Completely re-written ability handling
Each ability and their hits/explosions/other are pooled
All static abilities are generated and optimised in a similar way
Refactored exit point handling
Created a handler for weapons that use raycasts
New Ability object tracks ability status, and objects within pool
Completed switch over to new ability stat tracker
Audio instances now switched over to loops to save audio engine load
Improved various audio trigger and hit effects
Improved Swarm Missiles, physics now completely different, faster firing, more missiles, less damage and far quicker flight time
New model and textures for Swarm Missiles
Improved EMP Repeater, now uses raycasts and has been completely rebalanced
Improved Seeker Missile, faster flight time as well as a new trigger animation, models and textures
Improved Gatling Gun, features tracer and sound FX when target hit
Improved Helix Rocket tracer visual
Holo finish line triggers x seconds after player starts last lap
Added a new soundtrack by Ben Cooper, Neurowave!
New ability, Decoy Flare, distracts any locked missiles targeting user for duration.
Decoy Flare now default unlock for defense ability
Added Decoy Flare to loadout screen
Optimised Bouncing Bomblet trigger
New ability icons for all 17 abilities
Improved Incendiary Darts visual FX
Added Incendiary Dart hit FX, slight flame burst at impact
When a destroyed bike hits a respawn zone, no longer respawns bike before able
Fixed a bug where boosting would not reset
Fixed a bug where AI would awkwardly lean under braking or boosting
Smoothened AI turning and handling
Improved AI pathing for Split Overpass, these changes will be made to other tracks when tooling is created
Fixed Spectator Mode not finishing under certain circumstances
Split AI sensors between weapon triggers and obstacle triggers, makes for better target acquisition
Completely changed Cryo Burst to Shrapnel Cannon, now a UT Flak Cannon style weapon with area of effect, bouncing projectiles and shotgun spread
Fixed an issue where a player could launch a game multiple times from the menu
Fixed an issue where eliminated pilots would sometimes not have their name crossed out
Upgraded Drone Turrets to Sentry Turrets, projectiles now correctly change colour to team
Added better visual FX to Sentry Turret projectiles
Can now only have 2 turrets active at a time, life is not track dependant
Added difficulty to boost zones, sometimes AI don't boost in some areas
Optimised muzzle flashes for all abilities
Fixed various benign logging bugs from 0.2.6
Created a new Pickup game mode!
Added Pickup gamemode specific CustomRace settings menu
Fixed a bug where resetting save game did not save championship data
Bug where multiple presses of start button on pre-race cinematics will initiate multiple times
Spectator follow camera now fixed
Improved CustomRace->GameModeSelection screen with better scaling and adaptive text
Re-created old bike Lynx from the ground up!
Added three player liveries for Lynx, including Apex Engineering livery
Fixed air-brake animation
Damage dealt to player armour and shield bars now glides to new value, improving damage taken visibility
Pickups placed manually in all 25 tracks
Fixed a critical bug where AI wouldn't brake in braking zones, meaning some tracks AI were uncompetitive
Improved waypoint and AI pathing in Vakoda Downtown and Reverse
AI wheel rotation is now locked front and rear
Fixed test track with new grid slots
Updated save file delete prompt to new UI standard
Added a blurred background to many UI elements for improved readability
Kyro now shows in pilot roster
Added Takedown and Team Takedown game modes!
Lots of functionality around Takedown modes, including countdown timers and qualifying rules
Added session position UI for takedown and team takedown modes, score increased with takedowns
Added new post race results data row for takedown and team takedown, shows ability stats and icons
Intervals now shown on main position display for player
Improved position display with team colours and scaling
Phaseshift now supports up to 18 AIs...if I had 18 AI...I have 17...
Dynamically sets number of maximum pilots on each game mode (currently can select 16)
Race position UI now allow for 18 pilots
Added 18 grid positions to all 25 tracks
Animations to various takedown scoring
New camera routine for takedowns, slows down time, lowers pitch of audio and blends to focus on taken down pilot
Routines for dynamic audio pitch changing at runtime
Allowing for dynamic volume ducking of selected audio buses
Pausing game now checks for any time changes
Pausing the game during pre and post race now doesn't show wonky behaviour
Fixed an issue when vignette was visible if player boosted across the line
Added a quick test Takedown orientated championship (please tell me if you get the reference!)
Removed weird +20000 that would show sometimes on the intervals
Camera shake disabled when takedown camera routine enabled
Improved visual and performance of bike destruction effects
Fixed a bug where players and AI bikes would not 'destroy properly'
Armour low voiceover no longer triggers when shields are up
Correctly replenishes player boost when destroyed
Graphics quality settings can now be changed
Optimised raycasting of AI sensors
Added TeamTakedown position UI, accepts multiple pilots (allows asymmetrical assignments)
Lots of balancing qualified pilots/takedown scores/team points allocation
Fixed a long standing issue where CustomRace->StageSelection would sometimes freeze depending on available best lap data
Removed those scrolling dots from, hopefully everywhere
Gatling Gun can no longer be used for free at the start of Pickup mode
Fixed a bug where on builds vibration wouldn't stop if you were destroyed while boosting
Added a chequered flag hologram to start line on last lap
Improved TitleMenu placeholder visuals
Fixed a problmatic AI pathing issue on Terraformer Reverse
Stopped some persisting vibration issues
Added Madwreck's environment led soundtrack snippets
New Pre-Race routine with a new rev matching mini-game
Pre-Race now features a dolly camera that shows off environment
Camera swoops into player selected camera view at the start of event
Slipstream, boost and rubberbanding now stack
Revamped torque curve and gear ratios now mimic high performance combustion engines
AI now uses the same torque curve as the player
Rev matching mini-game lets the player bog down, wheel spin or achieve a perfect start
AI also effected by mini-game buff or debuff, chances dependant on reactions stat
Improved damage perception visual to better determine shield or armour damage
Boost bar pulses when ready, and plays a sound
Auto-start feature for players who prefer to miss rev match mini-game (no buffs or debuffs when throttle is held)
Improved the far tight camera angle
Can now change camera angle in game
Championship Perfect flag now solely dependant on points
RaceUI now correctly anchored to camera view
Teammate AIHUD icon no longer shows in non-team games
Audio riser added to countdown event
Hopefully improved Steam avatar image retrieval
Better fade transitions between scenes
Number of tracks now displayed on environment row
Boost thruster colour now correctly selected from lights colour
Added a booster particle that blends with existing trail effects
Plugged a gap in Saathea Canyon that allowed player to drive on lava
Added two new tracks to Saathea; Delta and Delta Reverse
Re-worked bike acceleration values, bikes now accelerate more aggressively up rev range
Exposed revs and current gear in RaceUI
Bike engines now pitch with rev count as opposed to bike velocity
New countdown UI
New model for start lights, with emissive start line
Championship UI now has typewriter animation
Reduced Challenger last race from 10 laps to 5 laps
Changed an error to a warning when time trial timesteps increase above an allowed maximum
PreRace 'Press to start' now shows input specific keymap
Fixed a bug where the UI would freeze on using the hotkey back from Garage->Livery
PostRace Stats Ui completely revamped
Fonts and UI across entire game improved and made more accessible, cleaner bigger fonts used
Resolution scaling improved in various areas
Improved Molotov dialogue
Improved Molotov speed attribute
Stopped overlapping soundtrack elements
Added a new set of Vortex wheels
Added 13 all new tracks for Vakoda City!
AI Pathing, waypoints, spawn points, arrow scrolls, racing lines and cameras all added
Added a new selectable camera view, Far Tight
Added new tracks to UI
Updated championships with new tracks
Removed old Vakoda City environment and selectable tracks
Added entirely new environment to Vakoda City
Fixed a player Steam avatar bug
Fixed an issue where under certain circumstances Custom Races added to Championship point totals
Races left in Championship modes now show in PreRace
Elimination timer now starts AFTER weapons enabled, in no weapons games, timer starts after a default time
Fixed a bug where sometimes elimination or missile incoming alarms carry over to next scene
Made script to allow for looping objects to be instantated and moved at runtime from an object pool
Remade hovering vehicles for Vakoda
Allowed 1 second respawn times selectable from Custom Race Settings menu
Added no friction to bike specific collider collisions
Reduced Barrier glow, doesn't impair vision as much
Added loads of animating neon adverts
Created vertical showcases of top 4 drivers
Sorted Championship and Title Menu UI on smaller resolutions or windowed mode
More font size improvements across multiple resolutions
Increased strength of catch up when player is behind, player should catch up quicker
Can now play the all new Championships in Career mode!
