Weekly Dev Log for June 15th, 2020

Weekly Dev Log for June 15th, 2020

Hello everyone, and welcome to the Weekly Dev Log for June 15th, 2020, detailing all the changes that have happened since June 8th, 2020. Note: Devs that don’t appear in the weekly log are not necessarily away or not doing work, but may be working on things currently not announced or backend work that doesn’t need to be detailed.

Accelerate Progress

Work on Accelerate progresses, and we’re now planning on having an Alpha version of Accelerate in Update, our next major update. This initial version of Accelerate will feature Pine Valley, with two rounds per race. Future versions of Accelerate will have two tracks in each map per race.

@Johanna finished working on Track 1 of Pine Valley, and continued working on Track 1 of Sunrise Isles and Track 2 of Pine Valley. She also implemented the new fern texture into Pine Valley.

@Lifeless continued working on Track 2 of Bedzoom.

@macdguy worked on finishing the last core parts of gameplay for Accelerate, including the pre-round, customization UI, the “ready set go” logic, scoreboard, minimap logic, end of race podiums, lapped and finished UI, an incoming item indicator, and gameplay tips.

@Madmijk continued working on Accelerate items.

@Sketchman worked on events for the Flux item, name tags for other racers (including Avatar, and a line traced to the player), and changed the boost to account for the vertical direction of the kart.

@Wheezwer worked with @Johanna to improve the skybox in Sunrise Isles to more represent a sunrise.

@Will mastered and completed the music for Bedzoom. He also started working on various sound effects, including dirt rumble and time flux sounds.

Accelerate: Game World Menu WIP

Accelerate: Scoreboard WIP

Accelerate: Kart Customization UI WIP

Accelerate: Lapped UI WIP

Accelerate: Incoming Item Indicator WIP

Accelerate: Pine Valley Intro WIP

Accelerate: Pine Valley Crowd WIP

Accelerate: Pine Valley Start Area w/ Leader Cam Screen WIP

Accelerate: Pine Valley WIP

Accelerate: Sunrise Isles WIP

Plaza Improvements

@Johanna worked on some improvements to the Plaza, working to update the atmosphere to feel more warm and tropical, while also implementing a work-in-progress version of the updated Games building.

Plaza Improvements WIP


@Caboose700 finished implementing caching for the Moderation API, and continued working on the OpenTDB rewrite.

Chris finished working on the cart for the rail-based shooting gallery attraction for a future phase of the Arcade.

@Lifeless worked on bugfixes for the “Knightsend-by-sea”, “Amphitheatre”, “Market”, “Throne Room”, “Overtime”, and “Emission” maps. He also created individual mega-threads on our forums for every single map in the game to keep reported bugs organized.

@macdguy worked on some new unit popup UI concepts.

@ThisIsntNath recorded new footage for an updated Arcade trailer.

@Sketchman fixed some more issues with the Steam Rich Presence. He also wrote parts of the Moving Platform code, fixing a bug that was applying a constant offset to the net sync system, and adding guards to prevent NaN errors. He also fixed some issues with the implementation of the Moderation API.

@Wheezwer worked on coloring the Steam Trading Card for Little Crusaders.

Rail-Based Arcade Attraction Cart WIP

Wrap It Up

That about covers everything that happened since June 8th, 2020 at PixelTail Games. See you all next week!

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This looks really cool! I’m really excited for Accelerate to release! Also controll support :eyes:


do all of the karts have the same “hitbox”? for lack of a better word


Looks amazing! The UI looks amazing, as well as the tracks!

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Imagine huge vehicle or house as workshop model, who would drive tiny Kart…


Is this the first we’ve seen of the dogbags (I’m assuming that’s what they are)?


they’re in the toy stop riding the planes






I just remembered that Mac and I also worked on updating the text for all of the main menus of the gameworlds :upside_down_face:.


Does this mean changing what they say, or how they look?

We changed what they say, and Mac adjusted some of the spacing and fonts on some of them, I believe.


Will these affect the player counts on the menu pages? It’s been bugging me for a while that the range of players doesn’t line up with what is possible when creating a server.
lc virus

Yes, that was something we fixed!


That looks blooming awesome! It almost looks finished, when do you plan to release Accelerate?
Also, what achievements for Accelerate are planned?

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Good luck trying to get an estimated release date out of these guys…

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We’re aiming within next couple weeks or less for alpha, if everything goes well.




You can tell how the designers are getting the hang of UE4 mapping and lighting by looking at these new maps. Excellent work, it almost looks triple A-ish.

I must say, though, can’t you release Accelerate with at least 2 maps? The gameworld can get boring really quickly if you play on the same map over and over again.

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To be fair, it’s releasing as an alpha.