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  3. Devlog #2 for 0.3.0.0 - New Controls, Camera Movement & Dressage Plans

Devlog #2 for 0.3.0.0 - New Controls, Camera Movement & Dressage Plans

During the week of October 20–24, the focus was on the riding system.
We worked on a new riding control scheme, dynamic camera movement, and smoother transitions.
In addition, planning is already underway for future dressage movements to make the overall riding experience more realistic and versatile.


[h2]New Riding Controls (WIP)[/h2]
In the last devlog, we already mentioned the new riding modes that will be available in the future.
To make this expanded functionality both playable and intuitive, we are currently working on a new keyboard layout for riding.

Some key bindings will remain the same or similar, while others will be expanded or newly added to allow precise and fluid execution of future “special moves.”

Additionally, we plan to provide several standard keyboard layouts — including EN/US, DE, and FR — to ensure optimal control for international players.

[h2]Plans for Dressage[/h2]
We have already had several discussions about how we want to integrate dressage riding and its special movements into the game in the future.
These special movements are not planned for Update 0.3.0.0, but we are already laying the technical groundwork for them.

The following movements are planned, among others:
  • Piaffe
  • Leg Yield
  • Half Pass
  • Shoulder In
  • Haunches In
  • Pirouette
  • Flying Lead Changes
  • Turn on the Hindquarters
  • Turn on the Forehand


[h2]Camera Movement While Riding[/h2]
The camera movement now dynamically adapts to the horse’s motion.
When the horse moves in a gait with noticeable up-and-down motion, the camera will follow this slightly to create a more realistic riding feel and give the movement more weight and dynamism.

[h2]Refining Transitions While Riding[/h2]
This week, we mainly focused on refining all animations and fixing small issues in the transitions between riding modes and gaits.
Our goal is to make these transitions as smooth and natural as possible — without stuttering, unwanted movements, or visible inconsistencies during blending.

Since riding is a central part of the game, it remains clearly in focus and continues to receive special attention.

[h2]Replacing Purchased Assets[/h2]
Our goal is for Unbridled: That Horse Game to offer a unique and distinctive experience — which naturally includes custom-made objects within the game world.
In the past, we relied on many pre-made assets that we purchased at affordable prices.

In the future, however, we plan to gradually replace these with our own models.
For Update 0.3.0.0, the focus will be on vegetation — particularly grass, trees, and bushes.


[h2]Note[/h2]
All content is currently in WIP (Work in Progress) status and may still change before release!
As always, you can follow our progress live on our public roadmap:
[h2]>> View the public roadmap here <<[/h2]