Added League and Championship UI to Career Championship
Each Championship shows pilots involved, event list and championship difficulty
Active championship UI now shows active championship, with standings and points
Created championship framework and definitions
Session data is stored in a new stats class to persistently save and update stats after each event
Stats are compared at the end of a championship to show awards based on various feats
Championship standings table UI created and shown at the end of each race
Improved Swarm Missile visuals
Restricted access to changing pilots midway through a championship
Cannot restart a race after points have been collected to stats
Championship data is saved after each event allowing continuation from Career menu
Added prompt to alert player that data will be erased if starting a new championship
Trophy and Perfect is shown for completed and perfected championships
PostRaceUI tidied up and given a new lick of paint
Added animations and juiciness to PostRaceUI elements
XP counts now counter up when shown
Team logos are now shown instead of a text read out
Player team logo is dynamically created from base colour and team name
Added Friendly fire option, by default this is off
Can select friendly fire from UI in team race Custom Race
Friendly fire damage is logged (if on)
Fixed Barrier damage stat tracking
Stat tracking across game has been completely replaced by a better model
Stats menu and PostRace stats have been migrated to new stat tracking
Added a 'Press any key' feature to PreRace with a slightly longer grace period
BestLap count is now tracked for an award
Added XP award for best lap
Reduced difficulty (speed) for Easy and Normal settings
Nerfed Pangolin, reduced top speed and armour
Reduced Laser Cannon shield damage from 35 to 30, and armour damage from 25 to 20
Fixed Player Ai takeover not resetting steering column
Completely rehauled lighting model
Now using HDR post-processing colour grading
Upgraded lighting in all scenes (though focused on Canyon)
Added to Canyon environment, created loads of new assets including silos, bubble domes, residential buildings and more
Re-worked start grid, dynamic grid slots with iterating position counter
Improved Defense Droid laser visuals
Improved various textures to work with new lighting model
Improved Seeker Missile explosion effects
AIHUD now shows teammate with icon in team game modes
Added reflection probes to all tracks (if in some cases basic)
Improved AI turn in and path following
Added more respawn zones in Canyon to respawn quicker
Chromatic aberration now turns off after finishing a race
Engine pitch has more headroom when boosting
Improved city highway out of bounds colliders
Re-worked emission, fog and atmospheric properties across all environments
Created loads of new fictional ad board graphics for in-game manufacturers and decals
So many visual changes that I can't even begin to write them all down!
Created a new playable bike Pangolin!
Added two new liveries to Eidolon and Phoenix
Made three liveries in same style for Pangolin
Re-worked JKW Motorsport livery using Pangolin
Improved flight visuals for Fusion Grenades
PlayerAI take over function now boosts, brakes, avoids and respawns
Improved AI sensors, better target acquisition
AI better avoids close combat with player, reduces PIT moves
Improved smoke effects on Saathea and Nuziri tracks
Improved error handling on pilot compilation
Fixed loads of bugs in stats tracking
Fixed Trialblazer achievement not firing
Added buttons to reset save file and reset time trial times
Prevented a shortcut in Nuziri
Quit now shows as Quit to Desktop
Created a new F1 style wheel hub
Changed Nuri's avatar photo to new style
Now allows greater degree of freedom when picking colours
Hue sliders UX improved, can now see which colour is being picked on slider
Fixed sometimes player AI takeover AI not initialising last node on Arena
Added Garage button to TitleMenu
Select Hardpoint menu no long shows on Bike Menu
Can no longer put negative numbers as race number
Added missing collider on ice shard in Nuziri
Electrifry achievement now correctly fires
Kill Steam stats are now correctly totalling
Changed Randomise Grid helper text
Fullscreen now means full screen!
Fixed dolly camera issues in Saathea Medium track
Added new livery for Parsec One
Settings menu UI improved readability
Created a new playable bike Pangolin!
Added two new liveries to Eidolon and Phoenix
Made three liveries in same style for Pangolin
Re-worked JKW Motorsport livery using Pangolin
Improved flight visuals for Fusion Grenades
PlayerAI take over function now boosts, brakes, avoids and respawns
Improved AI sensors, better target acquisition
AI better avoids close combat with player, reduces PIT moves
Improved smoke effects on Saathea and Nuziri tracks
Improved error handling on pilot compilation
Fixed loads of bugs in stats tracking
Fixed Trialblazer achievement not firing
Added buttons to reset save file and reset time trial times
Prevented a shortcut in Nuziri
Quit now shows as Quit to Desktop
Created a new F1 style wheel hub
Changed Nuri's avatar photo to new style
Now allows greater degree of freedom when picking colours
Hue sliders UX improved, can now see which colour is being picked on slider
Fixed sometimes player AI takeover AI not initialising last node on Arena
Added Garage button to TitleMenu
Select Hardpoint menu no long shows on Bike Menu
Can no longer put negative numbers as race number
Added missing collider on ice shard in Nuziri
Electrifry achievement now correctly fires
Kill Steam stats are now correctly totalling
Changed Randomise Grid helper text
Fullscreen now means full screen!
Fixed dolly camera issues in Saathea Medium track
Added new livery for Parsec One
Settings menu UI improved readability
Fixed an issue with save files not initialising
Created a version controlled save game updater/validator
Refactored pilot generation
Added in updated soundtracks from Madwreck!
When using hotkey to back out of livery, checks for changes and shows save dialog
Added hotkey for saving livery changes
Reduced flashing of holo droid on title screen
Increased font size for change log
When eliminated vibration no longer gets triggered
Reduced drag value of crates so they don't appear to float on collision
Vibration gets properly reset on all controller types when called (Not just XInput)
Added Playstation keymap UI
Revamped Loadout menu, ability types now partitioned, and stats of each shown
Fixed interpolation issues
Fixed a bug where you could hire teammates you couldn't afford
Eliminated pilot behind interval doesn't show
Respawning now has a cooldown
Can no longer make kills on eliminated pilots
Smoothened loading transitions on super fast PCs
Created new animated arrow boards
Replaced all arrow boards with new boards
Changed incoming missile alarm time from 500m to 250m
Added more obstacles on the ice road in Iceberg
Reduced mass of crates, increased drag
Custom key binding now persists across play sessions
Fixed tunnel in Arena
Added new controls panel in race menu, dynamic and changes to suit new button keymaps
Blocked shortcuts in Arena with respawn zones
Changed collision particle effects
Textured Canyon tunnel segments
Remade Canyon and Arena barriers
Re-worked lightning and Arena visuals (Arena due for a complete face lift)
If weapons are disabled, PostRace stats do not show
Added an opening message screen for new players!
Removed Stasis Field ability (used to be Magnetic Pulse)
Improved ability descriptions
Added helper text for menu items that were empty
Change Game Mode selection screen to use new font
Fixed a bug in Elimination where laps would determine the length of time intervals were used, not when all pilots were eliminated
Corrected Odin Speed's primary colour in UI
Increased audio buffer size, fixed choppy audio under heavy load
Fixed a bug with Drone Turret not finding targets
Menu sounds added to every element (I hope!)
Fixed some visual issues with thrusters
Added Dolly Track cameras to CinematicMode
Fixed a bug where best lap wouldn't work on selected pilot in CinematicMode
Can now cycle through Follow, Static and Cinematic camera modes in CinematicMode
SpawnLocations are now separate from grid, and are saved to Stage object
Added 5 new tracks, worked pathing, waypoints and various assets to better compliment new layout
Reverse tracks can now be selected, increasing track count by 5! (12 total)
Boost vignette has been intensified
AI Astra's stats tracking was not tracking
Thruster re-worked, are now unique to bike and change colour depending on customisable light colour
Steam Stats are now cumulative across saves, and not dependant on current save games stats
Added RacingLines to all 12 tracks
RacingLines can be disabled in Settings->Interface menu
CinematicCamera now triggers right after Player finishes race
Integrated BackTrace, and error logging software
When quitting time trial, best lap is saved
PostRace ability stats damage is now rounded up
Fixed Photon multiplayer duplication errors
Added holographic shader to arrow boards
Added newest AI team logos
Integrated Steam SDK!
Steam profile picture and name now shows on Profile
Two new liveries for Neon Streak and Scuderia Ritmo
Animations for kill marker
Stage selection completely revamped with animation, scalable
Added track layout images for all current tracks and reverse variants
Added VO announcer for race and player status
Added sound FX stab on player kill
All RaceUI images and sprite UI now all glow!
