First, we import the character model with a pre-rigged skeleton into specialized software. This is a crucial step because it's here that we set up the animation controllers, allowing the character to move exactly the way we want.
Next, we prepare the model, where our hero will be placed, and set the base pose. This is the foundation on which all the movement will be built.
Once the base pose is ready, we begin working on individual body parts—adding keyframe animations. This is where details like breathing and small movements come into play, helping to make the character feel more alive.
And when the animations are ready, we export them into Unreal Engine 5 and position the character where it needs to go. Everything's set, and our hero is ready!
Share your thoughts in the comments, and let us know what you'd like to see in future episodes!
In the first seconds, adjust the chromatic aberration at the edges of the screen the image is divided into characteristic RGB channels.
Next, we adjust the bloom from glowing objects on the location - sun, lamps, lanterns and so on. Change the intensity. After that, adjust the contrast and brightness level - in the video we left the old one. At the end, for the best effect we prepare lens-flares (polygons from the sun in the camera lens).
What do you think about the image in the game? We read a lot of feedback at the beginning of the project. To many, the game seemed plastic, cartoonish. Do you think much has changed? If yes - share it with us!
Once, every other month, we collect game questions, divide them into several categories, and post an extensive list. 2025, we decided to start with this one.
Frequently Asked Questions
Will there be multiplayer?
We understand that many want to see multiplayer, but currently, we don't have the capacity to fully implement and continuously maintain it for every player. Our stance remains the same: we don't rule out that an online mode may be added in the future, but we can't say when exactly.
Is there support for gamepads, steering wheels, and other devices?
Yes. Primarily, the game is being developed with steering wheels in mind, but the keyboard and mouse remain the main input devices for PC, which we cannot forget. We also know that gamepads are a convenient tool for games. Therefore, the main input devices will be supported from the very start. If, by the time the game releases in Early Access, we encounter issues with certain devices, we will provide detailed instructions on which devices work smoothly, which need adjustment, and which are too difficult to integrate with Unreal Engine and will not be supported in the project. Currently, we support the following steering wheels:
Logitech G27
Logitech G29
Logitech G920
Logitech G923
Thrustmaster TMX
Thrustmaster T300
Moza R5
Will there be different regions and countries in CCD 2.0?
In Early Access, we plan to release only one region: a city in the Mediterranean region, where eternal summer reigns. The city is Porto Valanta. In the future, we plan to expand and add more locations.
Will TrackIR support be available?
At the time of the Early Access release, there will be no TrackIR support. Right now, we don't have the ability to fully implement it, so we cannot promise this feature.
Will VR support be included?
It's similar to TrackIR, but VR has a better chance of being supported because we have previously created a VR mode for the original CCD.
Will the emphasis on following traffic rules remain in CCD 2.0, along with the driving exercises?
Yes, we consider traffic rules one of the essential gameplay elements and are working to deepen player interaction with them. This is a core mechanic that shapes the entire game, and we are not planning to remove it under any circumstances.
Will it be possible to adjust traffic density, pedestrian numbers, and weather conditions like in the original CCD?
The traffic will be dynamic, as will the weather.
Is Steam Workshop support planned?
Yes. We want to give players the ability to share their modifications with maximum convenience.
Is it a simulator or a game?
Despite Forward developing City Car Driving 2.0, we are a separate division from the simulator team, and we are creating a game.
What about licensed cars?
We do not have the means to license cars. We strive to make all cars as realistic as possible, closely resembling the originals to the best of our ability. However, there will be no branded, patented objects or other proprietary technologies in CCD 2.0, even after Early Access.
Why is the game being released in Early Access?
We don't have the budget to immediately create a large-scale car simulator. We aim to make a big, ambitious driving simulator that can hold its own in the market, but this requires more funding than we currently have. That’s why we decided to use the Early Access model. The second reason is that we want to gather player feedback and plan the future of the game together.
What DLC plans do you have? How will the game be updated after the Early Access release?
