MCTD Development Log

The development process of Motocross: Chasing the Dream will be posted here
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hodge
LCQ Studios Staff
Posts: 527
Joined: Thu Jul 19, 2018 1:09 pm
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A log of what work has been done on MCTD will be posted here each day if there was any work done. Some entries will be dull and boring, while others may be exciting. If you don't understand something or just want me to go into detail about something let me know and I will if I can!
July 2020Show
07/13/2020
  • Engine tool development
  • Center of mass calculation adjustments for rider lean
07/12/2020
  • Engine tool development
07/11/2020
  • Engine tool development
  • Some work on menu system
07/09/2020
  • Engine tool development
07/07/2020
  • Engine tool development
  • Some work on menu system
June 2020Show
06/29/2020
  • Adds torque boost under certain RPM to act in place of an auto-clutch for the time being
  • Adds rider placeholder since animations are getting redone soon
  • Back brake tweaks
06/05/2020
  • Adds 'Stats' menu view to display Steamworks stats
  • Adds 'Total distance traveled' and 'Total airtime' Steamworks stats
06/04/2020
  • Adds gameplay settings menu
  • Adds automatic shifting toggle to gameplay settings menu (on for auto shifting, off for manual shifting)
  • Adds 'Reset Bike' and 'Dev Console' inputs to input binding settings (dev console not live yet)
  • Fixes player UI showing transmission RPM instead of Engine RPM
06/03/2020
  • Adds batch script to delete all player preferences (tutorial on how to use down below)
  • Adds graphics UI updating to proper settings when no player prefs exist
  • Adds duplicate input unbinding of former input
  • Fixes controls being overwritten when in game
06/01/2020
  • Adds simple main menu UI
  • Adds settings menu
  • Adds input rebinding
  • Adds graphics settings
  • Adds new application icon
  • Fixes Steamworks API not being cleaned up from memory
ArchiveShow
2019Show
I didn't keep up with this public login in 2019. Oops...
☘️March 2019☘️Show
3/1/2019
  • Wheel side-slip and forward-slip improvements (Traction curve coefficients)
    🤐Top Secret Confidential Private Dev Video🤐Show
❤️February 2019❤️Show
2/26/2019
  • Rider IK animation syncing with physics
    🤐Top Secret Confidential Private Dev Video🤐Show
2/25/2019
  • More steer and lean balancing in an actual environment
    🤐Top Secret Confidential Private Dev Video🤐Show
2/23/2019
  • Steer and lean balancing
    🤐Top Secret Confidential Private Dev Video🤐Show
2/03/2019
  • Dynamic weather testing
    *My OBS settings are whack. Made the video low FPS.
    🤐Top Secret Confidential Private Dev Video🤐Show
❄️January 2019❄️Show
1/10/2019
  • Off-bike rider controller
  • More efficient rider-collidable objects
  • Rider off-bike balance - based on force where rider-collidable objects hit
*FPS dips are from huge terrain that was used to demonstrate the logs. Had to create a the proper setting for them haha
🤐Top Secret Confidential Private Dev Video🤐Show
2018Show
❄️December 2018❄️Show
12/16/2018
  • Imported track editor project
  • Created new track editor scene - not a whole lot in there yet
  • Wrote editor/runtime script to link missing GameObject dependencies to make life easier on the designers
🍂November 2018🍂Show
11/3/2018
  • Added steer and lean adjustment commands to dev console for quicker testing
11/2/2018
  • Steer and rider lean physics balancing
  • Added FAQ to the main website
11/1/2018
  • Dev console updates
  • Heightmap importer from the console for Damien
*Still need to add the rest of October
🎃October 2018🎃Show
10/16/2018
  • Steamworks features integration
    • Added the ability to display users friends on Steam who have MCTD
    • Added basic UI to display those friends
    • Enabled Steam Overlay (shift+tab)
    • Started on invite-to-server feature
10/03/2018
  • Finished 1 set of gear and gloves
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
    Image
10/02/2018
  • Started expanding in-air physics
    • Faster trajectory calculation on Y and Z axes
    • Removed center of mass normalization for takeoff projection
    • Faster gyro calculations
    • Started on takeoff projection (speed, combined CoM of bike and rider, and throttle amount off lip of jump)
📓September 2018📓Show
9/30/2018
  • 125 motor UV channel adjustments and texture set blending - Damien had me do it and I'm surprised it came out right
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
  • Got the 125 in game and ready to shred
    🤐Top Secret Confidential Private Dev Video🤐Show
    *Audio was recorded out at the track and hasn't been touched up yet. It's not even really tied to the bike yet lol.
9/24/2018
  • Various test shot recording w/ Damien
📸Dev Screenshot📸Show
Image
🤐Top Secret Confidential Private Dev Video🤐Show
9/23/2018
  • Rebaked terrain lightmaps (was using billboard vegetation before instead of mesh :roll:)
  • Prepped for announcement trailer shot recording
    • Fixed tiny bug in replay system causing a random (but only ever 1) procedural animation target to replay frames 0-5 of replay file continuously
    • Fixed auto exposure post processing module
    • Added particle system replay in replay system
    • Added script to switch to different shot on shot list
    • Added ability to switch to certain time mark in replay system based on same key as shot list for seamless transition
9/20/2018
  • Track editor - import heightmap
    • Error handling - check for correct heightmap resolutions (513,1025,2049(preferred))
    • Error handling - check .raw file is 16bit
9/18/2018
  • Started setting up unannounced bike in-game. Might not be in full release; just for us devs to play around on and test networking with multiple bike options.
9/12/2018
  • Terrain deformation optimization
9/11/2018
  • Starter on chat UI - not final, just testing
    🤐Top Secret Confidential Private Dev GIF🤐Show
    Image
9/10/2018
  • Terrain deformation improvements
  • Network code additions
9/07/2018
  • Terrain deformation optimization progress
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
9/05/2018
  • Networking - Chat Module
    • Global chat - Messages to everyone in the server
    • Queue chat - Messages to everyone in your queue/party/lobby; whatever you want to call it
    • Team chat - Messages to members of your official team in the server
    • Private chat - Messages to specified person in the server
    • Commands
      • Code: Select all