Added icons for status bars for easier reading
Added Steam achievements, currently 25 to unlock!
-Improved Mono font over entire game
Improved AIHUD UI, now also shows team colours
Can now change name, team name and race number
RaceUI panels have been darkened for better contrast
Blocked certain places for huge shortcuts with respawn zones
Refactored and organised entire project
Added new textures to Canyon
Played with new terrain for Canyon for alternate routes in the future
Added lava shader and section for new layout in Canyon
Re-worked loading screens, now look nicer with a % progress bar as well as a spinning logo
Re-worked menu helper proportion and scaling as well as font
Improved bike menu selection
Fixed a bug where last lap was not counted towards best lap on race results UI
Fixed menu and race soundtrack blending
Light ability loops, elinination loops and other alarms now correctly reset upon restarting a race
Front wheel and rear wheel now sync rotation
Added a cockpit, first person view
Re-worked all scaling for each race camera view
RaceUI swings and moves with bike in cockpit view
Weapons enabled prompt no long shows in sessions where weapons are not allowed
Out of bounds prompt shown when player is respawned in an out of bounds area
Removed a blind obstacle on Iceberg
Fixed a bug where hitting escape would cause a lock when changing pilots
Rescaled and repositioned hit marker relative to camera view
Swarm Missile can now be selected in Loadout
Light and heavy abilities are now object pooled to improve performance and reduce load
Added a windowed mode to Graphics settings
Added an animated cinematic view bar slide on death
Added a new Time Trial mode
Time Trial mode has option to record ghosts that get saved when player records a new best lap
Ghosts are saved on to player file, and get reloaded per stage on new sessions
Ghosts record lap time, position info as well as bike used to record lap (will be included in a stats update)
All time displays now use monospaced font
Fixed issues with tracking weapons from object pool changes
Added a spinning tyre animation on loading screen
UI gracefully fades when navigating from a session, restarting and returning to main menu handled better
Added more track prompts in Iceberg to stop players getting lost
More physics re-working, improved per bike handling and collision detection
Refactored BikeStats to BikePerformance
Added StageBuilder, builds track layout at runtime with pathing, zones, obstacles depending on player choice
Built two new tracks in the Canyon environment
Added existing layouts to new StageBuilder feature
Re-worked BouncingBomblets, now have a 0.3 second prime timer, have a capsule collider and bounce more erratically on deployment
Added new model, textures and effects to BouncingBomblets
Tweaked physics to reduce AI using PIT manoeuvres
Re-worked all rapid fire abilities to use looped sound FX, massively reduced audio engine load
As result, audio glitches no longer happen in chaotic battles
Added two new AI teams
Re-worked AI portraits, and added three new ones
Changed Vixen's character
Updated Harpoon's portrait
Fixed a bug where teammate AI lights, wheels and tyres weren't selected correctly
Deployables now use new light colour parameter
Improved SeekerMissile particle and trail effects
Fixed a bug where SeekerMissile detection radius would pick up pathing nodes not on its trajectory
Made a new tyre under Tucan Tyres
Created a new bike called Eidolon to new visual standard
Created a livery for Odin team for use with Eidolon
Created a basic player livery for Eidolon
Tweaked thruster particle effects
Tweaked Barrier shader for a more striking appearance
More attempts to stop player controller vibration after player has finished
Added new tracks, bikes and wheels to menu UI
Fixed issue with race number colour not initialising correctly
Fixed issue where changing race number font would reset colour to black
Re-worked physics for bike
Refactored a lot of physics code to be more performant
Made two new rims and one new set of tyres
Can now customise rim and tyre combos to make a wheel in the Garage UI
Created five new thrusters with enhanced visual effects
Can now choose thrusters to go on your bike, currently 5 to choose from
Camera and UI is now aligned with orientation of player, allows for upside down driving
Changed grip values for tyres
Fixed a bug where skipping a waypoint it would break interval timings
Fixed brake issue
Can now reverse
Created a new test track with AI way points and physics testing areas
Spectator mode now shows a stats read out panel for currently following pilot
Changing following pilot is now relative to session position
Helix Rockets have been completely re-done, now follow trajectory of track with enhanced visuals
Improved Incendiary Darts visual FX
Fixed transitions between scenes
Completed new player livery for Phoenix bike
Fixed a bug where Barrier and Orbit Plasma wouldn't cooldown after finishing
New bike visual benchmark
Added a new bike, Phoenix; big visual improvement, performance and ease of integration in project
Refactored a lot of bike and livery code for new optimised bike system
New bikes can now have movable parts, airbrakes, cockpit animations, aero wings
Airbrakes function when braking or bike is below a certain speed
Made a headlight object, with lens flares that will be used on all new bike instances
Re-worked thrusters, they now have lights, cast shadows and leave a trail when activated
Added change log to main menu
Re-worked liveries, three layers of designs and one lights colour which determines base bike emission
Pilot info is now displayed on livery, AI shows portrait, nickname and race number, player will show display picture
New wheel style, separate rim and tyre combinations enabled (not allowed in UI currently)
Main menu garage scene lighting enhanced, added reflection probes and better lightmap bake
Removed more demo restrictions on pilot roster
Enabled pilot switching with new InputSystem
Fixed a bug in CustomRace UI where RandomiseGrid initialised incorrectly
Changed sound effect for low shields, instead of constant alarm, now just chips when low shield
Fixed SeekerMissile locking bug, would seeker target far too soon
Fixed DroneTurret material, muzzle flash, projectile not colouring correctly
Added a new camera view, and can change in gameplay settings menu
DroneTurret no longer fires on finished pilots
Shield and armour low chirps do not play when pilot has finished
Can now change resolution in game
Rehauled vibration, now far more efficient and vibrates in conjunction with camera shake
Controller only vibrates when gamepad is the last used control scheme, can switch to keyboard mid-race and will stop vibrating
PreRace track title font re-worked
Added keymap button graphics to abilities to help improve control readability, works when mapping is not default (currently only works for xbox controller graphics)
New interface settings to remove keymap button graphics from race UI
Ability icons pulse and glow when ready to use
Text read out when abilities are unlocked mid-race
Completely re-vamped menu navigation, menus move much more like you would expect them too
Sliders have been completely re-worked, now obvious which one you have selected
Added a missile tracking sound when you are locked on
Increased size of vignette when damaged by a weapon
Settings screens have been completely re-worked
Added in new soundtrack from Madwreck
Soundtrack now plays through a random playlist
RaceUI shows which track is playing by which artist
Optimised a bunch of audio files, compressed and organised to be easier on the audio engine
Removed mouse lock on center of screen
Fixed audio loudness issue when player drives through a reverb zone; doesn't take into account reduced sound FX volumes
Increased armour destuction effect
Now has a shield diffuse effect with sparks that show low health
Shield down effect now much more potent and obvious
Changed AIHUD to new position font
Camera shake now used when player is hit, the higher the damage, the more intense the shake
Upgraded to new InputSystem
Keyboard and Gamepad input can now be remapped
Fixed bug where if you finished first in Elimination, you could still shoot
New soundtrack added for menu and race by producer Madwreck!
Re-worked difficulty, reduced weapon damage and speed modifiers. Old Normal is now new Hard difficulty
Re-worked and improved hotkey bar for devices
Fixed bug where clicking mouse would unselect UI element
Added UI for input remapping
Fixed bug where race number colour change would not update colour preview
Stopped vibration persisting across to main menu
Nuziri Peaks back on the menu for Steam Next Fest!
Removed mouse cursor lock
Improved controls UI under the pause menu
Fixed audio not fading out correctly after session finish
Fixed not being able to use input in spectator mode
Optimised audio for more concurrent SFX
Added controller D-pad movement for menu navigation
All menu UI now scalable down to 720p
Refactored pause menu
Improved loading screens, now has a background image for each track
Optimised Manta bike UV maps
Added four new Manta liveries
Improved UX for scene transitions
Completely re-worked audio (again)
Re-worked reverb zones, now manually triggered, and released before scene change
Reduced ProximityMine physical collider size
Added menu navigation sound effects to all necessary movement
Fixed stats bug when saving AI stats post spectator mode race
Re-worked Pilot Roster, pilots now show in a trading card format
Re-worked livery screen, now uses HSV sliders for customisation, liveries can be discarded and saved
Garage UI now tracks livery changes and asks to discard or save livery upon navigation away
Re-worked audio listeners, now everything is tracked and accountable with enhanced error handling
Created own Phaseshift font for position information and brand
Improved laser particle effects
Improved laser prefab visuals
All deployables now use a holographic 'hard light' shader, makes team identification easier
Added a new set of wheels
Fixed UI animation issues
Improved hotkey handling
Re-worked all menu UI featuring new UI standards, fonts and animation
All text is now scaled depending on resolution
Optimised audio engine, for less load (though this now may might be too 'lightweight!')
