× Phaseshift FCOM Tutorials

New gameplay features for 0.0.8!



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!

0.0.8 adds a whole raft of gameplay features including a new ability pickup called Barrier, regenerating shields, loads of quality of life improvements to aid in feedback from combat, as well as UI improvements to show score and other in-game useful information.

Feats


The biggest change to gameplay this version was the addition of what I'm calling 'Feats'. Feats are accomplishments you complete in game, these can range from barrel rolls and back flips when aerial, takedowns and registered hits in combat or simply completing the fastest lap. They give you score and XP, as well as add to your boost bar. 

0.0.8_Feats
A wild example of how how feats add to your boost meter

This time around your boost meter regenerates, but much slower - meaning performing Feats can allow you to catch up and fill up your boost a lot quicker. Feats will continuously get added to the more I experiment with game and add new features. The idea is to reward players for playing the game in the most fun way!

Barrier


0.0.8_Barrier
Barrier (Bubble Shield) has a new D-20 style look to fit the PSX visual theme


The Barrier Ability returns from Phaseshift! Currently allowing up to 2 levels of powerups with complete invulnerability for a couple seconds depending on power level. Abilities cannot be used during this period, but any blocked shots or damage results in a 'Blocked' feat, adding to your boost meter. 

Turrets, Barrels and other Entities


This was something of a 'scope creep' incident, but one thing I loved working on when building FCOM was the turrets - and in truth any kind of AI when working with computer behaviour. An attempt to potentially keep leaders from running away with race was the inclusion of turrets, or other static environmental objects you could battle with on track. One example of such an object is the Missile Turret. 

I created a new Entity type which means I can create any kind of Turret that uses any type of ability in any power level. This gives the ability to create all kinds of exciting Turret combinations to give players something to shoot at to build up their Feats for boost, as well leaders a run for their money if the race is getting a bit too easy. I wanted to create a sense of urgency and for you to know when you're being targeted. As such I added a laser beam that trains in on you when you are it's next target! Barrels have also been added, and like Turrets can be targeted using abilities that can track targets. As expected, when barrels get hit, they explode! This causes big damage to anyone nearby.

0.0.8_Barrels
A pile of barrels waiting to be destroyed

Something I've wanted to explore more with this game is world building. I love the cyberpunk theme and wanted to figure out how to add this more into the gameplay portion of the game. I've been playing a lot of XGRA, where you would sometimes get bonus for destroying rival corporate equipment on the side of the track. I've had an idea of adding ad-boards with in-game companies - many which share rivalries. Your sponsors may ask you for a...'favour' in return for bonus money if you hit their goals for example, and this Entity system was one way of achieving it. 

Race HUD


Race UI been further improved with the feats section, as well as pilot position rows, boost section and health module. The health module gave me the most difficulty due to using a 'pip' based solution. Pips can be added depending on max armour/shields, and allows for temporary boosts if pickups ever gave them, much like a Halo overshield would. I also wanted to make sure the HUD had meaningful animations so you could have an idea at a glance of your status at any given moment. The difficulty of creating the animations for the UI systems was made so much easier with inclusion of the DOTween package - I find Unity's native solution a bit clunky at times!

0.0.8_HUD
A look at the updated HUD complete with feat system and new health bar

Expanded Gameplay and HUDv0.0.8


Sep 23, 2025
  • 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
  • Boost meter now flashes when ready
  • Shields now regenerate over time
  • Added customisable boosters with new particle and colour variants
  • Improved UI HUD status module, new animations and effects
  • 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

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Author

Josh Lyell

Game Developer

Other Combat Racing games

A futuristic bike races past a logo of the game titled Phaseshift

Phaseshift


Developer: Bubblehead Game Dev

Genres: Combat RacingRacingAction

Platforms: PC


Release date: Apr 8, 2022