Sep 28, 2023
City Car Driving 2.0 - MrWild
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.

Concept

One of the oldest game screenshots of the CCD 2.0 prototype. We called it Pilot Location then

It took some time for the idea of creating a sequel to CCD to come into being.
As we have said several times, the main activity of our company, Forward, is simulators and specialized software, and not full-featured games.

So for the original CCD, we only released patches and visual updates, while the main content was updated much less frequently. By the 2020s, City Car Driving was already a complete and full-featured product for us, so we stopped releasing updates on Steam.

Over several years that the project was running, we returned several times to the idea of developing CCD not only as a simulator but also as a game.

Players who have been with us for a long time know that back in the 2010s, we wanted to create the Transporter – a game project focused more on entertainment rather than education.

At the stage of detailed concept and teaser presentation, we realized that we lacked certain skills and knowledge. It was highly likely that a bad product would be created, so we decided to abandon further work on the Transporter.

First Steps

In the early 2020s, when the gaming industry technology was booming, we again returned to the idea of transforming CCD.

No decent competitor has appeared on the market over time, and the simulator literally required updates.

So we began testing various game engines, and Unreal Engine 4 turned out to be the most suitable for the project. We wrote about it in detail in the second log.

We decided on the basic concept and chose the engine. What to do next? We know well the full development cycle for a simulator, but how do we create a game correctly? The most obvious thing was to start with a prototype.

The first task, one might say the main idea of CCD 2.0, was to create a game with minimum system requirements no higher than the original City Car Driving at normal graphics settings.

We realize that not everyone has powerful computers that many modern games require. So we set ourselves the goal of creating a modern project that is pleasant to be in and, at the same time, can work on most computers.

It all started with the creation of a prototype of the project’s graphics at the pilot location. And the first point that we began to work on was vegetation as the most heavy graphic component.

Part of the pilot location. As you can see, the grass, trees, road, and its transitions are made from scratch; however, they still have some of the visual style of the original City Car Driving.

After working with vegetation, we transferred some of the models from the original CCD to evaluate performance.

Of course, in the final version of CCD 2, all models will be new, but at that time we needed fast results on Unreal Engine 4.

Cars transferred from CCD 1 to the Pilot Location

The Pilot Location at night

We worked on the pilot location for about a year. We tried different options and figured out what the graphics might look like and how quickly the game would run. We gradually mastered Unreal Engine.
Before starting work on CCD 2.0, we wanted to solve an important issue with the generation of terrain and roads.

In the pilot location, all the roads were made by the designers manually, but for a release project, this approach would have been too time-consuming. We needed a landscape generator.

Unfortunately, even an engine as advanced as Unreal Engine cannot provide the tools to generate the type of landscape we need – a combination of neat geometric shapes of the road network, with hills, fields, and rivers of the natural landscape.

However, we already had our own generator that created the terrain and roads for CCD. Within a few months, we were able to adapt the generator to UE, and nothing stopped us from creating large mixed urban/suburban locations.

Appearance of CCD 2.0

One of the first screenshots of the future CCD 2.0

After we figured out the technology, we started developing the game concept. As you could understand from previous logs, we do not want to reveal specific mechanics, graphics, or vehicles ahead of time. So, here we outline the main ideas only:

  • Maintain the core gameplay of the original City Car Driving – safe driving in accordance with traffic rules. Make it interesting for both novice drivers, who are just learning to drive, and experienced drivers.
  • Focus on immersion without direct control of the character because, in a car simulator, the character is the player themselves.
  • ncrease the size of the city, make it more similar to a real place: with its own history and associated architecture, different districts, and unique names.
  • Maintain communication with the audience: talk to you more, take note of ideas, and give honest answers regarding the project.
  • And finally, create a project whose functionality we can easily maintain and update, and implement both our own vision and some of the audience’s desires (yes, multiplayer, we remember you).
With these ideas, we started developing the project. The work has been underway for a year and a half, and during this time CCD 2.0 has already been modified many times. You can see how the graphics changed at the end of the log, where we placed screenshots comparing the current level of graphics and what we started with.

We really want to create one of the best driving simulators on the market that brings real benefits to novice drivers, but is also a lot of fun for everyone.

