The new update to Phaseshift is here! The biggest update yet, 0.2.10.3 adds loads of new features, user experience improvements and gameplay add-ons. The additional patch includes all of the bug fixes as found by the community.
To summarise, 0.2.10.3 adds:
4 player splitscreen!
2 new tracks on Saathea Canyon
4 new AI teammates to hire
Visual and gameplay improvements to many of the abilities including the Plasma Bolter, Seeker Missile and others
UI improvements across the entire game
Environments on Nuziri, Vakoda and Saathea improved
This is only a fraction of the improvements added in this version, all of the games systems and frameworks have been re-worked and refactored to enable easier development in the future and provide the ground work for new exciting changes.
Massive thanks to all those who got involved in the testing over the Beta period!
As always please let me know what you think of the changes, if you have any suggestions or feedback, check out the Discord where you can message me.
For a more in-depth list of all changes, check out the article on my website.
Update 0.2.10 - Splitscreen - Beta
The new update to Phaseshift is here! The biggest update yet, 0.2.10 adds loads of new features, user experience improvements and gameplay add-ons. Currently, the update is not available to the wider public, however owners of the game can access the Beta with a special key available on the Bubblehead Game Dev Discord. Check the Phaseshift #updates channel for a pass key and instructions on how to participate.
To summarise, 0.2.10 adds:
4 player splitscreen!
2 new tracks on Saathea Canyon
4 new AI teammates to hire
4 new championships
Visual and gameplay improvements to many of the abilities including the Plasma Bolter, Seeker Missile and others
UI improvements across the entire game
Environments on Nuziri, Vakoda and Saathea improved
This is only a fraction of the improvements added in this version, all of the games systems have been re-worked and refactored to include a number of changes this version, and the ground work for future improvements and work in the future. This version will be available publicly and will be deemed the latest release soon after testing and feedback.
If you want to get involved and give much appreciated feedback, head over to the Discord and obtain the pass key!
For more information on all of the changes, check out the change log here.
Update 0.2.9 - Arena Environment
0.2.9 is out! A huge update including a new environment with five layouts, four new championships, visual and audio improvements as well as smaller tweaks and balancing. Explore the new Arena environment, with a new Speedway track and infield layouts, big jumps, boost pads and underground tunnels.
An advanced RaceUI has also been added, this shows when you are losing traction or in another pilots slipstream. This will likely be expanded upon in further updates, you can turn this option on in the Settings->Interface menu.
Legacy tracks have now been added! Thunderdome, and old Vakoda City tracks can now be selected. Increasing the track count by 3.
Four new championships, including 'Test League' featuring all of the layouts from an environment...for...you guessed it testing purposes! Also features a new Early Access League Championship 'Star Cup' showcasing the Pickup gamemode.
AI Pilot Roster card visuals have been improved, starting a development to revamp this area.
Balancing/Tweaks
-When destroyed, you now respawn at the last waypoint you triggered while still active. This stops exploits where you could jump over barriers, and boost to propel yourself to trigger farther waypoints to mitigate time lost to being destroyed. As a result the default respawn time is now set to 2 seconds from 3 seconds. -Pangolin has been buffed, features a far tighter turning circle, and better grip. Top speed and durability has been lowered slightly. -Bike to bike collision has been modified, there is now no friction between pilots in an attempt to combat PIT maneuvers.
What's Next
Some more local splitscreen multiplayer experimentation! This will also be a big update as I will be lining up a lot of the work for the online component too.
Full changelog
-Entirely new environment for the Arena tracks -New stadium, floodlights, terrain, bridges, ad board assets -New Twist track -New Oval track -5 new layouts -Bike collision friction now lowered with other bikes, reducing PIT move effectiveness -Added tunnel section, underneath speedway -Added advanced raceUI, shows when bikes have lost traction or are in slipstream -MuzzleFlashes no longer initialise if abilities are disabled -Made some tools to help number and organise AI pathing and waypoints -Buffed Pangolin stats, now has better turning and handling to match other bikes -Added interactive TVs, showing players camera -Added modular tyre walls -Pilots now respawn on last waypoint when not destroyed -Added VSync option in Settings->Graphics -Changed cinematic dampening camera to 0.1 on Arena (to match other tracks) -Default respawn time now 2 seconds to counter last waypoint respawn -Can now play legacy tracks (Thunderdome, Vakoda City Long) -Added Racing Lines, Waypoints, Ai Pathing, Track Objects for new layouts -Layout specific objects now separated from parent layout type of better organisation of items, and better memory performance -Changed audio trigger distances, hopefully will reduce audio engine load -Skidmarks and tyre smoke now correctly show when bike has lost traction on road surfaces -Added new championships for environment layouts, as well as a Pickup game mode centred championship
Update 0.2.8 - Quality of Life Improvements I
0.2.8 brings a whole raft of small improvements from feedback gathered throughout the Indie Racers Festival. Main changes are the countdown to abilities/weapons enabled, session settings available on pre-race and pause menu. The game mode is now recalled via voice over before the start sequence so you have a better idea of what you're getting yourself into! (The quality of the voice over is not final!)