        I am typing to everyone
        (no global identifier for simplicity)
      • Code: Select all

        /q I am typing to my queue
      • Code: Select all

        /t I am typing to my team
      • Code: Select all

        /p [hodge] I am typing to hodge
I've been working on this at school in my free time. This will be the basis for all notifications in the server meaning more identifiers can be added. Ex. a server telling a user what race they are in

Code: Select all

/sp [hodge] <color=red>You are in 250 heat 2</color>
, the /sp meaning "Server private message". These only work in the dev console right now, but when I pick it back up in the future it will work nicely with the UI.
9/04/2018
  • Started pulling network code into a separate project to clean things up
  • GPU lightmapping tests
9/02/2018
*Post From Desmond
  • Working on Track assets
  • Terrain Modifications for Sentinel
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
    Image
    Image
    Image
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    Image (this is still a WIP.. a little low poly for my liking )
☀️August 2018☀️Show
8/30/2018
  • Pulled in Alex's new scene lighting
  • Pulled in new vegetation and textures for the trails
8/27/2018
*Post From Desmond
  • Finished the terrain for Sentinel MX Facility
  • 2 Stroke Completed
  • Neckbrace for rider completed
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
    Image
    Image
    Track Shots.. Track is 3 tracks in 1. 2 medium sized tracks and a pro loop that connects them both.. outlined is pro loop
    Image
    125
    Image
    Neckbrace
8/25/2018
  • Prepped terrain deform for multiplayer
  • Async terrain deform (async from main game loop)
  • Terrain tessellation shader work for better performance
  • Higher terrain detail resolution
  • Terrain deformation UI toggle
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
    Some ruts made in the sand using terrain deformation.
8/22/2018
  • First person camera settings added - position additives and preferred X axis angle
  • Rounded camera sliders to the hundredths place
  • Persistent camera position (Exit game in first person, come back to first person)
  • Replay file manager prep
    🤐Top Secret Confidential Private Dev Screenshot🤐Show
    Image
    A look at the current camera settings menu - visuals are not final!
8/20/2018
  • Weekly team meeting
  • Test video shot rendering from replay file (Replay jitter gone. Needed to sync camera with physics :roll: )
    🤐Top Secret Confidential Private Behind the Scenes Dev Video🤐Show

    Recording in-game replay frame by frame. 0.9fps, so slow! That's what happens when you capture each frame raw I guess. Nothing better to do than take a Snapchat video :joy:
  • Worked on menu for camera settings
8/18/2018
  • Worked on menu for camera settings
8/16/2018
  • Added options to change 3rd and 1st person camera properties
  • Fixed first person camera rotation lerp causing rotation to increment the long way
  • Added new menu for multi-player and settings
  • Added persistant settings support
  • Slowed down front suspension rebound
8/15/2018
  • Depreciation of camera damping during replay(will add back when jitter fixed)
  • Camera position changer refactoring
  • First person camera refactoring
  • Camera options added to dev console
8/14/2018
  • Steer and lean balancing adjustments
  • Center of mass calculations adjustments
  • Rider procedural animation clean-up progress
  • Removed support for freeze-time unless single player (found that one out during a playtest tonight :lol: )
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HunterK155
Posts: 32
Joined: Wed Aug 08, 2018 11:57 am
Location: Pennsylvania

Awesome idea for this topic. Ill prolly be looking at it daily.. Lol
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hodge
LCQ Studios Staff
Posts: 527
Joined: Thu Jul 19, 2018 1:09 pm
Contact:

First post updated.
Christian123
Posts: 67
Joined: Thu Aug 09, 2018 10:58 pm

It’s my birthday and this got me excited 😃😃
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hodge
LCQ Studios Staff
Posts: 527
Joined: Thu Jul 19, 2018 1:09 pm
Contact:

Christian123 wrote:
Tue Aug 14, 2018 11:29 pm
It’s my birthday and this got me excited 😃😃
Happy birthday!
Christian123
Posts: 67
Joined: Thu Aug 09, 2018 10:58 pm

Thank you bro!
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hodge
LCQ Studios Staff
Posts: 527
Joined: Thu Jul 19, 2018 1:09 pm
Contact:

First post updated.
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MathieuAerts
Posts: 212
Joined: Wed Aug 08, 2018 3:39 am

Thanks for the updates! :D
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hodge
LCQ Studios Staff
Posts: 527
Joined: Thu Jul 19, 2018 1:09 pm
Contact:

First post updated. I promise I'll find a better way to do this 😂
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Bulldog
Posts: 154
Joined: Thu Aug 16, 2018 7:25 pm

This is a cool idea. It should be interesting to see your posts as you finish up development.
Image
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