07 August 2022



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

02 July 2022


Takedown Gamemode

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

08 June 2022



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

20 May 2022


Vakoda City II

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

26 April 2022


Singleplayer Championships

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

08 April 2022


Lighting Improvements and Canyon Environment

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!

21 March 2022


Post EA/Customisation

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

21 March 2022


Post EA/Customisation

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

01 March 2022


Beta (quick fixes)

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!

27 February 2022


Beta (quick fixes)

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)

25 February 2022


Reverse Tracks

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

10 February 2022


Reverse Tracks

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

20 January 2022


Steam Integration

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

07 January 2022


Holiday Feedback

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

18 December 2021


Track Layouts

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

30 November 2021


Physics Update

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

16 November 2021


Visual Update

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

28 October 2021


Damage Perception II

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

01 October 2021


Input System

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

21 September 2021


UX and UI Improvements

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

31 August 2021


City Track III

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

12 August 2021


Elimination Mode

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

30 July 2021


Alpha Demo Version

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

12 July 2021


Iceberg Environment

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

23 June 2021


Online Multiplayer

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

27 May 2021


Cinematic Camera and Canyon Part I

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!

10 May 2021


Defence Droid and Ability Unlocks

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

28 April 2021


Menu UI rebuild, City Track II

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)

16 April 2021


Assault Turret, Character Portraits and Custom UI

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

07 April 2021


City Track

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

10 March 2021


UI Visual Navigation

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

27 February 2021


Unity Upgrade

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

12 February 2021


AI Liveries

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

23 January 2021


Damage Perception

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

02 January 2021


Global Race Assets

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

17 December 2020


Environment Filling I

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

27 September 2020


Barrels and Added Effect

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!

01 September 2020


Teammate Race Status

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

19 August 2020


Race Aesthetic

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

02 August 2020


Character Creation

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

21 July 2020


Finalised Liveries

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

17 July 2020


Liveries Continued

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

04 July 2020


Catch-up and Difficulty

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

30 June 2020



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

21 June 2020


Valkyrie Re-model

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!

04 May 2020


Sky Dock

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

25 April 2020


AI Personality

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

18 April 2020


Career Page and Stats

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

10 April 2020


Custom Race UI

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

28 March 2020


Iceberg Peaks

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

21 March 2020


Quality Assurance

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

11 March 2020


Ability Cooldowns

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!

04 March 2020


Experience and Credits

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

26 February 2020


Race UI

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...

23 February 2020


Image, Theme overhaul

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

09 February 2020


AI Weapon Stabilisation

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

07 February 2020


AI Weapons and Dynamic Generation

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

02 February 2020


Weapons Refactor

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

26 January 2020


Audio and FMOD Integration

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 :(

14 January 2020


Quick Race and Canyon Falls

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.

29 December 2019


MyPAM and profile Customisation

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)

23 December 2019


Spring Clean

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

29 November 2019



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

02 November 2019


AI Pathing

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

12 October 2019


Guardian Re-model

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

08 October 2019


Scene Management

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!

03 October 2019



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...

14 September 2019


Bike Physics

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

08 September 2019


Garage Scene

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

22 July 2019


City Track

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

05 July 2019


Stats and more weapons

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

16 June 2019


Switch Pitch

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

18 May 2019



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

02 May 2019


Camera Effects

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

15 April 2019


Lap Counting and Timing

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

12 April 2019



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

08 April 2019


Save System

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

07 April 2019


Initial Build

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