Added restriction utilities for blocking features for demos
Added enhanced prompts for blocked features
Added smog and visual improvements to City track
Added improved detailed textures to all skyscrapers
New City Track, an adaptation (and complete re-haul) with new assets
Created assets and animations for monorail, civilian highways, circuit motorway, tunnel, new skyscrapers and more
Fixed a bug where pausing on post race results would re enable RaceUI
Selected pilot in Spectator Mode initialises RacePositionsUI correctly with viewing icon
Mouse input now disabled for UI, should fix majority of problems within menus
Added new soundtrack from Tempxa on main menu
Re-vamped DefenceDroid look, now has holographic visual
Fixed a bug where eliminated pilots could be attacked, and would log to pilot stats
AIHUD now hidden when eliminated
UICamera now mimics field of view changes in spectator mode
Improved AudioManager, now persists across scenes controlling soundtrack more effectively
Fixed bug where OrbitalStrike would show before an elimination race
OrbitalStrike no longer casts shadows
SwarmMissile abilityUI now hides and shows correctly on valid target
OrbitPlasma now shows correct icon in loadout menu
Increased detonation range of OrbitPlasma, now detonates when a pilot is within radius
Initialised pilots grid positions with 0 X rotation, avoids initial camera wonkiness
Bikes can now reverse when using a controller!
Added reverb zones for tunnel sections
Boost is now fully regenerated when pilot is destroyed
Increased AI pilot lean into corners
Reduced AI avoid/overtake steering angle
Added avoiding sensors to human player AI takeover in spectator mode
Added debug utility, can let computer take over player for testing
Fixed UI not handling 20/20 laps in multiple places
Fixed a bug where spectator mode could not handle less than 12 pilots
Fixed spectator mode not able to be selected in CustomRace->Race
Shields and Armour levels now flash glow when below 30%
Re-worked Elimination description
Added new game mode Elimination
Created death ray routine for last place elimination
Created new RaceUI module for Elimination UI features countdown, animated alert and colour changing
Fixed Error Prompt and Settings changed behaviour in main menu
Scaled UI for CustomRace, PostRace, PreRace, RaceUI, TitleMenu and Settings menu to 720p
Fixed weird AI respawn bug from respawn zones
When eliminated all inertial velocity is now dampened, bikes stay on track
Reworked CryoBurst
Improved abilityUI, contextual based icons show when thisPlayer can use abilities
Added colours to abilityUI icons depending on ability type
RaceUI can now be scaled 1.0x to 1.5x
Added RestartRace button in PauseMenu
Adapted SoundtrackManager to play an OST randomly on a race
Added new OST from Tempxa - Enter The Zone for race
SoundtrackManager now stores data on artist and track name for currently playing track
Cinematic cameras have been re-worked to automatically select correct camera when cycling through pilots (no longer has to wait for a trigger)
Fixed bug where SeekerMissile loop audio hangs around after a play session in the menus
Added audible alarms for shield low, and elimination imminent
Added new boost sound, which AI now also use when boosting
DroneTurrets can now longer target pilots who are destroyed or eliminated
Added Elimination to CustomRace gamemode selection
Added Elimination settings to CustomRace session settings
Re-worked RaceUI modules so that lap calculation would display different depending on gamemode
PositionsUI now shows camera icon and glows green when following selected pilot
On Elimination, added strike through UI element on PositionsUI when pilot has been eliminated
Created custom error handling functions
Updated Unity
Improved sparks particle effect
Re-worked save files completely to accommodate new defaults
Added explosion ground decals after ability explosions
Re-worked Cryo Burst, better mesh, visual and audio effects
Fixed OverlayUI bug hiding sometimes when destroyed
Can now hide overlay UI in cinematic/spectator mode
Created a new OST track for race
Fixed Defence Droid laser issue, now has a fire rate (so can now be overwhelmed by missiles)
Re-aligned Bubblehead Studios livery
Fixed Orbit Plasma not resetting after ring detonations
Bouncing Bomblets now vary in velocity, added randomness
Added Discord link in-game
Re-worked Nuziri Peaks ice road, increased collider polys, made smoother, better normal maps and textures
Added girders across ice road for height
Added out of bounds zones in Nuziri Peaks
Fixed water height out of bounds collider
Re-worked slipstream effect, and increased slipstream trigger
Completely revamped ice level
New research station style assets, weather balloons, antenna arrays etc
Now a mountain, wind turbines and new rocks around the environment
Ice road has changed, layout can potentially accomodate new tracks
Added 'crystal coast' lots of small glowy objects to increase speed perception
Add Spectator Mode, allows for full AI races with cool cinematic camera effects
Cinematic cameras now zoom in and out depending on target distance (think F1)
Intervals are now present, can measure how far ahead/behind everyone is
F1 style interval UI present in Spectator Mode
Status is shown on the race positions UI, things like destroyed, overtaken, undertaken, finished
Added new ability Orbit Plasma, can select from loadout screen, unlock and use
Added a new AI team Scuderia Ritmo, with brand new livery
Re-worked UI style in some areas to adopted new themes
Changed fonts for intervals and time difference calculation to the main mono spaced font
Team points don't show when not a team race
Championship menu info now shows above button, improved UX
Added in-game ad boards for future fictional ads (though they look cool with Phaseshift gradient!)
Improved snow camera effect, also more performant
Added distant icebergs to environment
Buffed Lynx top speed slightly
Added Online Multiplayer!
Can join an existing room, or create a new room
Host decides which stage to race, as well as settings
Host and clients can pick their own team selection, selection is of the AI teams
Added different game modes, now has Race and Team Race, more to be added!
Human players are now spawned in completely dynamically depending on player choices and session settings
All RaceUI now accomodates more than one human player
Entire GAME now accomodates more than one human player
AI can now fire on their team mates when not a team based game
Re-worked targeting model for deployables regarding allegiance
Re-worked how AI pilots are stored when used single player, multiplayer and on team and non-team games
Completely re-built how a scene is built and managed, event based system and scalable
Re-worked all UI for all new changes for existing menus such as Custom Race
Fixed menu clunkiness in Custom Race
Fixed a bug where it would attempt to load multiple save files when now only using one on Title Menu
Fixed not disabling vibration when finishing a race when AI took over player control
Added option to hide or include obstacles and destructibles in race
Changed 'Race' buttons to reflect new UI behaviour
Created a CinematicCameraController that changes cameras automatically
Added more cameras to each track to cover every section, and tweaked so each had a cool angle
Added AI control to Player bike when player finishes race
Cinematic camera mode can swap between pilot targets
Stats now don't get tracked after race finish
Cinematic cameras get triggered after race results presented
Reworked ProximityMine triggers
Fixed teammate always having brake lights on
Refactored AIState Finished
Remodelled Canyon road, now smoother with better corners
Fixed a lot of AI physics handling, especially with downforce, AI now stable under braking
Suspensions now visually update across all bikes
Added a physics material with no friction to commonly hit walls in environments, increases rebound rate, and eliminates speed reduction
Fixed Fusion Grenade and Gatling Gun muzzle flashes
Added LOADS of new environment assets to Canyon, added new canyon rocks, created a terraforming platform, towers, geysers and corner panels
Added Settings help text in main menu
Fixed Ice and Canyon track lighting issues
Credits are now reduced when hiring a new team mate
Now stat tracks team finishing positions, get stored in a progressive leaderboard
Added a new AI character, Al Bot 950, who's a bit rubbish, but a good starting team mate!
Fixed Defence Droid lasers not hiding after shooting
Fixed audio listener issues when changing from camera modes (cinematic and race)
Fixed an old bit of code which would fade out audio after player finish (now redundant with cinematic cameras)
Reworked Swarm Missile and Bouncing Bomblet explosions, now more sparkles!
Added new abilities to Player stats tracking
Refactored and improved PostRace and Stat tracking
Created and added more assets to City track
Created new ability Defence Droid, shoots down incoming locked missiles
Defence Droid has many expressions, animates when deployed, and takes the team aesthetic
AI points scores are now stat tracked, and visible in a leaderboard table
Fixed a bug where when the player was killed by a Gatling Gun, UI would say 'Player killed the Player'
Abilities now need to be unlocked to be used, requires a certain level and credits
Added a debug mode to reset various parameters of save file for testing
Each ability now has a credit value and level unlock threshold
Added UI/UX to enable unlocking of abilities
Revamped menu UI with new sounds to improve flow and feedback
Off throttle response not as harsh
Created a static Swarm Missile turret (mainly for testing, but this could be the star of a new game mode!)
