Nitro Thrash Status 11

Since the last devlog I made 40 commits (but they were on the larger side).

The biggest recent change was updating from Unity 5 to Unity 6. The upgrade broke so many things, and getting everything back into a working state was a bit of a nightmare. Unity 6 brings a lot of bug fixes and useful features so I think overall it was worth it.

The second biggest change was getting Steam multiplayer working. The game now uses a custom UDP networking backend built on top of Steamworks, which handles lobby creation, peer-to-peer sessions, and friend invites. You can browse friend lobbies from the multiplayer menu and join directly, or accept a Steam invite from anywhere in the game and it'll cleanly transition you into the lobby. I maintained the old socket-based networking system so I can always fall back to that if needed.

A lot of work went into menus as well. My original menus were using the "UIToolkit" system in Unity, but I found them frustrating to work with and more limited than I would like. While it was faster to create a menu in UIToolkit, it was harder to make it feel dynamic. Thus, the settings and mission select screens were rebuilt from scratch using my newer menu system, which makes them consistent with the main menu and a lot easier to work with going forward. The mission select now has satisfying paper-shuffle sounds and animation on transition. The old UI toolkit-based versions are gone.

Bulletpoints:

  • Upgraded to Unity 6
  • Added a new level unlock animation
  • Added a new mission complete animation
  • Menu backgrounds now have a dynamic moving gradient behind them
  • Mouse input is now ignored when navigating with keyboard or gamepad
  • Smoothed out keyboard steering (before it was too hard to fine tune the direction you were 'aiming')
  • Added an "ultra" shadow quality setting
  • Fixed a bug where the LUT would break at lower texture quality settings
  • Fixed aspect ratio issues with the HUD
  • Vehicles that weren't finished loading before a level transition now reload correctly
  • Fixed various UX issues with menus
  • Fixed up every issue that was present in the Linux version
  • Created build pipelines for the full game and the demo version
  • Various polish and cleanup for the inevitable demo version
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Nitro Thrash Status 10

Since the last devlog I made 76 commits

I've been singularly focused on putting together a demo, and putting every task that isn't necessary for what I imagine the demo to be on hold.

Level 2 is now in a good state in terms of detail. Many areas got a new detail pass such as the sewer area and the triangle area, and other small details were sprinkled throughout the level.

Most of the soundtrack is now in-game, as well as a credits page for each of the bands in the game.

Performance has been improved, with particular attention paid to the little physics objects sprinkled throughout two of the levels so far.

Lots of little improvements were made like:

  • added the ability to unlock levels
  • the camera now stays within the level bounds
  • an indication that pressing gas will flip you over was added
  • the HUD and menus respect ultra-wide monitors
  • the appearance of the balance bars were improved
  • every menu that should use transitions now use them
  • multiple replay files are now supported
  • the look and feel of the replay viewer was improved and bugs were fixed
  • COMBO and NITRO letters were added to the HUD during those missions
  • vehicles no longer vibrate in the garage
  • added an indicator on screen for save point usage
  • improved vehicle loading system
  • displayed the wallet in every area that it would be useful
  • fixed up all mission previews and made the camera automatically zoom

And a bunch more that I didn't feel like listing.

Progress marches on.

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Nitro Thrash Status 09

This past month I made 25 commits.

This past month has mostly been focused on continuing the detail pass on the second level and optimizing these new details. I didn't keep detailed notes on every change this past month, so I'll keep it general and show pictures of a few key areas instead. This detail pass is almost finished, I only have a few more areas to touch up.

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Nitro Thrash Status 08

Since the last post I made 159 commits

Here are some notable changes I've made to the game:

Levels:

  • Detailed the tutorial level (the ship)
  • Began a detail pass on level2 (the city)
    • lots of foliage, decals, storefront work, smoothing, reworking bad looking areas

Vehicles:

  • Created a in-game garage to customize your car
  • Made every cosmetic unlockable using the money earned from missions
  • Added license plate customization: 4 different styles so far
  • Rewrote vehicle shaders - can change the paint job's "finish" separately on primary and secondary colors
  • Added pearlesence as a paint finish
  • Added police decal to all cars

Missions / Gamemodes:

  • A lot more work on the tutorial -- almost finished

Misc:

  • Added balance bars to the HUD when performing a grind
  • Made the game automatically backup your save and settings
  • Refactored the hell out of the replay system
  • Added virtual on screen keyboard
  • Fixed various linux-specific bugs
  • Created custom fake-volumetric lighting
  • Completely rewrote how lights interact with everything
  • Added dynamic lights to vehicle and vehicle actions
  • Rewrote my smoke shader to react to dynamic lighting and wisp away instead of shrink
  • Optimized the hell out of levels: (instancing and batching)
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Nitro Thrash Status 07

In the past month, I've made 39 commits.

Here are some notable changes I've made to the game:

Levels:

  • Started creating tutorial level

Vehicles:

  • Updates to capo paintjobs

Gameplay:

  • Jumping during a grind resets the maximum score for that grind
  • Changed uprighting code to prevent uprighting during manuals

Missions / Gamemodes:

  • Made some HUD elements more clear
  • Added lap counter HUD to racing

Misc:

  • Rewrote main menu system
  • Added level select UI
  • Added full screen transition animations
  • Made replay system more versatile
  • Added replays to the background of the main menu
  • Cleared full screen vignette in various scenarios
  • Added game save system to save various stats and completed missions, etc
  • Added more trees and foilage
  • Started developing tutorial
  • Made the audio system more advanced
  • Redid how HUD scaling and layout works
  • Added big 3d arrow to HUD



So far 16 bands have signed up to be in Nitro Thrash!
Follow them, listen to them, and go to their shows!

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Nitro Thrash Status 06

In the past month, I've made 56 commits.

Here are some notable changes I've made to the game:

Levels:

  • Finished "phase 2" of Level 3 - meaning it looks good enough to film now but it's quite done.
  • Created destructible dynamic light objects
  • Started making foliage for the levels

Vehicles:

  • Added a new car "capo"
  • Added pizza sign topper
  • Refined the original car to be smoother
  • Adjusted rim textures

Gameplay:

  • Air rolling while on the ground no longer messes up your turning

Missions / Gamemodes:

  • Added 'highest combo' gamemode
  • Prevented cheating in race modes by setting the teleport to the checkpoint

Misc:

  • Online player indicators now show the player's secondary color too
  • Fixed replay bugs surrounding checkpoints and objects
  • Significantly improved the workflow surrounding level importing
  • Refactored level shaders to be easier to change
  • Added dynamic light support to level and vehicle shaders
  • Rewrote smoke shader to prevent stutters in game
  • Added "portrait mode" toggle for the HUD to record shorts
  • Started making a new main menu

As for things that are surrounding the game, I have further news.

I've finally formed an LLC so things are getting pretty official.

Pangolin, a band from Florida, reached out to me about adding their music to the game. And I think they're a great fit so I now have permission to add three of their songs to the game!

You should check them out and support them!

They then got in contact with more bands and so far Nitro Thrash will feature White Lighter Club and If I'm Lucky.
So go out and support them too!

Discussions are happening behind the scenes with more bands. It's looking like the sound track will kick ass.

🔗