Arizona Derby cover
Arizona Derby screenshot
Genre: Racing, Simulator, Sport, Adventure, Indie

Arizona Derby

Release notes 0.90.1b - Improved HUD, Adriver, AirSupply System and Tracks

This update is focused on improving HUD system, additional refining of the ADriver and ADrone together with AirSupply and Jet fighter system, which behavior is polished like in realistic air simulations, so will add extra moments to the overall AD experience.





- Displaying gang members position and distance in front, rear or side of the player car - so it can see and track racers and their distances; its displayed with small clean HUD letters; initial version was blurred 3D texts but its replaced for clearance; and due to utilizing very little amount of the screen; however there will be HUD adjustment so player can choose what parts of HUD will be displayed or not; display of other racers positions and nicknames is good for orientation purposes and for overall feeling of current race standings; which is important to motivate player additionally;

- Finalizing ADriver system and its HUD (out of the car, loot mode) - You can get out of the car 5 times per limited amount of time and you need to get back to car, or will be respawned at latest checkpoint (so people can't cheat, like loot forever and wait to be respawned to car;

- Car HUD position's and direction when you outside, you will have on HUD your car position and distance, or direction (left, right) if the car is not visible so you can fastly head to the car after loot;

- Implementing Fighter Jets logics, dropping AirSupply;

- Added sounds of the crowd and fireworks systems all over to the 10 new tracks (about 100 objects);

- Implementing and smoothing out jump animations to the ADriver, while in ADriver mode, you can press 'Y' button to jump over obstacles, if you need to catch AirSupply;

- Fine tuning crouch picking animations, there are few different (crouch, semi-crouch) animations when ADriver picking supply, to make the overall process more realistic;

- Implementing Air Supply System, jet's dropping supply and player can get out of the car (ADriver mode) for the limited time, 5 times per game, and he can pickup loot and needs to get back to car; if he didn't manage to back to car in limited time, car will be respawned at last checkpoint;

Fine tuning Fighter Jets dropping out the AirSupply logics and dropping of the supply process, to make it more interesting; Jet drops supplies, while flying next to the cars and then getting out to the skies with all cinematic effects, so player literally feels it's next to real jets.

Ongoing Updates: Release notes 0.90.1a - Introducing ADriver and ADrone Mode

This patch introducing ADriver for looting Air Supply Boxes and ADrone Mode to evade stucks, together with overall updates to the terrains addressing global early testers feedbacks






  • Polishing of the all the game tracks to make smoother off-road terrains, where is too extreme for racings, where car can be stuck and it can slows too much speed, which is by response of many early testers one of the crucial parts; so every map is inspected for such issues; as well rechecked for the many other necessary setups to be fully and perfectly playable at EA;
  • Putting in HUD current and the total number of checkpoints, so the player can know about overall progress;
  • Introducing 'ADriver Mode' - the player is able to get out of the car ("pressing right shoulder") and to loot air supply boxes around the track, in limited time and a limited amount of getting of the car. Time for all cars are slowed to 30%, so the player has a chance (if has skills) to get out, loot boxes and get back to win the race;
  • Introducing 'ADrone Mode' - when player stucks in some situation, like other car crashed to his, or he turn over while jumping over the hill; the player can get to ADrone Mode by pressing left shoulder button. He has limited time and number of ADrones, so he can navigate to a safe position and bring car there (Autopilot will bring cars to Adrone coordinates). There is initially 3 ADrones (Sporty, Tech, Military) in Adriver/Adrone menu to be selected and each with different stats, like speeds, acceleration, damage etc.;

Release notes 0.89.9b - 70 Dancing Animations of ADrivers, sound settings polished in menu's

The focus of this patch is realistic dance animations introduced to the avatars in "Arizona Derby" (so-called "Adrivers")





  • Introduced over 70 realistic dance animations and emotions for end of the race, when player win race, his hero will dance and doing emotes with lifelike animations;



  • Added dance podium to the main menu, where the chosen hero can play;

  • Mute car sounds while in pause menu;
  • Set out all sound levels (fx sounds, soundtrack music sound, and voice sounds)

Release notes 0.89.9a - Physics Hotfix

This patch addresses most common response from early pre-alpha testers, in order to provide seamless gameplay of "Arizona Derby" for Early Release






  • Addressed the main glitch which pre-alpha testers noticed, that cars flips out easily and feel like 'no weights'. Cars right now are harder to do a wheelie when going over jumps; also it not flip backward; so overall gameplay experience is much more fun and like most of other physics in car games;
  • Smoothed out some extreme terrains, in order to have fewer stucks or flip outs on high speeds;
  • Improved physics system, fine-tuned collisions and reactions of the cars to grounds and other objects;
  • Balanced weight's of the cars, so they don't look like ' floating' over hills;
  • Fine-tuned reactions to the small obstacles, less chances to flip from small objects (but thing is that supercars body is light-weight and it going at fast speeds, so that's why it happening if jump wasn't handled at right (lower) speeds, or right angles (it will turn over like in real life).