Created a new test track
Guardian handling not as stiff
Fixed menu hotkey not being initialised correctly
Worked on City environment
Created loads of new assets for City
Widened track limits and run off areas
Added checkpoint posts
Added boost, respawn and sensor override zones
Refactored and removed redundant career and upgrade code
Balanced Assault Turret, now named Drone Turret
Fixed laptime bug, post race UI now factors in last lap in calculations (something from last version RaceFinish bug fix)
Modifed respawn particle effect
Modified bike explosion particle effect, also added an explosion placeholder sound
Refactored entirety of menu UI, more responsive, better UX (know where your cursor is!)
Improved hotkey shortcut handling
Improved menu animations and flow
Playing with civilian vehicles on City track
Fixed not being able to change pilot in pilot roster, UI also improved
Changed Barrier aesthetic
Changed Barrier handling, now works as a 'wall' blocking a wide area from munitions
Improved Fusion Grenade particle effects
Improved Loadout UX (still more to do with demonstrations etc)
Refactored Custom Race UI
Added circuit maps to current, active circuits
Added circuit environment art to custom race circuit selection
Rail Gun now called Gatling Gun
Added new XP awards for Cyro Burst, Guided Missile and Gatling Gun
Created a new utility ability Assault Turret
Assault Turret fully animates when deployed, and shoots nearby opponents
Added additional handling for deployables, added UI icons if friendly
RaceFinish handling has been refactored, many bugs squashed!
Organised instantiated abilities and weapons, get sorted correctly under pilot AbilityManager
Changed RaceUI teammate container, portrait now bigger
Re-worked character portraits entirely, made new 2D art to better reflect intention of teammates having personality
Added new sayings for various AI characters
Edited trees on Canyon
Removed avatar creator
Refactored edit profile utility
Fixed settings changed prompt on all settings menus and edit profile
Slipstream shows a visual effect
Created a new City track
Created main assets for City track, road, motorway, water, skybox etc
AI pathing is set around new track
Waypoints are correctly added, and facing correct way!
Added respawn traps to various parts of track
Categorises an Xbox 360 controller with Xbox hotkeys UI
Changed PreRace static cameras for all tracks
Given planet environment names
Optimised various controller based navigation on Settings UI
Changed 'Cancel' button behaviour to now also go 'back one menu'
Fixed a bug where AI pilots were not getting correctly initialised to player save file
Refactored save file initialisation in general
Created a new Start Menu, no longer multiple saves, hopefully will integrate with Steam API profile system
Created a CinematicCameraController that shows cool camera angles (debug mode only)
Fixed certain particle effects looking blocky at distance
Added Menu UI to show contextual keymappings for shortcuts and controllers
Added a new font for heavy text
Reworked PreRace UI, added animations
Changed PreRace static cameras for all tracks
Added Controls menu in Race
Created functions for easy menu navigation and other features
Post Race UI points row now correctly aligned
Refactored a lot of UI to be prefabs
Refactored Settings menu
Added a Debug Mode to add non-user functionality for testing and trailers
Debug Cinematic cameras can follow AI pilots, and look at them via static cameras
Updated Unity (included a big physics engine upgrade)
Refactored Player Physics
Refactored all Wheel Physics
Damage Perception now stop on race finish
Added distance fog to scenes
Improved bouncing Bomblet visuals
Graphics menus now have settings initialised
Settings menus re-worked
Added new font to areas with lots of text
Composed two music tracks, one for menu and one for race
Added handling of soundtrack across scenes
Build is now live on Steam
Added one new player livery
Added liveries for all current AI teams
Fixed issue with XP bars
Refactored RaceResults, all results UI now run off one position finishing function
Improved Guided Missile trail
Upgraded volumetric lines and post processing
Organised and removed unnecessary assets
Optimised various materials and textures
Optimised UI prefabs
Disabled controller vibration when Player finishes
Enhanced menu UI in various areas
Optimised fonts, and added a new 'small text' font
Create ground smoke effects for dust and snow terrain
Rebuilt Helix Rockets, has better handing and new, improved particle effects!
Teleporter particle effects are smaller
Created new heavy Ability the Guided Missile, locks onto pilot ahead, and follows AI pathing to reach at any range (explosion and physics collisions allowing)
Reduced bloom; no longer burns retina
Added headlights for graphic performance preset
Refactored EffectsController and StaticAbilityEffects
Rebuilt Forcefield particle effects
Reworked Incediary Dart particle effects
Made Plasma Bolter smaller
Frame rate display can now be hidden from setting menu in interface
Added vignettes for taking damage, blue for shields, pink for armour
Added controller vibration when taking damage, boosting, or hitting bumps/dropping
Organised some older UI assets
Debuffed Barrier, now takes longer to recharge
Controller vibration can be turned off
Added a new livery for each bike
Fusion Grenades explosion now more nukey
New audio for various abilities
Iceberg environment asset creation: Rocks, Crystals, terrain modification
Fixed issue with UI being reset before camera has re-attached to destroyed player
Added graphic performance presets, alters things like trail renderer and various particle effects
Added moving spotlights to Thunderdome
Created new jumps to be used as a global asset
Added arrow boards to all tracks
Added frame rate lock setting
Defence ability Forcefield now correctly aligns with bike rotation
Snow dust now gets kicked up in Iceberg like in Canyon
Added pilot damage immunity for 2 seconds after respawning
Created new particle systems for new booster effects, each bike has unique set
Added motion blur to post processing
Altered bloom and various imaging and filter effects
Fixed issues with trail renderer and motion blur effects creating visual artefacts
Added colliders to LightArches in Canyon
Added UI manipulation of graphics settings
Added a new livery for each bike
Canyon environment asset creation: Track/Road, Powerplant Tower, Energy Silos, Bollards, Spotlights, Motorway light arches
Ground particle effects depending on ground driving on, dust kicks up on Canyon
Fixed various colliders
Adapted AI pathing for new layout
Mapped new tracks on Canyon environment
AI Pilots are now referred to their nickname instead of full name
Created a destructible barrel model and texture
Barrels now take damage, and destroy when taken too much damage
Three unique barrel types, with three types of explosions
Created kill icon for barrel
Added Barrels to other tracks
Kills from barrel explosions are correctly attributed to player that blew it up
Environment kills are now shown on RaceResults stats UI
Built Added Effect mechanic, bikes can now: overheat, become frozen or get EMP damage (though these effects do nothing yet - certain weapons do cause these effects to occur)
Fixed a bug where camera would continue to shake if you respawned while boosting
Changed shield down visual FX
Enhanced respawning particle effects
Refactored multiple scripts, increasing performance
When bike destroyed, external physics forces can now act upon the bike, causing some cool explosion, more natural force based destruction sequences!
AI Teammates now give a dialogue response to their status
AI Teammate, portrait, current position and nicknames are now visible
AI Teammate armour and shield levels are also visible
Unique speech available for each AI pilot
Changed AIHUD to reflect team colours, also made more compact
Refined UI, bigger, more aggressive
Altered camera shake
Teammates comment on friendly fire, shield/armour low, on opponent destruction, on death, their position relative to yours
RaceUI now rotates around Player, inclines and declines the UI is now visible
Added more scrolling backgrounds to various UI elements
Fixed a bug with livery trim not loading correctly
Altered visuals and filters on glow and bloom effects
Bloom is more prominent
Checkpoints and other emission based materials pulse over time
Refactored all code that contained warnings
Added checkpoints on Sky Dock
Changed Swarm Missile behaviour and visuals
Sky Dock environment changed, given a moody skybox and low light
Player weapons cannot be discharged after race finished
Added lens flares and fog to Thunderdome
Added fog effects to Canyon Falls
Added new heavy ability Cryo Burst (A shotgun style area effect weapon)
Rehauled Loadout UI to be more controller and general user friendly
Reworked Fusion Grenades, now fire in a wider arch, fires two projectiles
Changed current weapon audio to be more punchy
Cryo Burst can be selected in the Loadout UI
Fixed issues with ProjectileController registering heavy ability hits as light ability hits
Re-created some Loadout UI sprites
Can now create an avatar for your driver
Can edit key profile info like name, team name and racing number
Completely re-built the save game system (again!)
