
Video Dev Log
For those who prefer watching over reading, the video dev log for this month is now also available. It covers everything that I talk about below but with additional context, visuals, and a bit of real-time commentary on design decisions. This format has been working well so far, so expect more video updates alongside the written dev logs going forward.
Art Update
It turns out I still haven’t fully learned my lesson from reworking the GUI multiple times as I’ve updated the game’s art again.
Originally, Car Trials used placeholder assets that I planned to gradually replace with custom-made models. While I’ve genuinely enjoyed 3D modelling my own assets, especially the cars, it became very clear during content planning that this approach was not scaleable. The game requires a lot of art assets, and since I am developing this game solo, fully custom 3D art for everything simply would not be realistic within a reasonable development timeline.
To solve this, I’ve switched to using Kenney’s asset packs for the majority of the environment and props. I also used Kenney’s car asset pack as my own car style did not match with the asset pack. This decision has paid off immediately:
- The visuals are cohesive and interesting.
- Asset quality is consistent across the game.
- The art supports gameplay instead of competing with it.
Most importantly, this frees up development time to focus on what matters most right now, which is creating the content for the game
More Car Physics Refinement
Despite saying last month that I was happy with the car physics, I continued refining them as they felt slightly off to me. One issue that I wasn’t satisfied with was acceleration. Previously, most cars accelerated in a very similar way regardless of their weight or drivetrain system. This made them feel less distinct which is not something I want in a car game. To fix this, I introduced an animation curve–driven acceleration model.
Here’s how it works:
- The current speed of the car is compared to the car’s max speed to get a speed ratio.
- That speed ratio is used to sample an animation curve.
- The curve output determines how much acceleration force is applied to the car.
This allows each car to have a unique acceleration profile. Some cars now pull hard early and fall off, while others ramp up more slowly but shine at higher speeds.
I also reworked the steering response curve. Cars were previously turning more at higher speeds and less at lower speeds, which felt wrong. The updated system applies steering force using a similar model to the acceleration model but using a separate animation curve. This gives each car:
- Tighter control at low speeds.
- More stability and resistance at high speeds.
The result is that each car now feels more distinct and satisfying to drive.
Tutorial
The first full version of the tutorial is now complete. While it will continue to evolve as the game continues its development, the current iteration introduces to the player:
- Basic car control.
- The player’s objectives.
- Traps and hazards.
- A final test that wraps everything together.
Once the tutorial is completed, players earn enough gears (currency) to purchase their first car and begin the first proper trial. The goal here is to onboard players smoothly without overwhelming them, especially on mobile where first impressions matter even more.
Trial Tests and Progression
The first set of Trial Tests are now over halfway complete.
In the game, players get a new car when they unlock a new trial. Each trial contains:
- 5 short tests, designed to avoid grind but still give challenge.
- 3 objectives per test, which will encourage replay and mastery.
In addition to the tests, each trial will also include a session. A session is a repeatable challenge level where players can earn bonus credits and gears through multipliers. These are meant to be short, fun, and mechanically distinct for each trial to earn more currency.
Next month, I am going to focus on:
- Completing the first trial.
- Building the first Trial session.
Playground (Prototype)
I’ve also started work on a Playground mode. This is a small, open-area fictional city where players can freely drive with no objectives, timers, or pressure. It is all about pure driving.
At the moment, this is very much a proof of concept. I’m still evaluating whether it adds meaningful value to the game or distracts from the core Trial-based experience. I am currently trying out world-sim in this game mode, such as traffic, to make it feel more like a living area. If this game mode makes it into the final release, it will be because it genuinely enhances player enjoyment and not just to add another bullet point to the feature list.
Summary
This was a busy and productive month. A lot of ground was covered:
- Art direction updated.
- Car physics improved.
- Tutorial completed.
- The first Trial well underway.
That said, I have also repeated a familiar pattern: redoing systems that could’ve been locked earlier. This is not ideal, but it’s part of solo development, and hopefully each iteration will make the game stronger.
For next month, the main goals are:
- Finish the first full trial.
- Complete the remaining systems needed for Google Play early access release.
- Start creating marketing materials.
The progress has been steady, and with the foundation feeling solid, I feel things are finally coming together.
Until next time, happy gaming!