Balancing/Tweaks
-Teammates no longer attack you! This was something found after the 0.2.7 Abilities update. Although teammates went to attack you they did no damage, and now they won't even try!
What's Next
As mentioned in the 0.2.7 'What's Next' update, a brand new Arena environment, with infield tracks, jumps, tunnels you name it! I will also be prototyping some local multiplayer components all ready for a split-screen and eventually online multiplayer mode.
Full changelog
-Added title music -New Title screen routine, shows player what it's doing, and status of save file updates etc -Added turbo whine to AI engines -Fixed some wonky UI behaviour on lower resolutions -Light abilities and heavy abilities now shut off correctly when passing the line firing -Teammates no longer attack you! -Visible countdown timer for abilities enabling -1440p now available -Vocal cue plays on pre-race telling you gamemode playing (SFX currently placeholder) -Fixed Pre-race UI anchor points, should now display on all resolutions -Added session settings data to pre-race -Added session settings to pause menu, with current track and game mode -Smoothened out keyboard steering -Added gravel and grip zones for different surfaces (preliminary work for Arena layouts) -Added gravel traps to current Arena track for testing -Improved death screen -Changed respawn zone spawn direction on Canyon -Reduced performance load of bike explosion effect -Abilities are not initialised when abilities are disabled, improves performance
Update 0.2.7 - Abilities
Update 0.2.7 brings a complete re-write to the abilities, improving visuals, performance, audio and re-working some of the...lesser loved abilities in the roster! Gatling Gun, EMP Repeater, Swarm Missiles, Shrapnel Cannon, Seeker Missiles, Incendiary Darts and more have all received significant changes visually and the way they play in game. Also featuring new soundtrack!
Balancing/Tweaks
-Shrapnel Cannon now replaces Cryo Burst! Shrapnel Cannon has a longer range, tighter spread and less damage. It also bounces off obstacles once before detonating. Each projectile has a small explosive area of effect. -Swarm Missiles now fire 8 missiles instead of 6, and have a far faster travel speed, lock on time, and the salvo can be fired in bursts. Each missile does less damage. -Seeker Missile travel time is far faster, lock on time is slightly slower (in favour of a brief cool animation) with a reduced cool down period. -Proximity Mine; 3 can be deployed at once. Trigger area is now visible on the ground. -Drone Turret has been renamed to Sentry Turret, and two can be active at any given time, with a 5 minute lifespan. -Gatling Gun now has tracers and hit sounds when successful hits have been made. -EMP Repeater now uses ray casts, so projectile speed is instant. Fire rate and damage have been slightly reduced to compensate for lack of gravity effect and additional accuracy. -New ability Decoy Flare! Distracts all incoming locked on missiles for a time. This takes over the default Defence ability from Barrier. -AI behaviour changes, better target lock on and ability usage (this is being dialled down from ultimate potential because, well they were too powerful in testing!) -AI are now smoother when turning and are better at overtaking. Some tracks require more work! -Added more boost areas for AI, AI will boost more often on harder difficulties (some tracks)
What's Next
Arena environment overhaul with in-field tracks, new stadium, crowds, jumps, stunts and other fun stuff! Loads of new track layouts on the Arena environment. Also some split-screen preliminary work, let's see how we do!
Full changelog
-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
Update 0.2.6 - Takedown Game Mode
Update 0.2.6 brings LOADS of updates, including a new playable bike Lynx, three new game modes: Pickup, Takedown and Team Takedown, plus a whole raft of bug fixes. 16 pilot events are now a thing! Jump into the explosive new Takedown mode with 15 other pilots, it's a blast! (...literally, you've been warned.)
Takedown game mode
Introducing Takedown game modes! The first combat centred mode, take out your opponents to win! Points are earned by blowing pilots up and finishing within the leaders time. Score ties are decided by track position. Team Takedown is the same, just points are combined at the end for overall team finishing position.
Pickup game mode
Ability cooldowns are a thing of the past in Pickup game mode, collect ability colour coded pickups to replenish ammo on track! Collect the pickups before your opponents do, and strategise the pickups you collect for your current scenario.
Balancing/Tweaks
-Improved AI pathing on all tracks -Fixed a critical bug where AI wouldn't brake, should be more competitive on more difficult tracks now!
