In Developer Diaries 15, we talk about mechanics that are not included in early access. Part of the mechanics are implemented, but for now we are prioritizing transportation physics and traffic. Soon we will provide a roadmap detailing which game mechanics are included in Early Access.
We have never described the development sequence in the format of logs: what we did, how our work is progressing, and what will happen next. Only one of the logs was dedicated to how we started developing City Car Driving.
As was noted in the tenth log, we came to creating the game gradually: we collected various build options, tested engines.
Pedestrians have changed the most compared to the original CCD. In the teaser, which everyone is already familiar with, we used exported models from Fuse: for the chosen setting, pedestrians required different clothes, and the quality of the model was approximately at the level of the original CCD.
The dynamic weather system and the day/night cycle are key elements to creating an atmospheric and believable world. Such systems should generate not only interesting gameplay moments, but also aesthetic ones.
In Developers diaries, we rarely describe the work on a project sequentially, from start to finish. Basically, we demonstrated various mechanics of the project: how they were made, what they look like, and how they will be played.
That’s why today’s episode will tell a little about how we started making CCD 2.0 in chronological order, without screenshots from the project in its current state. All materials used in these logs are materials accumulated during development.
In the original City Car Driving, passenger transportation is the second important game activity. Just like cargo transportation, taxi driving has been significantly changed.
Today, let’s talk about delivery. In the original City Car Driving, this mechanics was one of the game’s two open-world activities. We’ve reworked delivery, turning it from a side activity into a full-fledged game mode.
This time we will be covering gameplay only. As we have stated many times, we are making a game, not an end-to-end tutorial, and a game requires smooth transition between learning and entertainment.