and only R23X, with an ecstatic soundtrack from a bunch of your new favourite bands.
Check out some of the included tracks in the following youtube playlist:
Also to feature:
🎥RIDER FMVS 🎥
Complete the game as any one of the characters to unlock their video part! Watch real life footage of these riders in their element, tearing it up and stunting like you've never seen before!
🔓UNLOCKABLE LEVELS 🔓
Industrial facilities, urban downtown plazas, shopping centers, skate parks, oil rigs, and more! Work through each level's goals to unlock the next. The final release of Street Uni X will have ~8 career levels, with secrets and surprises along the way.
Cleared out the levels and goals already? Well don't worry, there's still more for you to find and unlock. See if you can find all the gaps in each level. Jump across a major road, grind through the window of a cafe, hop over a bench. Some gaps are more straight forward to find, while others will take some planning and a keen eye to figure out. Perform gaps in combos for extra points and multipliers!
Sometimes you just gotta be the best. Compete in competition levels against the scores of other riders! Medal in the competitions to move on with your career, and get the top score for an extra bonus.
Some secrets are better left untold until later. All I can say is there are some secret riders planned that we know will put smiles on your face.
All of this while representing riding styles and stunt flavour wholly unique to street unicycling, and delivering a NEW gameplay experience you WON'T find in your old storage bin of extreme action sports games that you've already beaten ten times over.
Why are you making this?!
I am daffodil. I ride my unicycle everywhere I go, including and especially the skateparks around town.
Last summer, 2018, I attended Unicon, the international unicycling convention / competition, which took place in Ansan, Korea.
Being around so many skilled unicyclists, and witnessing with my own eyes the competitions I'd only seen in youtube videos online totally stoked my passion for unicycling, and ripped open my eyes to the so many riders, unicycles, tricks, riding styles, and more around and developing today. I was already thoroughly down the one wheeled rabbit hole, but this experience dug me deeper still.
I arrived home from Korea with my passion for unicycling exploding like never before and began designing the systems and mechanics of the game in my head and in my sketchbook immediately.
I also got started making the first models required for the game. A unicycle and a rider:
I began work on developing bits and pieces in pursuit of eventually making the first game to take unicycling seriously as a stunt based expressive medium rather than treating it as a punchline or clumsy novelty as so many games and movies have before.
I also aim to build the first extreme unicycling game to represent and showcase the real riders and real tricks and the real field of stunt potential unicycling holds, while also integrating the best, most fun tropes and extreme attitude from the well established and bygone era of extreme action sports video games I know we all fondly remember.
So with all that passion, what do you need my money for?!
STREET UNI X is on track to become a fantastic and compelling extreme sports video game, (Play the demo and I know you'll believe me).
But it's not done yet! It needs a few more mechanics, more levels, more riders, more music, more FMVs, more cheat codes, more polish, etc. etc., and most importantly, more time. Up until now I've been funding my time on the game with my paltry savings, developing the game virtually all on my own: 3D modelling, animation, game design, programming, audio implementation, etc. The only other focused team member at the moment is the game's sound designer, my old pal Jesse.
This is why I am turning to you to help fund the rest of the development of STREET UNI X. I am maximally stoked with passion for this project, confident in my abilities to deliver a tight, fun video game experience faithful to the games and sport it's paying homage to, and I have never been more motivated to follow through on a project in my life.
Okay I get it, but what exactly are you going to spend it on?
Should this Kickstarter project be successful, I will use the money to pay for my time as I work on the rest of the game. By this I mean my food, my rent, my internet, phone, & power bills (and to be perfectly honest, probably one or two video games & records along the way).
I will also need to pay for the time and work of my sound designer
As well as to compensate all of the riders and musicians who will be represented in the released title.
I will also be budgeting for research and any preparation necessary to ensure this game comes out on every contemporary game console I hope to release on, including PS4, Nintendo Switch, Xbox One, as well as Mac, Linux, and Windows PCs. (And maybe some fancy new as of yet unreleased consoles!)
When will it be done?!
A feasible conservative estimate is May of 2021, maybe sooner, maybe later, but definitely somewhere around then. That said, if you support the project at the Eager Fan tier or above, you will be able to play in-progress development builds along the way as the game develops, and witness the way the game grows over time first hand.
What are the reward tiers?
Why are you looking down here for those? They are back up top on the right hand side!
Risks and challenges
As a team of effectively 2 (myself and Jesse on sound design) the more time I spend learning about and coordinating the production of stuff I've never made before for backer rewards, the less time I am spending building the game itself. That said, I've pre-emptively mitigated this potential risk by making the backer tier rewards be sorts of things I have either already produced, will be produced through the regular development of the game, or are the kinds of things I have coordinated the production of before. This affords me the knowledge, bandwidth, and confidence to produce all backer rewards within a reasonable timeframe without pulling focus from the game's development process, which is already well underway.
One other risk is the potential that the game will take longer than expected to make. I am reasonably confident I can finish building the game before the deadline, but am prepared with contingency plans should we not quite be ready for release by the time the estimated release date rolls around. I'll also be perfectly candid about any hiccups or mishaps in the development that may cause the release date to slip, should I confront them.Learn about accountability on Kickstarter
- (34 days)