The long list of changes

As I said in last posts we’re really close to the next update. We’re aware of your eagerness to play it and we can’t stop to repeat: thanks for your patience. The good news – this time I think is really good – is that we’re going to release the update in the coming post. No more posts until the update, and it could happen this week.

Last week – including weekend – we have been working on the fail&bail system and many other adjustments. Now we’re fixing some values, and working in the “update event” – recording some tutorials and videos, doing changes on the website and some other stuff like that.

One of these tasks was do a list with all the changes of the next update. When we have done it, we have realised that there are so many changes, and they are so deep that we have decided to jump to the 0.179. This is just for internal purposes and doesn’t affect to the dates and so. So this next update version will be the 0.179.

Here’s the final changes list – excluding bugs. I’ll talk more about each change in the next update post, which it will be the “release update post”.

  • New Following Camera
  • Improved SSAO
  • New Tonemapping
  • Adaptation light cameras
  • New reflection system for shaders
  • Adjusted quality levels
  • Adjusted quality selector
  • Improved physics and lowest timestep.
  • Replayer system
  • Other graphics improvements
  • New 3rd person cam
  • Improved stability on bike and air
  • Change bike colors and setup
  • New parabolic prediction system for helpers
  • Improved contact detection
  • Improved bike masses
  • New braking system based on torque
  • Improved pedaling forces
  • New helpers to grind
  • Improved sprocket movement on air
  • Fail by tilt
  • Fail by contact on wheels
  • Tricks can be landed on wheel
  • Tricks can be launched on manuals
  • No locomotion – temporaly
  • Fast respawn from bail
  • Improved weight when on the bike
  • Foot to floor when balance is lost
  • Foot to floor on slow speed
  • Improved impact absortion
  • Slight auto pump
  • Change root in tricks is now smooth
  • Improved ragdoll limits and mass
  • Improved animations
  • New hands and feet control system
  • New gestures recognizer
  • Improved shaders, models and lights
  • New spins system
  • Backflips and frontflips
  • Tilt on air to do wallrides
  • Improved basic tricks
  • New forces for each trick
  • Simplified basic tricks
  • Improved tailwhip and mirrored
  • Improved barspin
  • Improved Tabletop
  • Improved x-up
  • Toboggan
  • Decade
  • Tuck no hander
  • Keyboard and mouse – experimental
  • Other minor changes and bug fixes

Easter Work

Hi guys, here we’re again, working on weekend plus holidays. This should deserve a place on the “BMX games” hall of fame. It’s ok because we like what we’re doing. For now, I just want to share with you guys some progress on the new tricks in a video. Just a short clip with some random stuff – you know… work in progress… bla bla bla.

The to-do list is really short now so we really think the release of the 0.178 version will be ready soon. We really need to finish this update before start new amazing tasks. Indeed we’re more excited for what it’s coming thought this update.

I also want to tell you that this coming week we will ask your help. We will launch a poll in the website about platforms and so. This is really important for the investment of the project and next steps. Luis will tell you more details this week.

Thanks guys and happy easter

Nice shaders and optimized

The bugs are fixed!

The bugs are fixed! Well, at least those bugs which make the game unplayable, and are detected. Say this doesn’t seems too much, but it has take so long to achieve this. Still there are many minor bugs of course – we still on pre-alpha yet – but the game it’s pretty solid right now. So, what remains to release it? We have to enable the old tricks – we had to disable many of them for testing purposes – and add the new ones. We have also to tweak and test before release it.

In other aspects of the game life, we’re working on improve the website and the knowledge about the game. We’re recording videotutorials for those people who have problems with the website, pre-orders and also installing the game. We have done many minor changes in the website trying to be more explainatory about the registering-validating process. Many of you had experienced a lot of problems with the confirmation emails.

Also we’re recording one video explaining all what we have done in this 0.178 version – I’m afraid because I don’t want to get a long video – and also talking about the next steps – I will talk more about this down. And of course, planning the trailer for the Steam Greenlight. This is an important goal for the project so we have to do our best on this. Any help and advice will be appreciated, specially on free music for the bso.

About the next steps, in some point of the future we will migrate to Unity 5. Indeed we’re already working on it. The perfect scenario is keep working on Unity 4.5.5 – doing updates more frequently – one or two weeks like the first versions on november – and also have a team working on the migration in parallel. At this moment we’re using Unity5 for art and design purposes – the hard part of the migration is the physics.

I want to share with you some few screenshots of BMX The Game in Unity5. They are on a very early stage but they could help to see where we can go in quality terms.

PS: we don’t usually share things like this – outside the game -, but this video has given us motivation to work this weekend after a hard and long week ;)

PS2: Don’t be mad with my really bad English, today I’m really tired, and I usually forget my English when I’m tired.



Hi friends,

In short words I can say the pretty same like in the last update: we’re here working hard non-stop. The weekend was really great in production terms but it was hard because we need a rest – as soon as we release the 0.178 we will sleep for a day at least. We’re making our best. We have worked in many bugs, specially in the trick-physics forces – see last post’s gif. Now this is very optimized and it have flow. We have to re-tweak a little bit this yet. We have been thinking in add some files to mod-adjust physics, because it could be great to get your help to find the best physics adjustment. This isn’t easy because there are over 60 variables to tweak in physics terms, so we will make this for coming updates.

About the ETA… as allways, we prefer to don’t say a day yet, because we have really bad luck with the bugs, you already know. We just can say that it is really soon.

At the same time, last week we had a meeting with the architecs who are helping to design the city. Soon we will open the doors to the first city streets. Remember that the city is inspired on Barcelona and the place where you’re playing now is called “Mercat del Born” – google it ;) . Also we had conversations with some people who can accelerate the game making some good advices and future investments. We have to be patience with these things.

Now here is 1 am and we need a rest. So bed-time.

Thank you guys!


Last tweaks

Dear friends and supporters,

As we told in the last post, the update is near to be released. We have worked really hard to release it this week. We have faced many bugs, problems and “little” disasters – yesterday we lost 4 development hours due a computer crash. We have a great backup system, so it wasn’t so painful. Sometimes these problems-delays are kind of frustrating, but we keep moving forward with positivity. So today is Thursday and we need to work a little bit more on it. Isn’t ready to be released yet. This weekend all the team are going to work to try to release it on next week. We’ll let you know more about this on Monday or Tuesday – notice that this is not the estimated release date.

Many people is asking why is so hard to release this update. We already talk about the deep critical changes on this update. This changes forces us to tweak all the physics forces. Take notice that this game is fully procedural physics driven. All the tricks in the game are procedural and have their own forces. So even there are animations, all the changes on the mass, velocities and forces are procedural. As you can imagine this means a lot of work and adjustments to work nicely. In some way we have to “teach” the game to do each trick.

Thanks for your patience, understanding and support!