× Phaseshift FCOM Tutorials

Phaseshift: Evolved Changelog


## [0.0.9] - 2025-10-05

Re-vamped physics and AI behaviour with new takedown slow-mo mechanics, 4 player splitscreen and a photo mode!

### Added

- AI now use the new physics system, and added personality traits to vary Ai behaviour
- AI can brake and use boost depending on the severity of a turn
- Added the ability for localisation
- Added Takedown logs to the in-game HUD
- When player does a takedown, follow camera goes into takedown mode, causing a slowdown in time, and a focus on the destroyed vehicle
- Added a photo mode
- Added in local splitscreen support for up to 4 players
- New feats including Double Takedown, Triple Takedown, Monster Takedown and Rampages

### Changed
- Improved physics handling and added in gear ratios
- Improved aerial trick behaviour
- Fixed audio triggers, fades and stops when transitioning between scenes
- Improved transitions between cinematic and game cameras
- Separated PositionRows into an overlay, not individual HUD specific
- Targeting reticules work with each local player separately
- HUDModule supports up to 4 players
- AudioManager refactoring and fixing
- CameraManager re-write and refactor
## [0.0.8] - 2025-09-23

New ability, Barrier; destructible scenery including a new working Missile Turret, gameplay HUD cues when hit 
or taken damage as well as all new Feats!

### Added

- Shields glow on bike model when taken damage while shields are still up
- Added spark particle effects when armour is critical
- HUD now shows the order of pilots in a race
- Added feats, when completing one that pilot is given boost and XP
- UI for feats, showing the achievement then animating it being added into the boost bar
- Spark collision FX when grinding against other players and metal barriers
- Shields now regenerate over time
- Added customisable boosters with new particle and colour variants
- Created a new damage module to handle damage to all entity types, allowing custom behaviour 
on death or a scripted sequence
- Created turrets that can be equipped with abilities of a variety of levels and health
- Added a new Barrier ability pickup with two levels of power up

### Changed

- Boost meter now flashes when ready
- Improved UI HUD status module, new animations and effects
## [0.0.7] - 2025-09-01

Complete playable demo with soundtrack, pause menu and transitions!

### Added

- Created GameSettings to control every aspect of game set up
- Added Dolly Cameras that follow dolly carts as well as targets (vehicles)
- Cinematic bars shown when player isn't in control
- Added a countdown routine
- Added Session Events handlers and triggers
- Built a CameraManager
- Added a pause menu with resume, restart, return to main menu and quit
- Created a basic Audio and SoundtrackManager
- Composed a synthwave/drum and bass soundtrack test for Saathea
- Added asynchronous loading screen
- Fade out transitions

### Changed

- Modularised UI and is now set according to game mode and session data
## [0.0.6] - 2025-08-19

Colourful liveries and bike customisation

### Added

- Added a cascading armour and shield status bar
- Added a HUD, showing vehicle status, laps remaining, laptimes and speedometer
- Added a bespoke shader that utilises layers to make liveries according to a pre-defined livery scriptable object
- Created models and UVs for 3 sets of bike parts
- Creates stamp-able sponsor decals for primary and secondary sponsor layers (3 total currently for each)
- Created a sponsor scriptable object, each with goals, achievements and relationship tracking

### Changed

- Minimap pip now shows the vehicles livery base colour
- Bikes are now built at runtime according to pilot/team/override defaults
## [0.0.5] - 2025-07-17

Refactor on prototype code for more performant and improved architecture

### Added

- Static data structures all defined for teams, characters, vehicle parts, themes and more
- All code data driven, improving debugging and readability
- New HUD UI to improve player feedback
- Added primitive save data and session data objects
- Particle FX on vehicle destruction
- Added scenarios, a single player challenge builder with preset settings to challenge players (or let's be honest test the game)

### Changed
- All settings are now in ScriptableObjects for easier testing and defaults
- Minimap blip is now coloured according to team
- All code tidied, organised, namespaced, assembly definitioned and commented
- Fixed FMOD priority bug
- Improved error handling and debugging

### Removed
- Removed all redundant files
## [0.0.4.3] - 2025-02-06

Online Multiplayer and Party System

### Added

- Created a ClientStateHandler object that keeps track of each client's state, and shareable data
- Created Party functionality, clients can join and leave using a quick join or join with code feature
- Each client has their own version of a party overlay UI, to keep track on connected clients
- Built a customisable menu navigation framework with simple scene management
- Player positions in game are synced across network, and host determines who is in what position
- Played with server authoritative syncing and movement

### Changed

- Camera and UI prefabs now instantiate and initialise on session creation
- Player objects are now created and built up at runtime