July 2020Show
07/13/2020
- Engine tool development
- Center of mass calculation adjustments for rider lean
- Engine tool development
- Engine tool development
- Some work on menu system
- Engine tool development
- 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
- Adds 'Stats' menu view to display Steamworks stats
- Adds 'Total distance traveled' and 'Total airtime' Steamworks stats
- 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
- 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
- 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
- More steer and lean balancing in an actual environment
🤐Top Secret Confidential Private Dev Video🤐Show
- Steer and lean balancing
🤐Top Secret Confidential Private Dev Video🤐Show
- 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
🤐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
- Steer and rider lean physics balancing
- Added FAQ to the main website
- Dev console updates
- Heightmap importer from the console for Damien
🎃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
- Finished 1 set of gear and gloves
🤐Top Secret Confidential Private Dev Screenshot🤐Show
- 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
9/23/2018
, 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
*Post From Desmond
- 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
- 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.
- Various test shot recording w/ Damien
📸Dev Screenshot📸Show

🤐Top Secret Confidential Private Dev Video🤐Show
- Rebaked terrain lightmaps (was using billboard vegetation before instead of mesh
)
- 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
- Track editor - import heightmap
- Error handling - check for correct heightmap resolutions (513,1025,2049(preferred))
- Error handling - check .raw file is 16bit
- 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.
- Terrain deformation optimization
- Starter on chat UI - not final, just testing
🤐Top Secret Confidential Private Dev GIF🤐Show
- Terrain deformation improvements
- Network code additions
- Terrain deformation optimization progress
🤐Top Secret Confidential Private Dev Screenshot🤐Show
- 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
- (no global identifier for simplicity)
Code: Select all
I am typing to everyone
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
Code: Select all
/sp [hodge] <color=red>You are in 250 heat 2</color>
9/04/2018
- Started pulling network code into a separate project to clean things up
- GPU lightmapping tests
*Post From Desmond
- Working on Track assets
- Terrain Modifications for Sentinel
🤐Top Secret Confidential Private Dev Screenshot🤐Show
(this is still a WIP.. a little low poly for my liking )
☀️August 2018☀️Show
8/30/2018
*Post From Desmond
- Pulled in Alex's new scene lighting
- Pulled in new vegetation and textures for the trails
*Post From Desmond
- Finished the terrain for Sentinel MX Facility
- 2 Stroke Completed
- Neckbrace for rider completed
🤐Top Secret Confidential Private Dev Screenshot🤐Show
Track Shots.. Track is 3 tracks in 1. 2 medium sized tracks and a pro loop that connects them both.. outlined is pro loop
125
Neckbrace
- 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
Some ruts made in the sand using terrain deformation.
- 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
A look at the current camera settings menu - visuals are not final!
- Weekly team meeting
- Test video shot rendering from replay file (Replay jitter gone. Needed to sync camera with physics
)
🤐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 - Worked on menu for camera settings
- Worked on menu for camera settings
- 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
- 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
- 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
)