At the moment, none. Before thinking about DLC, we need to release the game in Early Access and then successfully develop it into a full version, realizing all the potential we’ve envisioned for CCD 2.0. As is standard for Early Access games, while the game remains in Early Access, all content updates will be free, as they are part of the game’s core development. Afterward, we’ll consider community feedback when planning further updates.
New Questions
Will there be rear-wheel drive cars in early access?.
Not right away. We want to release the base of the game with a focus on PDD and then update the game. Rear-wheel drive cars are definitely planned and will be in the game in the future.
Have you thought about a windshield pollution system? So that you need washer fluid and the wipers make sense except when it's raining?
We have! So far, washer fluid has not been added, but the glass itself, is polluted as part of the overall mechanics.
Will weather conditions affect the appearance of pedestrians?.
In early access, pedestrians are unified and separated by area. Most areas won't make it into early access, and we decided that changing pedestrians and, for example, wearing umbrellas - depending on the weather - isn't worth doing right now. It's not flashy in any way right now. However, depending on the weather - the number of pedestrians on the streets will change now. In the future, we will definitely work on a more in-depth pedestrian simulation.
Have you worked on the view in the cabin? So that you could see the dashboard and the speedometer numbers.Yes, of course.
Yes, of course. It will be possible to play the game completely without HUD, because its behavior is perfectly tracked with the view from the cabin.
Will there be a roadmap update soon?
Closer to the release of the game in Early Access (May 2025) - we will update the roadmap and detail the content of the game.
2024 has been an incredibly productive year for our team and we are happy to share the results with you. Despite the fact that the game is still in development, we are proud of the work done and we are sure that the final result, in 2025, will please you too.
Let's share a small and most interesting statistics of the work done by our team:
🌊 Realized all weather conditions of the Mediterranean climate: sunny day, heat, rain, thunderstorm, fog, night - everything changes dynamically and is combined with each other; 🚦 Installed 179 traffic lights and other small 3D objects in the city; 🛑 Installed 600 traffic objects (markings, signs, poles) throughout the city; 🛣 Prepared 13.6 km of city roads and 3.6 km of country roads! And added 5 new types of road surfaces and 2 new types of pedestrian zone surfaces. 🐞 Fixed 1693 bugs; 🌇 And of course, most importantly for our entire community - we are now 8.000 followers! We are eternally grateful for your support.
We continue to build you a world where you can enjoy honing your driving skills. See you in the new year 2025!
City Car Driving Simulator 2.0 team ❤
Developers Diaries #40
FIRST VERSIONS OF TRAFFIC
For our first car simulator, even before CCD, traffic was created as an extremely logical and disciplined entity - it was planned that there would be a certain “manager” who strictly regulates and coordinates the actions of all cars. Individual cars could not analyze the traffic situation and make decisions on their own. Simply put, they had no autonomy and acted only on the order of the “manager”. It was an attempt to make a fully deterministic traffic, where no surprises occur.
However, creating such traffic is an extremely difficult task, given that there is at least one element of unpredictability on the road - the player. Therefore, the resulting result can be described with one phrase: “it somehow worked”.
TRAFFIC IN CITY CAR DRIVING
When development of the first CCD began, that system was abandoned. It was neither flexible, nor extensible, nor realistic enough for the product we were aiming for.
The only thing we took from the first version was the road network. Lanes for car traffic in it are defined with the help of splines (pre-planned mathematical curves), along which cars drive and pedestrians walk. The splines are laid out by level designers in an internal editor, which we have already mentioned in the early developer diaries. This road network turned out to be a very good solution, and, albeit with modifications, it is still in use today.
But unlike the first version, the cars were finally given free will. Each road user began to make his own decisions about where to go and what maneuver to make, and about other participants knew only what he could observe.
Machine vision, however, is not an easy issue at all. In this version it was implemented in a very simple way. The cars saw only the nearest car in front and the nearest car behind in their lane, as well as two cars in front and two behind in the neighboring lanes. To analyze the situation for a farther distance, we had to go through the cars in a chain, asking the front car its front car and so on.
It followed that the cars could not drive side-by-side in the same lane, and their movement was something like the movement of train cars. Implementation of maneuvers of lane change and overtaking caused a lot of problems, and turned out to be far from perfect, and at intersection we even we even had to make an external dispatcher, because there cars did not see each other at all!
