Posted October 17, 2025 by alpargatagames
#lessons-learned #scope-management #tutorial-improvements #localization
The biggest addition to this update is the complete accident system. Vehicles can now collide with each other, blocking lanes and creating traffic chaos. When an accident occurs, you need to call a tow truck and hold the button to resolve the situation while managing the growing queue of waiting vehicles.
This wasn't just adding visual collisions - it required:
The accident system also integrates with the analytics pipeline, tracking when accidents happen, how quickly they're resolved, and how they impact player performance.
One thing I'm proud of in v0.4.4 was eliminating 120 expensive searches per second. The original code was calling FindFirstObjectByType constantly in hot paths, which killed performance on mid-range Android devices.
The solution was implementing a proper caching system in VehicleSelector. Now UI references are cached and only refreshed when necessary. It's these invisible optimizations that make the difference between a sluggish experience and smooth 60fps gameplay.
A major focus of this update was making the game more accessible to new players:
Enhanced Tutorial Flow:
Expanded English Localization:
The tutorial now does a much better job of teaching the nuances of vehicle inspection without feeling like a wall of text. New players should have a smoother onboarding experience.
Beyond the major systems, v0.4.4 brings several polish updates:
Here's where things got interesting - and, ultimately, where I had to make a tough call.
I started implementing a complete dynamic weather system with fog, rain, thunderstorms, and snow. The plan was ambitious: each weather condition would affect visibility, accident probability, and vehicle braking distances. Remote Config would control everything for live tuning.
The fog implementation worked somehow. Basic visibility reduction, simple particle effects, and gameplay impact all worked as expected. But it doesn't work on mobile devices correctly. Particle systems that look great on desktop absolutely tank mobile performance.
After spending way too much time fighting performance issues and realizing I was heading down a rabbit hole, I made a decision: postpone the complete weather system.
As a solo developer, scope management is critical. I could spend another 2-3 weeks perfecting weather systems, or I could focus on features that actually impact the core gameplay loop.
Looking at my roadmap, what players need before the beta launch is:
Weather is polish. It's the cherry on top. But you need the cake first.
The fog stays because it's functional and performant. The rest will come in a future update when the core systems are rock solid and I have real player data about what devices people are using.
I'm now focused on these gameplay updates:
These features directly impact decision-making and add layers to the inspection process. They make the game deeper without sacrificing performance.
This whole weather detour taught me something valuable: perfect is the enemy of done.
In web development, I could spend months polishing features because infrastructure was stable. Game development is different - especially mobile. Every feature needs to be weighed against performance, scope, and what actually makes the game fun.
Sometimes the best code is the code you don't write yet.
The current build (v0.4.4) is available for download now. If you've been following development, you'll notice the accident system adds real tension to managing traffic flow.
Download the alpha and let me know:
Your input directly shapes where this project goes next. Thanks for being part of the journey.
Next update: Schedule violations, cargo restrictions, and smarter spawning. Stay tuned!