General Changes: - All Elo values will be reset after this update is merged in. This was due to previous issues with Elo being affected by private lobbies and bugs in Elo calculations.
General Bugfixes: Bugfix: Updated GGPO Library. Should no longer crash as often when there is a spectator present Bugfix: General Desync Resolutions
Gameplay Bugfixes: Fixed issues where having a collab with a lingering effect (such as Moona's gravitational pull) would disable Hard knockdowns Resolved issue where armoring through a move that knocks you down would result in the following combo ignoring cancel rules. Most commonly reproduced when armoring through Pekora's TNT. Fixed Hardlock caused when you hit an opponent with a lingering projectile after being trapped in a grab animation by a collab. Most commonly found with Moona's Call-In
Pekora: - Down Down Medium - Bugfix - Pekora red TNT now properly hits opponents if placed directly on them. - Down Down Light - Bugfix - Resolved issue where Red TNT launched by Crouching Heavy would not deal any damage when hitting an opponent on the way down. - Down Down Heavy - Bugfix - Red TNT no longer goes away when Pekora is hit. This is to be consistent with the behavior of her Blue TNT
Sora: - Down Down Medium - Bugfix - Resolved issue where some projectiles would not be reflected and would be destroyed instead upon hitting A-chan. - Mines - When a Mine is reflected by another Sora, it can no longer be manually detonated.
Azki - call in = 2nd hit is no longer unblockable. Kiara - Off-collab: Resolved issue where summoning Kiara on top of an opponent could result in the next hit whiffing. Summoning Kiara could also turn a hard knockdown into a soft knockdown.
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.
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.
In CCD 2.0. this transition is implemented via specialized quests referred to as “Quest Exercises” by the development team. In our diary we will explain what these are, what inspired their creation, and for what purpose.
At the stage of mechanics prototyping, we have decided to follow the path of CCD1, i.e., develop a set of motordrome quests of different difficulty levels. So, we start implementing mechanics of the quests with focus on the motordrome. After a few attempts, we realize that a city with a detailed environment and roads enables deployment of an interactive learning system.
This instigates us to look for solutions that answer the following key question: “How do we combine Safe Driving training quests and the city into a challenging yet educating experience?” This question together with the concept of “Random Events” from other open world games leads us to the idea of “Quest Exercises”.
Now during the game, you can discover unusual locations or events that stand out from usual behavior of pedestrian and car traffic. In most cases, these locations or events trigger a quest as you approach them. Unlike motordrome exercises, you have to look for these quests on your own. At times, it can be quite challenging.
Each of the quests has a unique set of exercises to test your skills.
Some requirements may include specific vehicle, such as quests that appear only if you are driving, e.g., a van.
For example, there is a quest that requires you to park your vehicle in a confined space hindered by pedestrians or passing vehicles. Another quest requires you to give a ride to a person along a high-traffic motorway at high velocity and with strict timer limits.
There is room for fun, too — in a location with an uphill road you are required to carry a box on the roof of your car without dropping it. For the purpose of learning, this quest tests your skills to control speed when driving uphill and to control cargo on the roof.
The closest equivalent of “Quest Exercises” are “Random Events” from other open world games. These served as inspiration for our team to develop the new gameplay element.
The quests are distributed around the game world, so we are just using this as an excuse to show you a parking space. Maybe one of the quests will take place here.
All quests you will find in the open world serve as an alternative to the tests and exercises in CCD1 Career mode. We find a combination of an interesting location and a quest more attractive than challenging motordrome exercises.
Quest Exercises implemented as discovery of the game world and delivered as optional activities are what, in our opinion, helps form a thrilling gameplay with an idea of learning at its foundation. This is why each completed quest gets you a score similar to that at the motordrome.
Regardless of where the “Quest Exercise” starts, while on it, you also discover important city locations and learn its history.
The city (and even its central streets) is primarily made of narrow passages, roads, and crossroads. This type of city planning enables unique game experience and preserves integrity of the main idea of City Car Driving series. Maintaining balance is the key for each quest we develop. The idea would be probably best described as realistic, challenging, and interactive Safe Driving training.
We do not support the approach of “advanced outposts” or “map question marks” as we find it unsuitable for a driving simulator. However, we aim to deliver unique experience not only in the terms of Traffic Rules. Quest Exercises are an optional but critical game element that enables smooth transition from learning to entertainment via gameplay. We as a team of developers want you to discover the game on your own and choose the activities your find attractive.
Why is Q&A missing from previous Developers Diaries? We answer all your questions in the diaries. Since we had no new questions last time, we skipped Q&A section.
Is voice navigation to be expected? We understand this is an important and interesting feature of a gameplay, however, this is not to be expected for early access.
Do you plan additional traffic lights sections? These are implemented in CCD2.0
Can you upload your own music to listen on the radio in the game? Yes, we believe this is important for full game world experience.
Will we see construction works on the roads? Yes, but we are not ready to disclose the details yet.
What about a game demo? Highly unlikely.
When will the game be released? We are not announcing the exact date to avoid disappointment in case of delays. The game will be released for early access somewhere in Q1 2024.
Why does the graphics look cartoon-like? The screenshots we use in Developers Diaries come directly from the engine at the moment the new diary is being written, without any rendering or color adjustment, so these screenshots do not represent the final graphics and are being continuously improved.
Why are streets so clean and perfect? o Cracks, rubbish, dirt, etc. are final outcomes of level art. Currently, we are working on the contents of locations, and after this is finished, we will proceed to the details.
In the next diary we will tell you about the most challenging and interesting game mechanics, which is transportation of cargo. This has been thoroughly reworked compared with the original CCD.
Developers Diaries are published every two weeks. Don’t miss them!
👩💻 development 📢 feedback 🪲 bugs 👢 Walkthroughs, Tips and hints for the Demo (and full game when it's released) 🤷♀️ Whatever else!
We're a small team, just me (Tom) and my wife (Lisa). We're not a big faceless company and we'd genuinely love to hear your ideas and just talk with people who love point and click games as much as we do!
Epic players reflect a standout performance they put out during a specific season during their career. They also feature unique card designs stylized after photos taken during the season they are based on. Design their evolution through player progression, and they will prove to be an indispensable piece of your Dream Team.
Also, you will find a "Big Time" player in this Special Player List. Big Time features exclusive card designs inspired by the player's memorable performance in the selected match. Big Time players may be able to perform a "Monumental Celebration", which is the exact goal celebration that they performed in the highlighted match. Also, the commentators may make special remarks for certain Big Time players which helps create an immersive experience. *Player Type is Epic. Sign these footballing greats and make your team that much stronger!
In addition to the 3 Epic players listed below, 147 other currently active players with Player Value ★★★ or higher will make an appearance in the Special Player List.
-Fixed issue with scroll wheel placing [E] slot items in hotbar when used to cycle through hotbar -Fixed issue with gaslins teleporting into the ground -Fixed issue with jellybobs clipping through walls/doors -Fronkeys now only drop poison serum - to reduce inv clutter on fronkey planets -Fixed issue with automatic activation settings not saving on soda machine -Flint now drops from large rocks again, but only if they are not in tutorial area -Changed heat shielding recipe -Fixed issue with [ESC] not working to pause -Save transfer is significantly easier now - just requires you to drop a #player(xyzw) folder into your appdata/roaming/minicology -Adjusted prompts in research menu to make scanning clearer/more accessible -Adjusted maximum distance caves could generate from tutorial area, ensuring accessible ferrite for tutorial -Gaslins + Pufferfish can no longer spawn during rainy days until several events have been completed