Despite these limitations, in general the system turned out to be quite successful and has been used in many products for over 10 years. During this period the following features have been added to it:
Dynamic trajectories for pedestrians crossing in the wrong place
Cars entering and exiting parking lots
Narrow forest roads with “pockets” for passing traffic
Traffic passing other cars in the same lane on wide roads.
But the core of the system remained the same, so to implement all these features we had to resort to more and more “crutches”, and their work was not devoid of various “glitches”.
Hello, car enthusiasts! Today, as an unload - we show a small piece of the pedestrian animation process and the resulting output, which we test on the game range.
In this developer diary, we'll tell you about the latest updates to game locations where you can service your car.
Gas Station
Previously, the gas station only had basic car refueling functionality with a simple interface.
Now, the gas station has acquired a more detailed appearance and expanded capabilities. We have significantly improved the user interface, making it more functional and interactive. When pulling up to the pump, it's important to consider the location of your car's fuel tank. Two main types of fuel are available: gasoline and diesel. In upcoming updates, there will be a choice of different gasoline grades: AI-92, AI-95, AI-98, and AI-100.
Auto Service Station
he auto service station has come a long way from its simple alpha version. In the current version, we have not only improved the location's appearance but also significantly enhanced the interface. Although the design isn't final yet, it already reflects all the core mechanics. At the auto service station, both comprehensive car repair and maintenance of individual systems are available:
Body repair
Suspension repair
Engine maintenance
All car components are subject to wear during operation and can also be damaged while driving. Regular visits to the auto service station are an important part of maintaining your car in good condition.
Let's start with the streets of our city, which have become much more vibrant. We've added many new pedestrian appearance options and clothing presets, significantly diversifying the environment. In addition, we fixed bugs in the pedestrian route selection system: they can now avoid obstacles and react appropriately to their surroundings. The weather system, which we've been working on for a long time, has also received a significant update. Our artists have reworked the visual effects for all weather conditions, including improved cloud rendering. Now, clouds have sharper edges, and the sky features clear patches even on overcast days. These changes make the game’s atmosphere more dynamic and realistic. Alongside weather improvements, we're actively working on the lighting system. It's important to us that the city's lighting is not only beautiful but also realistic. We are striving to find the perfect balance between visual quality and performance, with light sources playing a key role. This includes lighting from street lamps, signs, and windows, as well as cast shadows. In the video, you can see one of the lighting adjustment processes. By the way, what do you think is happening in this video? It may seem like we're testing the onset of an apocalypse, but in reality, this is part of checking the proper rendering of lightning in the sky and on the ground, considering reflections on wet road surfaces but with more noticeable colors.
Realism: The behavior of vehicles and pedestrians is as close to reality as possible. We’re working hard to improve AI algorithms to make traffic movement more natural and dynamic. Special attention is given to vehicle behavior at intersections, their reactions to traffic lights, and road signs.
Interactivity: Traffic responds to the player's actions and other events in the game world. AI-controlled vehicles can adapt to road situations, taking into account the player's actions and those of other road users.
Dynamism: Road congestion levels change depending on in-game time and other factors, creating diverse driving conditions.
The Impact of Time of Day on Traffic
One of the recent changes we added to the game is the effect of time of day on road congestion. This is an important element for a realistic gaming experience, as now you’ll need to choose the most optimal time and routes for your trips.
Morning
Mornings in the game are characterized by increased traffic levels. Drivers will need to be extra cautious and patient, maneuvering through the dense flow of vehicles.
Increased traffic
Some game locations are closed in the early morning hours
Day
Daytime represents the peak period of city activity. Traffic becomes more stable and predictable, allowing for better route planning.
Standard traffic
Most game locations are open and available for interaction
Evening
Evenings bring back higher traffic levels. This creates additional challenges for drivers, requiring more attentive driving.
Increased traffic
Some locations begin to close
Night
Nighttime is characterized by significantly reduced traffic, offering a chance for more relaxed driving and city exploration.