Release notes 0.89.8d: Big Destructions, smoother side/back gameplay and sound settings

This patch is focused on the plenty of the new destruction and crash effects, which are physically very realistic and improved, chunks, the debris of metal, wood, concrete, smoke, fire impacts, bursts, and many others was introduced to the "Arizona Derby" gameplay for ultimate joy in actions






Car to car crashes, as well other collisions in gameplay now has a variety of the state of the art effects, which sets overall gameplay step further and increase atmosphere. Flying chunks and debris all around making overall playing even more addictive. Side and back camera's movements smoothed out; before there was a glitch that car inside and the back view has dynamic aspects of the front speeding (change of perspective, car moves forward/backward). With this fix, 6 side and back cameras working very smoothly.


    <*> Intro trailer and menu scene lighting and postprocessing lighting fine tuning;
    <*> Side and back camera's smoothed out - no need for dynamic actions of the vehicle when is in side camera view (previously on speeding and acceleration vehicle got strange glitches);
    <*> Improved car to car crashes and impacts visual effects and particles;
    <*> New custom decals available for the AI racers and
    <*> Sound settings in the Pause menu and main menu at Options.

    Release notes 0.89.8a3 - Improved HUD, glass refraction, less motion blur on wheels and checkpoints improvements

    This fixes resolving some minow HUD issues, as well as car glass refraction shaders, making it step further realistic. It also removes unnecessary motion blur from wheels, leaving fine-tuned lifelike motions. Checkpoints are also fine improved.





    • Opponents names and current race standings are displayed in up left corner in HUD during the race with their position around the Player;
    • Refraction glass issue fixed; glass is perfect reflective and realistic;
    • Glitch on the nitro camera resolved (car distance from camera changes and making cars appears like shaking on nitro);
    • Tuned amount of the tire motion blur's addressing feedbacks of the Community;
    • Checkpoint system visuals improved;
    • Checkpoint arrow mesh (pointer to next checkpoint) opted out, since impacting visuals and there is implemented the logic of the next Checkpoint on the screen and its distance (also if Checkpoint is out of the screen there is left and right arrows to navigate player in the right direction to find it);
    • HUD player position number and current time decreased by 35% (larger playable screen space);


    Please check these changes on the picture bellow:



    Release notes 0.89.8a: Custom Decals

    Custom decals with brand new unique shader technology has been added for detailed tweaking of your ride





    A unique blend of colorful textures and advanced shading algorithms providing tons of quality decals. They are all different in styles and will enable to customize your ride to express your emotion and personality.



    Currently, I added 24 of custom decals for EA, and there will be much more in the future, and all of them very unique.

    At end, little in-game actions :

    Left-view:


    Rear-view:


    Right-view


    They are tweaked for the off-roads.

    Release notes 0.89.7a: New 52 Vibrant Car Colors, opting out Slow-motions and Less Blur

    This patch is focused on visual effects, extensions of the colors and improved actions, based on ongoing feedback from pre-alpha testers.



    Thanks to the support and Community's feedback, I continued to improving and balancing overall gameplay, to be as perfect as possible for Early Release on 10th June.





    • Doubled the amount of the new colors (51) and each of them is hand-crafted to be ultimately realistic, reflective and specifics on its own way. (introducing whole new double color shader algorithms, never seen so far in any racing games);

    • Fine-tuned (lowered) amount of the radial blur at Nitro and Car-to-Car crash actions asked by Community;

    • Slow-motion are opted out to speed overall game actions (based on feedback from many players which experience 'moon-landing' feeling, lack of gravity and 'flying around' with cars, this is together with balancing physics parameters of the cars one of the most important measures to address this issue;


    Many ongoing parallel improvements are on its way.

    Release notes v0.89.5b: Highly Improved Car Reflections

    Visual improvements of the cars reflections in the game are tuned to the very edge of current rendering capabilities.



    What does that means for you?
    More fun, more realistic and intense immersions in the crazy off-road's of the"Arizona Derby". The overall visual quality of the game reached one step further, in it's way to the top.
    Improved shaders will reflect the real lifelike quality of the environments on the car chassis and there will be plenty of, never seen so far, colors to be painted to the car in Tweak menu (to be released as a separate announcement).



    Note: Some patches to be available as a Collectible update (TBA) to all pre-alpha testers, depending on ongoing performances of compound development/debugging/building processes of the "Arizona Derby".

    Ongoing Updates: Release notes v0.89.3f

    Arizona Derby continues toward Early Release from pre-alpha version, including new updates, amongst many of the other ongoing polishing's, in a way to provide your ultimate offroad arcade racer






    • Testing of 72 different tracks on a variety of locations, including varieties, normal, reverse and night modes
    • Adding night/fog system to tracks
    • Implementing distance UI text over the location of Next Checkpoint and direction guides if the checkpoint is out of the visible view
    • Fixed issue of possibility to click with mouse over display stats and to set their input content from the keyboard
    • Other ongoing polishings of the engine by plan


    We are working on testings of all the new tracks from both direct and reverse mode and we're promising tons of fun and endless actions with all this. Still, many of the features not included in pre-alpha built and we're looking to finalize all for the Early Access role out at 10th June this year.

    As usual, your feedback's is crucial in this process.