Sixth Week Development Log


Hello everyone!

Well, this was a big week for the development of the game. With MOJO in sight, we set out to finish every task we had left for this development cycle:

  • We've now got workshops that allow the players to customize their cars working;
  • The open world is fully completed and populated, including garages, stores and gas stations;
  • We’ve also fully implemented the entirety of the sounds of the game (engine, seaside, wind, bank sirens, etc);
  • We also added these little effects of either dust or leaves moving with the wind, depending on the zone you’re in;
  • We populated the world with car and person NPCs, with their density varying from area to area;
  • Finally, we also populated the game with properly placed and rewarded missions: both taxi and mafia.

On Monday, we headed to MOJO with the objective of getting some hands-on   feedback from first-time players.


We gave players the freedom to roam around the map and do as they please, after giving them a slight introduction. They also had the motivation of having one final mission to do that covered the entire map to get into the leaderboard of the fastest to complete it. Therefore, they’d feel more motivated to know the entire map of the game.

Overall, we felt that the feedback was very positive, with many people labeling our game as their favorite or one of their favorites from the event. However, we noted some feedback regarding issues with the game that we will take into consideration moving forward:

  • The main one we noticed was in regards to getting to know the map, as when it came to playing longer missions, they’d struggle to find the optimal path to the destination.
  • Some players found the car to be too slippery and uncontrollable, while others enjoyed the “chaotic” gameplay. Given the number of people who somewhat complained about it, we should balance the mechanics to be more controlled.
  • The sunset lightning also caused some parts of the map to be underlit, which led to some players complaining about the lack of visibility. This problem can be tackled in several ways, either by creating additional light sources or changing the position of the sun to be slightly higher up.
  • Finally, the lack of a storyline was a decision made solely for this delivery due to the prioritization of other functionalities, but there was some difficulty from players in getting on with the game without some guidance, which leads us to believe that there could’ve been, at least, some sort of tutorial phase in which the player got to grips with the game’s mechanics.

Hope we can come back with even more news next week!

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