In this update3
Full notes
Full Motocross The Game update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Events
- Gameplay
- Performance
- Balance
- UI and audio
Motocross The Game changes
Hey everyone! 👋
We skipped our usual monthly update in December, as most of the team took a well-deserved two-week break during the winter holiday season. Before that, we managed to gather 11 team members for our Christmas party, and it was honestly an amazing moment to finally bring everyone together in person for a full day.
Now that the team is back and fully operational, development is moving forward again at full speed.
🚧 What’s new in January?
January was about restarting strong, reinforcing the team, and pushing multiple core systems forward:
Female rider integration is underway and progressing well. Still a work in progress.
Continued development of the multiplayer framework, with steady improvements behind the scenes.
Added new animations for the mechanics.
A new 3D scanned track has been added to the game. Still a work in progress.
Ongoing physics tuning to improve overall feel and consistency.
Improved suspensions (linkage system)
Started working on track pits, an important part of immersion and race flow.
Performance optimizations, including DLSS and FSR integration. Hello FPS.
Rider customization systems are actively being developed.
An Alpha update was delivered to Alpha players in early January.
A first version of a web leaderboard is available to get the competition running between the Alpha players.
A new developer joined the team to reinforce development capacity.
We also welcomed a Producer, whose role is to help connect the different teams and improve production efficiency across the project.
📅 What’s next?
February will focus heavily on core gameplay and race logic:
Creating flaggers and bringing them to life
Implementing full race logic: starts, lap counting, timing, white flag for the final lap, checkered flag for the finish, detecting lapped riders, and all the rules that define our favorite sport
Bike settings and tuning, closely tied to physics work
Making the rider react to physics data, including collisions and landings
Continued daily progress on physics (fixes on gravity and max damping force among other topics)
Further work on the UI, both creation and in-game integration
Continued expansion of the multiplayer framework
Migrating to the next Unreal Engine version
Thank you once again for your incredible support and patience. We are a small but passionate team, fully committed to delivering the motocross simulation we have all been waiting for.
You all rock! 🤘 — The Motocross The Game Team 🧡
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Source
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