Where Do We Stand?

I know, I know. It’s been a while since we filled you guys in. I feel like now might be a semi-appropriate time to do just that. Some of you may have seen the last devlog we did at the start of March, but a lot of you probably haven’t. I’m going to try to do this in the same format which is what we’ve been doing/dealing with and then I’ll explain where we are currently and what we plan to do in the next month. I want to just point out that this is what we want to do and not what we are promising will get done in the time frame we specify.

What we’ve done in the past months?
Let me just start out by saying, there has been a ton of complications the past few months. I won’t speak for any of the other guys because that’s their business, but I have had a lot on my plate since I’ve been home from school. I’ve been working a lot of hours, sometimes 14 hours a day, so at times I’d rather come home and sleep and not work on the game. Another major roadblock was when my PC died. I had to replace my motherboard and CPU. Of course I had to upgrade to a new platform so I had to get new RAM as well. I was only able to get 8 gigs at first so when I worked on the game I always maxed it out. I wasn’t able to get another stick for 2 weeks after. In total, my work was hindered for about a month.
When I was working, it seemed like I was jumping back and forth between things so they never got completed. Luckily, we have another programmer now that will help me out with some of these duties so I can focus on one thing at a time. I haven’t really been working on physics which sucks for me because that’s all I want to be doing. I’ve been working on getting the bike set up and the rider working with the rig. I’ve also been spending a lot of time on the bike customization system, which I think will be killer. Other than that, there’s been a ton of work done to our track and the bike with texturing.

What are our plans for the first alpha release?

Long story short is we do not know. We have to take things one day at a time since this isn’t our only priority in life. We do have a good understanding of what kind of content we will have. Our plan is to build up our alphas to form our early access release on Steam. More on that in a bit. Here is a list of what we are planning on putting in our initial alpha releases.

  • One compound set in the south east United States. The compound will feature various tracks ranging from motocross, outdoor supercross, outdoor arenacross and trails for you to explore.
  • There will likely be only one weather type with a day and night cycle. That means there will be lights set up around a couple of the tracks. There will only be one right now because weather is not our main focus.
  • Terrain deformation. (Probably after a few alpha preview versions)
  • 3 bikes – LCQMX250(four stroke), LCQSX125(two stroke) and LCQEX250(four stroke, enduro).
  • Basic version of our complex bike customization (if that even makes sense lol).
    • Tintable parts (color changing – list of parts to come soon).
    • User created bike graphics as well as stock graphics.
    • Switchable parts (list of parts to come soon).
    • Bike setups (suspension, gearing, stability etc).
  • Track Creator.
  • Multiplayer(Later in alpha preview versions).

Where are we going?

Kickstarter.

We finally have a date for you guys, even though it’s probably not for what you want. We will be launching our Kickstarter campaign on September 1st, 2017 (Hopefully). We have decided that this is an achievable goal if we buckle down and work even harder than we already are. The initial campaign will kick off a week or two before the Kickstarter even goes up. We will first roll out a customization video showcasing some basic bike customizing in one of our prototype user interfaces. We will then post a video of some gameplay and other in-game shots. Lastly, we will upload a video with a couple of our developers explaining the project and what it means to them which will include a couple other goodies. We will be doing this so you can decide ahead of time if we are a developer you want to support when the Kickstarter launches. Hopefully the videos will give you enough insight to base your decision on.

The Kickstarter details will be released soon such as our goal, reward tiers and the rewards themselves. One reward I can tell you about is “backer alpha previews”. A few lucky backers will have the chance to receive an alpha key through Steam to play the game as we develop in these young stages. It wont be an outrageous tier, so it may be something to get excited for during these weeks leading up to the Kickstarter campaign.

How can you help now?

There will be a lot of people who we will let down when we finally unveil what we have been working on. That might be developer suicide by expressing that, but we simply cannot meet everyone’s expectations, which I feel is blatantly obvious (ex. Our game isn’t Reflex 2 lol). Why am I saying that? Just for the simple fact that some will turn their back to us which means we lose some support. We aren’t super well known yet and that’s okay. The only problem with that is the amount of people that know about us and our project is significantly less than the amount of people who want a new motocross game that implements the missing features from past motocross games. That means less people that would want to support us if they thought we could go somewhere with our game.

I’m not usually one to ask for likes and other similar things, but I’m going to do it this one time. We need your help to leverage the power of social media. All I’m asking is for you to share this post/our website, our Facebook page or even just tell someone about us and what we’re trying to do. The more people we have on this journey with us, the more likely we are to succeed and bring you a quality game that you’ll play for years to come. An increase of our presence in the moto community would bring to attention the significance of what we are trying to do and innovate the way motocross games are. Obviously, this is a big thing to ask and by no means are you obligated.

We don’t have a ton of content to show right now, but if you look at some of our assets that are already made you’ll know that we are a talented group (at least the art guys are????) of people that mean business.

 

We honestly can’t thank you guys enough for all of the support you give us. We would have quit a long time ago without all of you behind us and I know we always say that, but it couldn’t be more true. The faith you have in our team is unreal and that is what drives us. It may take a while, but we promise to give you the motocross game you deserve!????

8 thoughts on “Where Do We Stand?

  1. Behind you guys 100% of the way! can’t wait for what is to come. I want to thank you guys for caring for the community the way you do, the way so many game developers do. Not all but a lot of devs just want to get the most money out of the players, you guys really care about what the community wants and thinks, and try to put that into the product and the drive for making it. Keep it up!

  2. Even if you aren’t what some people expect, the game will still be brilliant for such a small company!! I do love the enduro bike you are putting in (personally I like 2-strokes for enduro, but at least you guys are appealing to that crowd) I think you guys can still create a wonderful game!!

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