What's Next
Abilities overhaul! New visuals, balancing and a complete re-design of certain abilities! The aim is to make the abilities and weapons more engaging, fun, and strategic. After community feedback regarding certain ability types, some will change all together to create more balanced context specific gameplay. Also another new bike, why not?
Full changelog
-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 un-competitive -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 problematic AI pathing issue on Terraformer Reverse -Stopped some persistent vibration issues
Update 0.2.5 - Pre-Race
Update 0.2.5 adds a new pre-race routine with cinematic dolly cameras of the environment to a swish fade in to a rev matching mini-game with rewards for nailing that perfect start! Miss the rev match and you may wheel spin, or get bogged down! Bike torque curves and gear ratios have been re-worked to allow a more realistic model; bikes now have faster acceleration and a slightly higher top speed. AI now also use the same model, so you may find that racing is fairer and difficulty is better matched.
UI across the entire game has also been re-worked for accessibility. Working hard to improve readability and user experience in all areas, especially with fonts.
And two more tracks in Saathea; Delta and Delta Reverse!
Balancing/Tweaks
-New torque curve and gear ratios mean more aggressive acceleration and a slightly higher top speed! -AI use the same torque curve for closer, fairer racing -Slipstream, boost and rubberbanding buffs now stack correctly, enabling even higher top speeds -AI now have the same boost pool as you -Challenger Championship last race from 10 laps to 5 laps -Molotov speed rating increased from 82 to 92
What's Next
Takedown game mode! A new way of playing Phaseshift, focussing on battling and takedowns in a free-for-all or team mode! Takedown your opponents for high scores within a time limit to come out on top.
Retrofits for older bikes (Guardian and Lynx) inline with the new graphics will also allow them to be playable and customised.
Full changelog
-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
Update 0.2.4 - Vakoda City II
Update 0.2.4 brings a whole new update for the city track Vakoda! 13 new tracks to race on, as well as an entirely new neon drenched cyberpunk city to explore! Phaseshift now has a total of 25 tracks! Also includes visual improvements to menu UI, resolution scaling, Barrier glow effects, font sizes and more!
Balancing/Tweaks
-Elimination countdown timer now starts after weapons have been enabled. For games that have weapons disabled, the elimination timer will start after 20 seconds -Catch up is now stronger for players behind AI -1 second respawn timers can now be selected
What's Next
Pre-Race handling! This includes environment cameras to show the scenery, new pre-race environment specific music and a rev-matching 'mini-game' to simulate a good launch. AI will also move onto a torque/gear based model like the player, so initial getaways as well as acceleration/torque curves will be identical to allow for better fine tuning and fairer racing. (No more storming ahead off the line!) This will also make way for better engine audio further down the line!
AI aggression and difficulty is still being monitored, so tweaks may be made in this area relative to your feedback!
Full changelog
-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
Update 0.2.3 - Singleplayer Championships
Update 0.2.3 adds all new championships! Can now complete in a range of singleplayer championships in the Early Access league! Currently there are five to choose from, with many more coming! This version also has Post Race UI improvements, friendly fire options and enhanced stat tracking.
Balancing
-Reduced effectiveness of Laser Cannon -Reduced Pangolin top speed and armour
What's Next?
A complete overhaul of Vakoda City! The city track is going to be re-built from the ground up, including new track designs, layouts and entirely new environment. The should allow for several new planned tracks as well as a new landscape build around the recent lighting improvements.
Full changelog
-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
Update 0.2.2 comes complete with a totally re-worked lighting model! Lighting as been re-worked in all environments, more range and depth in shadows, with new reflections from all of the emissive elements on the tracks. This version focused on the Saathea Canyon environment, creating unique assets to bring the world to life. Some of these new lighting effects are a work in progress - some of the tracks need another pass (Vakoda, Arena, Nuziri) to truly take advantage of the new lighting system.
Of course the Discord is always open to feedback!
Discord: https://discord.gg/XskfFX5DpU
Lots of little improvements also added, such as new start grid graphics, AIHUD now shows teammates, ability visual improvements, and AI racing line improvements.
What's next?
Much of the feedback (especially in reviews!) has been around a Career mode or single player component. 0.2.3 will focus on creating the framework for a championship mode, with ready to play mini championships included in the update. This will give you a flavour of what to expect in the full release! Lighting in all environments will likely still need to be tweaked.
0.2.4 will focus on more environmental assets (Vakoda will be next!) and additional game modes.
As always, a full roadmap is available on the Discord.
Full changelog
-Completely re-hauled 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 -Added a subtle film grain effect -So many visual changes that I can't even begin to write them all down!