Added scrolling background UI effects to more screens
AI characters now have an avatar
Refactored AI team mate hiring page, with new avatars and a cleaner look
Active profile UI updated upon editing profile information
Fixed a bug where pause menu doesn't respond to controller input on Thunderdome and Sky Dock
Fixed a bug with switching between profiles where the last livery from the last bike would be loaded (and not the current livery from current profile)
Profile saved data is now shown with credits, level and team name
Resolved version control issue!
Added new UI background effects with scrolling tiled image
Re-worked Loadout page, much easier to use and more intuitive
Teammate now correctly has same race number font and colour as you
Initialised all AI teams to have unique race number details
Updated credits section
Changed visuals for bike choice
Fixed Sky Dock not correctly initialising player position on grid
Refactored various UI sections
Each bike livery now has base decals
Made base liveries for each bike
Added pilot holographic race numbers to each bike
Race numbers colour can be changed
Liveries can now be changed in the garage UI
Created the ability to change liveries for each bike, comprised of multiple layers
Created lots of decal and livery based assets for future liveries
Cataloged all fonts used in the game
Started Steam integration, and store page
Made a difficulty object that takes a speed modifier
Boost capacity starts at 0, and recharges
Added BoostZones to Thunderdome
Added more BoostZones to Canyon Falls
Added more BoostZones to Sky Dock
Made a catch-up algorithm to enhance combat
Fixed Canyon Falls hairpin rock colliders
Allowed Catchup and Difficulty to be selected on Custom Race UI
Quick Race default with Difficulty Normal, and Catchup On
Added Valkyrie to Quick Race UI bike selection
Added Sky Dock to Quick Race UI circuit selection
LOADS of difficulty balancing between tracks
Improved AI Pathing
Researched and created a new shader to deal with multiple textures to form a livery
Fixed a bug where only one instance of Valkyrie's engine sound could exist
Tweaked respawn points on Iceberg Peaks
Made UV maps for each of the current bikes
Experimented with liveries and generating coloured layers for each bike
AI teams now have unique livery (or ability to have)
Created framework and additional project so third parties can get involved in creating their own liveries
AI teams now use new shader material for bike livery visuals
BikeSetup now allows for unique materials across bikes different parts
Added better illumination for garage scene
Tweaked Valkyrie rear weapon exit
Garage Livery UI now colours the base livery layer, and trim now colours the shapes livery layer
All UI elements that used team colours for display now accesses the new shader material colour
Tweaked sound levels, and distance roll off for abilities
Cut bass EQ of EMP Repeater and Incendiary Darts
Tweaked Guardian's design, now fewer 'random bits' and more lean looking
Fixed issues with AI boosting, now inline with player
Created a new bike Valkyrie (remastered!)
UV mapped and tested liveries for Valkyrie
Created a new unique engine sound for Valkyrie
Valkyrie can be selected from menus
Created new ability EMP Repeater
EMP Repeater can be selected
Created new defense ability Forcefield, Forcefield deflects non-player objects with mass; light based weapons are not effected (as intended)
Forcefield can be selected
AI can use Forcefield to push away track obstacles
Updated certain fonts in menus to be easily read
Added Debug FPS counter in test builds
Added heat distortion exhaust effect to all bikes when idle
Started ground work for livery additions, made tutorials!
Created a new track called Sky Dock
Increased AI grip ranges, to be more competitive
Added new skyboxes and environment to Sky Dock
Create unique models for Sky Dock
Added full AI pathing and waypoints
Braking Zones and Boost Zones have been added
Add new AI personality trait Speed, which allows variations in top speed
Reactions now correspond to AI sensor length, and their ability to avoid obstacles
Created UI for hiring pilots to players team, and is completely dynamic
Shows all AI stats and personality information
Allowed for character illustrations (artwork soon!)
When hiring new pilot, old pilot fills old team place, or anyone who is a 'free agent'
Hiring credit cost is dependant on stats and whether they are already hired, and the teams skill value
Added a slipstream mechanic, reduces following bikes drag to 0, as opposed to 0.01. This works, but momentum for overtaking isnt enough to finish a move
Re-wrote how teams are loaded in game, this enabled for complete custom scenarios in the future
Gave Manta some headlights!
HUD is now hidden when looking back when using keyboard
Demo UI for AI interaction during a race
Added fail safe backward compatibilty for profile stats on older accounts
Created new profile stats function that tracks players progress
Added Infographic style stats page, with all sorts of stats tracking
Refactored old profile stats tracking, and created proper objects
Created icons for various career pages
Stats, though not extensive, can be elaborated
Created Career landing page, garage, stats are now a part of this page
Fixed a big where PlayerFX bike audio would be muted upon race start
When Use Career Bike setting is selected, player is no longer transported to loadout page
Reduced Fusion Grenade explosion audio range, and altered sound to be shorter
Added three new AI personalities'
Created a new bike, Manta
Synthesised three new engine sounds, react to velocity as opposed to RPM
Custom Race functionality, can now create a race with custom settings
Re-worked the boost system, now is an instantaneous burst, as opposed to increasing torque
Fixed a bug where a direct hit from Helix Rockets wouldn't log kill correctly
Custom race UI now works with controller (but barely!)
Added framework that will eventually allow splitscreen play
Cursor now gets hidden during play
Created a new icy track, code name 'Iceberg Peaks'
Added new weapon Swarm Missiles, which are low powered, seeking missiles
Added a new weapon Rail Gun, which is the starter light Ability, and is basically a machine gun
Fixed a load of ability descriptions
Nerfed the Barrier, doesn't last as long
Added water effects, wake is applied to pilot when driving through water
Added new rocks and an ice sculpture inspired ramp on Iceberg Peaks
Added the new weapons to the UI loadout screen
Added the new models to the loadout shelf on the environment
Added UI elements to the new weapons
Fixed a bug with the pause menu not accepting controller input
Refactored UI bike stats calculation
Fixed problems where sometimes when finishing, actual race results wouldn't be reflected in UI
Reworked enemy state triggers, some now persist in certain zones (Destroyed for example)
Hide player UI when destroyed
Tested and tweaked all spawns in Thunderdome
Tested and tweaked all spawns in Canyon Falls
Refactored AI path finding, a lot more efficient and logical
Re-added in skidmarks for different ground types
Stopped skidmarks when pilot is respawning or is destroyed
Fixed boost flare particle effects from looking HUGE at distance
Fixed Player killed UI from looking weird on certain resolutions
Fixed a bug where a direct hit from Helix Rockets wouldn't show kill log
Cut down on redundant files, cleaned up whole project
Made even more backups than previous! (Can never have enough!)
Bikes now use Capsule colliders for collision detection, not only more performant, but also collisions with terrain are handled way more gracefully
New weapon Laser Cannon added
Created a defense ability, the Barrier
Changed hit marker colours to reflect ability type colour
Fixed a big with best laps not correctly registering
Default accuracy to 0% when no shots fired
Made two new utility abilities, Proximity Mine and Bouncing Bomblets
Light abilities now have a clip, and have to reload after use
Muzzle flashes are now parented to pilot game object
Re-worked Helix Rocket particle effects and explosions
Barriers now reflect the same colour as the pilot
Changed how ProjectileController gets destroyed, allows particle systems to persist, better instance control
Re worked Fusion Grenade particle effects
Sound FXs for thrusters
Reworked shield discharge and armour particle effects, now world space generated
Finally fixed AI respawning in after destruction
Fixed problem with crates
New cooldown mechanism for abilities, completely changes how they work
Added loadout UI to choose load out for each ability type
Added pixel art based icons for abilities
Updated RaceResults stats with ability icons and new abilities
Did first animation on Proximity Mine!
Fixed a whole load of stuff!
UI disappears when entering camera cinematic mode
Created a new loading screen with the new style
Fixed issue with livery changing saturation values
Re-worked the way boost works, now can only be used after a cooldown
Boosting now has enhanced visual effect
Camera now has dynamic field of view changes, proportional to speed
Player now gains credits and XP from races
XP awards exist for certain feats or skills
New XP display and animations
Created a team points screen
Pre race screens are now controlled programatically
Pre race screens show race settings
Leveling algorithm levels player
Added visual flair to the circuits
Brand new look for the Race UI
Race UI now feeds back AI position info
Added a rev counter
AIHUD now reflects new style
Balanced bike stats so both are more equal, but still retain their quirks
Each bike now how has their own unique brake light
Race results screen reflects new look
Pause menu updated
Created new checkpoint gates to show where tracks lead
New hazard warning UI, also flashes
Tweaked AI behaviour and stats, now really hard to beat...
