Features Overview
We started this as a test project to see how to set up our work pipelines and how much would be possible to achieve with Unreal Engine 4´s Blueprint system. It quickly became apparent that we could use it exclusively without having to code anything in C++. When we finished our fist prototype it became clear to us that it showed much potential and was an idea worth exploring.
Fastforward mixes endless runner style gameplay with beat´em´up elements on bikes. Not gonna lie... we might have been influenced by a certain classic anime set in Neo Tokyo :)
The idea behind FastForward is that most vehicular combat games have one flaw, the controls. As cars in future will drive themselves, the bikes in FastForward do too. Now you still have to drive around obstacles on the road but the bike will know its destination and automatically align to the roads direction allowing the gameplay to concentrate on combat creating more cinematic action moments.
Another Core element of the game is flow. We like racing games for their speed, the rush that takes over when we only react to instincts.
But it also became clear that we absolutely wanted motion controls and ideally more time and funding. We still work on this title but it has taken the backseat for now until we release (2B)³ To Be Cubed.
Endless driving
Levels mix procedurally generated content with traditional design methods to provide never-ending roads to drive on (and bash heads)
Sickness free movement
Players control their bikes by leaning their physical bodies. Because the movement was initiated by the player the mismatch between physical and virtual movement is reduced.
360 degrees of gaming
Ever had a reason to look anywhere else than in front of you in a driving game? ...and always crashed when you did not?
Fast Forward is set in future where vehicles drive automatically and the drivers only have limited control to let them react to unforeseen consequences.
With the freedom of VR this enables a new dimension of gameplay possibilities for driving combat that puts action and speed in the focus.
Melee weapons without haptic feedback?
The disconnect that happens when we strike something with motion controllers in VR happens when the object we strike should block us from moving our arm further while in physical space we encounter no physical resistance. Unlike in combat on foot, an opponent on a bike will be pushed back much easier by a strike, this reduces the feeling of disconnection between physical and virtual world. We further this featuring a variety of melee weapons that also don´t give much feedback in the real world like a monofilament whip, a flail, a Bola, a lasso and other nice instruments of affection.