Getting Started


This week

Most of the work this week since the game jam  has been in direction setting, consolidation and getting the infrastructure for the team set up.

Art

Art from the game jam

Deciding on a style

Our art team has been working on solidifying an ascetic for the game. Here are some of the mood boards we've been putting together.

One of the interesting ideas that came up was using two different color pallets for the AI car company and the rest of the city. The AI's would  have a more cyberpunk neon color. On the other hand the player's car, the public transit and the builds that are not associated with the bad guys would appear more pastel.

Music

The music team just started work we now have a car crash sound and an initial soundtrack.

Development work

Features

During the game jam we implement the basic player movement,  AI car movement and the ability for the players to override the enemy cars' behavior. Since then, we have made three major improvements: We have implemented a  street car obstacle; There is now a basic level editor system to make  constructing the road network easier before it involved drawing and dropping dozens of edges to connect everything. Finally, we have implemented a basic version of enemy spawning.

DevOps and Refactoring

The dev team spent some time on Sunday and Monday  refactoring our code from the game jam. In addition, we put some time into DevOps
getting a CI/CD workflow going on GitLab, so we should always have a working build. We followed  this excellent guide from game-ci.

Obstacles/Challenges

A lot of time this week was dedicated to researching the CI/CD workflow setup for smooth production and refactoring all the code from the game jam to build a strong design foundation to work from before getting started on the major game production.

What's Next

  • Play testing our current build and collecting feedback
  • Implementing the boost mechanic.
  • Making the destruction of the AI Cars more fun and satisfying.

Some discoveries

Coordination and communication are probably the hardest part of making a good game. I don't think,  personally speaking as the dev lead, comprehended what an enormous task coordinating everyone would be.  I want to give a big shout-out to our producer Andrei Ulturgashev for getting things moving getting the lines of communication going.

Files

Version 1.0 (GameJam) 28 MB
Sep 28, 2022

Get Road Work Ahead

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