Created a new look for the game, under the new name 'Phaseshift'
New colour palette, fonts, and UI styling
Composed new menu soundtrack in a synthwave style
Settings pages re-worked
Profile management UI re-worked
Profiles now default to certain settings
Changed Active profile UI widget
Fixed a bug where when the pilot was destroyed, new kills wouldn't get logged
Added interface setting for speedometer units
Livery UI completely re-hauled, colours are now pre-set to make selecting colours more user friendly
Created a new garage environment to better suit the cyberpunk theme
Enhanced lighting for loads of weapons, scenes are now darker
Team mate correctly uses the same abilities you do
Team mate correctly uses the same wheels you do
AI now uses correct shield and armour values
Player can now be knocked out, and respawns when destroyed
Deaths now correctly tally
AI now adopts correct bike base stats
Added Randomise Grid race setting
Camera changes to view when player destroyed
AI now dynamically generate according to their teams livery, bike setups and loadouts
New generation from scratch algorithm potentially allows for limitless amount of AI pilots on track
AI now completely independent of teams
AI bikes are now built from the ground up like the player at the start of every race. This allows for easy customisation and addition of teams and AI personalities
AI can now use Light and Heavy abilities and are rather...aggressive!
AI now respawn when destroyed
Added Unlimited Ammo race setting
Added Weapons Disabled race setting
Heavily tweaked weapon colliders, now they do not collide with other weapons, pilots own hit box, pilots own physical chassis, waypoints, zones
Weapons with force area of effects no long effects bikes physically, but do effect various obstacles
Added Respawn Time race setting
Fixed fire rates for AI weapons firing
Made hit and kill marker thicker
Added options for easy MyPAM setting up
Weapons were added :)
Plasma Bolter completely re-worked, new particle effects and handling, now resembles a more liquid based weapon
Plasma Bolter muzzle flash added
Incendiary Darts added, a light weapon ability with bonus damage against armour
Incendiary Darts muzzle flash and hit particle effects added
Re-worked Fusion Grenades, new model, particle effects and muzzle flash
Helix Rockets added, long range, gravity negating corkscrew rockets with a fierce area of effect!
Sound FX added for all four new weapons for firing, hits and muzzles
All audio has been normalised, compressed, and exported to preferred formats for FMOD playback
Player weapon sounds are now NOT transform.position based, as weapons that fired on left and right banks separately caused nauseating panning effects...
Completely new weapons system, now all weapons have an identifier and know who fired them
Pilot stats logs all damage done to shields, armour, accuracy and how many kills and other stats
Hit marker appears when a hit has been registered, colour changes depending on ability type hit
Kill marker appears when a kill has been registered, colour is also reflective of ability type
Fixed an issue where player spawn would move slightly on countdown
Save system now looks for correct directory and can generate needed directories/files to save correctly
Optimised projectile hit detection
Integrated FMOD with the project
Fixed doppler issues
Added multi-timbral engine sounds, now has a turbo sound
Composed Main Menu soundtrack
Created global parameters for volumes on sound FX, music and master
Added more OOPed prefabs for sparks, UI and other scene stuff
Added demo menu sounds
AI now make an engine sound in 3D space
Two engine sounds are available depending on bike chosen
Engine sounds are 'released' upon scene change and are reset, this caused loads of issues!
Engines now slowly fadeup upon race start, this will mimic the soundtrack also
Completely refactored the way a player is spawned in, player bike is now instantiated and 'built' from scratch. This allows for easy additions of bikes, wheels, and bike stats in the future. Also saves performance!
Loads of efficiency gains in having 'one' player character, many additional scripts were optimised!
Reworked rev counters and gear ratios, gear ratios are now bike specfic, taking to account bike torque, max power output and top speed.
Torque curves re-worked, now standardised, and gear ratios are to be modified
Weapons were removed :(
Quick Race menus now enable selection of two circuits, as well as separate Bike Selection from Career Profile
Camera Shake is now a customisable setting
Fixed interpolation issues where the bikes/camera would appear to shake under various GPU loads.
Fixed suspension issues, and can now customise suspension/ride heights for user preference
Fixed player and AI wheel component issues, all parameters are accessible for future customisable options
Created a brand new circuit, called Canyon Falls. It is a canyon and it has waterfalls. Canyon Falls.
Fixed orientation on skidmarks, they now correctly face Z-axis, and no longer dependant on camera viewing angle
Added skidmark handling on sandy terrain
Created a new crate! Keeping those blender skillz sharp!
Modelled a sci-fi tunnel
Created waterfall assets and other environments for Canyon Falls
Tweaked bike air handling, now more dramatic, and can fly further
Added a new tighter, closer camera angle
Added chromatic abberration effects which are also user tweakable
Added AI respawn mechanic when they get stuck or are out of bounds
Added 'Zone' AI system which allows AI to do more 'intelligent' circuit context maneuvers.
AI is significantly better at racing...needs balancing!
Added Zones for boosting, braking, overriding sensors and more!
Reworked RaceResults - system now cascades results in like F1, takes into account real time data, and AI's which have DNF'ed due to being destroyed.
Added circuit record holder and time, as well as player record for each track.
Rebuilt Profile system, now saved in a more efficient way
Can have multiple Profiles/Pilots per machine
Created Profiles can have unique name, number, and team name
Liveries and team colours have been added, can now customise various parts of your bike
Added different follow Camera views per users taste
Added different kinds of settings now selectable under the Settings menu
Added Controller support for MyPAM Robotic Interface
Team mate shares the same colours you do (though still only works for Lynx)
Tidied project folder
Removed redundant files
Refactored old code, removed deprecated code from prototype builds
Fixed a bug where the formula for rendering of the shield and armour icons would just not work
Added a LapTime class, which records lap times per pilot, allowing for comparisons, and better end race data
Added a LapTimeRow class to easily display data in an OOP friendly way. Currently displays results in a traditional Quick Race format, but this can be changed very easily
Added event system to end game sequence
Added Race Results screen, which shows lap times, difference, teams, numbers and other useful data
AIHUD now only shows when the AI state is driving
AIHUD is also hidden when looking back
There are now teams! Six teams are currently present (one is the player)
Team liveries now exist, and are shared between pilots. This probably increases performance also (not verified!
RaceManager now knows EVERYTHING, including distance all pilot locations, lap times, status, etc. This will be useful when weapons are refactored. Data collection and handling has been greatly improved
Refactored a lot of code to adopted a 'State' or 'Event' based system
Refactored some static code to be easily accessed and used efficiently
Race Results lap times update as AI finish, all data is dynamic and re-time
Added lots of scenery to Thunderdome, including an illusion tunnel, run off areas
Demo mode now available, with quick race style preset
HUD now hides when looking around in camera view
Tweaked Fusion Grenade radius and force, no longer effects player bike
EMP Repeater now physically effects objects (these weapon tweaks were to make demo more playable, these weapons will be completely overhauled!)
Fixed bug when loading Title Menu, now correctly processes player bike choice, and loads in correct setup
AI personality now accepts team, bike choice and nationality
AI Nationality now shown as flag on UI
Added full countdown routine, reworked how the event based system handles
Quick Races now end, basic results screen is shown
AI now avoids player as well as other AI and obstacles
Added bloom and other subtle effects to improve visuals
Refactor of GridManager, now more efficiently assembles a grid of AI and a player depending on various settings
AI completely remodelled and refactored, split into various classes
AI now have personalities, and can change AI behaviour depending on their personality
Ground work for team orders built
Added Doppler effects to player and AI characters (will use FMOD eventually)
When armour reaches 0, AI explodes SPECTACULARLY
AI now drives realistically, suspension, wheels turn and AI leans into corners
Lap Counter for each active bike
Stopwatch, and difference UI
Audio warnings for lower shields and armour
AI use same performance model as player so allow for closer racing
Position Calculation comepletely reworked, and actually functions correctly!
HUD shows AI status when within a certain distance, shows shields, position, armour and name
Remodelled Guardian bike with more details
Guardian added into the refactored bike physics and is selectable
Removed older bikes and wheels
Added 3 new wheel types from brand Werebear
Race UI slightly smaller
Camera angles tweaked
Small optimisations to weapons systems
Reworked tyre texture PBR, textures are now much more realistic
Added an asynchronous loading screen, complete with game tips!