Comparison of graphics in development and at the moment

Before/Now









You can always find out more about the upcoming game before its release in the Developers Logs, regularly published every two weeks.

In the next issue, we will talk about the implementation of the weather system and share information on how we implemented it.

Developers Diaries are published every two weeks. Don’t miss them!
Bright Memory: Infinite - FYQD-Studio
Bright Memory: Infinite Mod Workshop support is currently in the works.

Secluded Orchid, a tech demo made with Unreal Engine 5, is available now! While there are no plans of a Bright Memory: Infinite remake made with Unreal Engine 5, FYQD Studio plans on utilizing Unreal Engine 5 in their upcoming works. Please look forward to what they have in store and stay tuned!

Tech Demo: Secluded Orchid
https://www.youtube.com/watch?v=5kJljpC5sHE

Secluded Orchid was made by pure coincidence while I was out of the house one day. The 3D scenes took roughly 2 hours and 5000 8K photos, which were then used to make high quality 3D models and were eventually imported into Unreal Engine 5, it took a total of 15 days to make the arm model, control, cutscene animation and UI design.

This is the first time we have ever used a motion capture system in our projects. The motions used in the demo took about 20 minutes to prepare so the quality is still a little rough around the edges. At the time we were using an inertial sensor motion capture system which has improved efficiency compared to manual keyframe animation. However, it falls a little short in accuracy compared to optical motion capture systems so we are looking into working with those in the future.




This is the first time we have ever used a motion capture system in our projects. The motions used in the demo took about 20 minutes to prepare so the quality is still a little rough around the edges. At the time we were using an inertial sensor motion capture system which has improved efficiency compared to manual keyframe animation. However, it falls a little short in accuracy compared to optical motion capture systems so we are looking into working with those in the future.




Bright Memory: Infinite Mod Workshop support is also coming soon!
We will also optimize the third-person perspective and fix bugs in this update as well, so please stay tuned for the release!
Saleblazers - e Zinc
Saleblazers will be released on September 29th, 9:30 AM PST.

Thank you to all our early playtesters for giving us feedback and bug reports.

Please join https://discord.gg/Saleblazers for questions and feedback!
Sep 28, 2023
Headlong Hunt - ToomblerGames
Fixes an unintended solution in the final level.
Star Chef 2: Cooking Game - publishing
* Get ready to raise your steins and join us for the brand-new OKTOBERFEST FEEL-GOOD EVENT in your restaurant! Prost to good times and new experiences.
* It's that time of the year again! Get ready to sink your teeth into a ghoulishly good time as we serve up a menu of eerie eats and chilling treats. Stay tuned for the most fang-tastic HALLOWEEN THEMED DISHES!
Ruled by Rule - KineticDog
● Fix a bug that debuffs on atk status do not activate.
● Fix a display error of debuffs on lv.99.
Sep 28, 2023
Super Sushi Roll - blex
Come watch the developer play Super Sushi Roll, a 2D roll-a-ball platformer where you control the platforms to bring your sushi to the goal.

Possible things that can happen:
  • You get a sense of what this game is about
  • I answer your questions about the game
  • You meet my cat, Mr. Pokeylope (unless he's sleeping)

Sep 28, 2023
Toram Online - Toram Team
Thank you for playing Toram Online.

We would like to announce the update for the app.

For details, please check the following.

Update Contents

The following issues have been fixed.
  • The mechanism change of Enchant Sword is affecting the skill "Swift Pulse Blade", causing it to be unable to activate.
  • Unable to obtain the effects of Skill: "Hidden Talent" under certain conditions when switching "Lion Rage" and "Raving Storm" buffs.

Notes
* If you cannot start the game, please add the game to the exclusion list of your security software.
For details on how to add it to the exclusion list, please refer to the website of the security software you are using.
异界战记 - 675115373
为了去除成人内容标签,进一步去除动态图片,在此给玩家造成的不便,我们深表歉意
Sep 28, 2023
Happy Mask - Error_Esc
September 28th 2023, subtle tweaks includes adjustments regarding sprite layering and logic polish that may or may not be noticeable.
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