Now a camera highlight reel when track loaded
Created a start screen before race countdown
Basic pause screen, pauses action and audio, navigates to main menu and quits
Bike upgrades now get processed and added to bike physics, needs a lot of balancing!
Holographic race UI, weapon banks, health, shields, boost, speed and alerts
Added Weapons systems to Thunderdome
Camera shakes at high speeds
When using freelook camera, UI is hidden
Field of view now warps with speed
Fixed a bug when navigating from pause menu, didn't start time again...d'oh!
Added more game mechanics such as increased top speed on boost, and grip values for different surfaces
Added skidmarks and independent grip and top speed values for each surface
When making contact sparks show!
Pit limiter when entering the pit, with flashing brake light
Built up the Thunderdome circuit (a lot of 3D models went in!)
Made first 2D sprite animation for Thunderdome and ZXRacing logo!!
Reworked torque curves and revs on bikes, now more realistic
Sampled more engine audio to give a more realistic sound when changing gear
Toggleable headlamps
Tweaked camera for better view
Added a basic drag mechanic, will be very useful when there are racers to actually slipstream...
Refactored all code relating to bike customisation and scene generation
Built a system to cater for a large amount of wheels, effects and audio
Refactored bike physics to be scalable
Research on cameras, and Cinemachine
Reworked cameras to allow for multiple views
Fully Xbox One Controller compatible
Revisited Lynx bike with finer details, and less polys!
Research on post-processing effects
Added various levels of scalable effects, including thrusters, lights, skidmarks, etc
Created a new environment to house the title menu UI, and other main UI elements
Built new UI framework for bike customisation
Made Bike Selection
Made Wheel Selection, along with a new class that handles different wheels types
Made Weapon Loadout screen
Made UI for upgrades, now all available upgrades can be selected, with additional layer for credits and research points when Career becomes avaiable.
Modelled various objects for garage scene, including toolbox, mug, workstations, monitors kitten coaster, headphones, fire extinguisher, bookcase.
Textures for garage walls, and floors, as well as mat for bike
Modelled a new bike, Guardian, emphasis on combat and longevity
Modelled another new bike Lynx, emphasis on nimble handling and acceleration
Played with synthesising new sounds for new bikes
Fixed a bug where shields upgrade would not save
Improved all interfaces for UI
All UI is now optimised for contoller input
Added simple UI sounds
Modelled new sets of wheels
Created a new track, Cyberpunk City - obviously not final name
Track now glows periodically, colour may change on conditions
Built an AI Path around route
Skyscrapers added, though without textures
Added gloomy skybox
Sorted and baked lighting
Sorted out various track normals, and created static environment objects
Worked on performance gains, added occulsion culling
Modelled a Motorway section for CPC
Refactored MuzzleController, worked on Object Pooling
Added Muzzle Flashes for Plasma Bolter and EMP Repeater
Fixed a bug where fire rate and ammo count for Flak Cannon was not correct
Plasma Bolter now more effective against Armour
Flak Cannon now has longer range and does more damage
Altered Quality settings and created a custom setting for optimisation
Made a new cone object
CPC now selectable from Quick Race menu
Fixed some issues with Hilkas Airfield camera not scaling correctly
CPC now called Alcana City!
Race Start screen is now shown before race
When AI or player respawns, a teleportation effect is shown, and a short delay
Made another set of wheels
Profile now stores data on weapon choice, bike choice, shots fired, shots hit
Refactored race UI to use TextMeshPro
Refactored Career UI to use TextMeshPro
XP gets added after a race depending on position
Added the weapon Cluster Mortar....it wasn't very good!
Added the weapon Flak Cannon....it was very good!
Sort of balanced damage for Flak Cannon
Flak Cannon hits are now correctly logged and added to profile stats
Added stats for shield and armour damaged
Sorted a few issues with selecting Flak Cannon and Cluster Mortar loadout
Refactored Quick Race UI to use TextMeshPro
Reduced the max number of AI to 7
Made Aurora bike unavailable (this is to make way for bike refactoring)
Sorted out test track
Added Proximity Mine utility, complete with flashing light
Added 9 pilot names to the roster
Tracers have been calmed down a bit to give weapons priority
Valkyrie now has additional gears
Environment text now has appropriate shader that stops text from showing through walls
Bikes no longer wheelie with front collisions
Weapon activation variable, can now set a timer
Explosion instances cleaned up
Fusion Grenades now register a hit on area of effect again
Player weapons and AI weapons are now separate
Top three positions now show on race UI
Race results now show top 5 and point allocation
Collisions from weapons now dont effect the physics of the bike
Can now choose the number of AI in race, position data etc all refactored to accomodate
Race Results now show all (up to 10) pilots
Notification log on race UI now shows key race events and warnings
Player now spawns in the next grid spot behind the last AI
Race kerbs added
Reduced Player top speed to make AI more competitive
Can now create a new blank profile
Can now set team name
Refactored profile system completely
Improved global system UI, better fonts, easier to read
Fixed a bug with the Laser Cannon registering as a Rail Gun
Created first Defense, Barrier
Created cooldown timers for defense weapons
Player weapons do not get effected by the Barrier
Created first Utility, Time Shift
Created cooldown timers for utilities
Added UI bars for utilities, and refined defense UI
Refactored cooldown timer handling
Refactored camera visual effect handling
Added scrolling texture on Barrier
Added really cool shader effect on Barrier
Added Muzzle Flash Controller, and a Laser Cannon Muzzle Flash
Altered the visuals of the Laser Cannon slightly
Changed the Notification Log to not take up half the screen with black
When finished a race the camera shifts angle
Race modes configured: Test, Quick Race, Career
Refactoring of code, creating coding standards, class, etc
Data involving weapons now in own class
Maximum Laps now work
Race Results screen, with top speed, position and fastest lap
Added textures for airstrip, as well as new objects like arches and arrows
Damage algorithm created, AI can now take damage from weapons
Fusion Grenades do area of effect damage, and updated description
AI now performs slightly more consistently (Still awful)
Added Laser Cannon to the game
Projectiles now ignore collisions and damage dealing when fired by player (temporary)
Fusion Grenades now correctly explode after two seconds of not hitting anything
AI now sensor other AI and players and shoot them!
AI can now use all weapon types as the player can
AI also get damaged from crashing into obstacles
When AI armour is reduced to 0 they cannot steer or drive
Fixed a bug where lap counter does not reset between races
Added weapon and damage logs, registering hit stats
Hit marker now shows when a successful hit has been made on AI
Refactored damage algoritms....again
Laser Cannon increased hit box
Fusion Grenades explosion radius increased
Shields now have a recharge delay
Chilled out the bloom and blur effects a bit
Added primitive but fast and stable AI
Added sensors to AI to avoid obstacles
Added more scenery to Hilkas Airport
Refactored some code that was producing harmless errors
Added a Quick Race Menu
Pause Menu now present when on track
Fixed a few bugs with profiles not displaying correctly (just altered timing of objects getting loaded)
Also sorted colours defaulting every time colour picker is selected
Rear view camera available by pressing C, this is also fixed while reversing
Race UI now features a boost bar
Re-aligned and scaled race UI
Added start grid
Sorted out tracers and lights to not be as intense
Current gear now visible on UI
Complete 10 bike grid
AI now avoids other AI and players
Race positions now work
Edited AI so they don't avoid other AI as pre-emptively
Changed Weapon Selection Menu, now has bike animations and better UI
Added icons for first wave of weapons
Icons now correspond on track to choices made in the menus
Weapons no longer trigger 'LapComplete'
Added lap counter
Now correctly calculates best lap, as well as difference
Camera blur and bloom intensifies when boosting
Thrusters now have a visual effect
Fixed that bug where the bike would infinitely wheelie when colliding with an object
Added new primary weapon EMP Repeater
Enhanced Plasma Bolter to give an on impact animation
Changed order of processing weapon selection/properties upon entering a scene
Added Change Log!
Added Settings Menu
Finished first draft of weapons selection (still not happy)
Shields now only get damaged on bike collision when speed is above 80
Plasma Bolter now alternates firing
Changed fonts of Bike Performance stats
Added camera animations when changing between screens in main menu
Last profile now automatically loads
Added Bike Selection screen
Added Plasma Bolters primary weapon
Profile now loads bike selected
Created algorithm to display bike performance stats
Balanced both the Valkyrie and Aurora
Added the ability to change colour of bikes
Initial commit
Created a test track to play with bike physics
Started on the profile framework
Built a save mechanism for profiles
Created two unique bikes
Added Dumbfire Rockets