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Test Build 0.1 - Feedback Locked

A topic by binarynonsense created Jun 28, 2018 Views: 274 Replies: 4
This topic was locked by binarynonsense Oct 05, 2018
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Developer (6 edits)

Topic to leave feedback about the Test Build 0.1

Test Version 0.1.0:

This is the first public test build and I've made many changes in the last few days, trying to get it ready as soon as possible, so for this one I'm mostly interested in just knowing if it runs, if things more or less work as expected and if there are any major bugs...

In this build, there's a 'career mode' where you can walk around or drive the one car you'll own from the start, talk to Vinny to start some test jobs (4 or 5 hand-designed trailer deliveries and infinite randomly generated crates deliveries), get inside some buildings and play some early versions of minigames like chess or an arcade game... and basically explore a chunk of the game's island. There is also a 'challenges' section that currently just has a couple test examples.

You can check the Current State, Roadmap and Known Bugs topic to know more.

Update (Test Version 0.1.1):

Bug fixes and changes:

  • Created a blurred rotor texture to use when the heli is flying to avoid the Wagon-wheel effect.
  • (FIX) The interface of the shops now works with a gamepad.
  • Increased the range of the player vehicles' headlights.
  • Interiors: increased the ambient light, they were too dark at times.
  • Worked on the pedestrian's reactions after getting hit: for slow/minor collisions they just yell and jump a little but if run over they fall down, the player gets a traffic warning (or ticket if keeps doing it too soon) and they get up afterwards (needs more testing, I could have introduced some animation bugs).
  • Interiors: made some of the interactive objects (doors, console, chess, computer...) blink so it's more obvious what you can interact with.
  • Dynamic objects: added more things you can collide and 'break' or move if you hit them hard enough: traffic signs, mail boxes and fire hydrants.
  • Weather: adjusted the time a storm lasts (needs some more testing, I'm trying to make them a little shorter).
  • (FIX) You were able to park a trailer outside of the marked area while barely touching one of the lines, hopefully that's now fixed (needs more testing).
  • Made an easy (bigger) version of the marked area to park the trailer for "easy difficulty" trailer jobs. The first couple of test jobs use that, so the players get used to how things work and don't get frustrated if they are not good at parking at first.
  • Tweaked the input for the vehicles using a curve to change how fast the steering angle changes depending on the current angle, making it slower at the start and end. Not sure if it's even noticeable but the goal is to make it harder to lose control at normal speeds, avoiding some of the brusque movements that could happen, especially with a gamepad (somehow I like how they handle with the keyboard more, but should work the same), although I still want them to be harder to control if you speed up too much.

Update (Test Version 0.1.2):

Bug fixes and changes:

  • Added a new section in the main menu, before starting a new career, to give some info about the state of the game and the official download site.
  • Added a pop up tutorial explaining how to park after reaching the delivery location during the first job, some people are having trouble understanding when the trailer is correctly parked.
  • (FIX) Credits Menu: Fixed a problem with the scrollbar after disconnecting a gamepad.
  • (FIX) Crates job: hud info text now correctly says crate or crates depending on the number of crates.
  • (FIX) Added info text to the message window that appears after falling into the water during a job or a challenge.
  • Player's vehicles: Added an acceleration limiter that depends on the current gear. It now takes more time to get to the top speed depending on the vehicle. (may need some more testing).
  • Added white border to job list gui's arrows.
  • Vehicles, pedestrians and dynamic objects now reset after teleport/cancel job/finish job/reset job.
  • Dynamic objects: tweaked the volume of some of them, limited min. time between sounds.
  • Pedestrians: added a little push when a walking pedestrians gets hit by a car. (may need some more testing).
  • Pedestrians: voices now have a custom pitch for every individual, different for female and male. (may need some more testing).
  • Options Menu: graphics/audio config. menu now can be used with a gamepad.
  • Controls Menu: it now shows the default layout for keyboard or gamepad depending on the current input method (no key remapping for now).
(1 edit) (+1)

There is so much to talk about all the elements in this game. I don't want to be rude pointing things out so I will just focus on the most important aspects. The overall bounciness of the vehicles really adds to the feeling of the not-so-advanced graphics and makes it even harder to complete deliveries. I'm not sure if you can roll the vehicle because it was very highly tilting on turns. Weather system is a good feature and people actually holding umbrellas. The kind of free roam is an amazing addition and even though some may think of destructible objects, in my opinion it's not a good idea because like in GTA series it will make you forget about the actual direction of the game which is a delivery simulator.

Some of the elements of the user interface in shops were not working with the Xbox controller so I had to use a mouse instead but everything else is very well optimised for the additional steering options.

To sum up, I know you probably already know what to add in the next release but my only wish is to add stronger headlights. Yes it's just a small detail but it will surely make riding in the dark easier.

Developer (2 edits)

Thanks a lot for taking the time to leave your impressions and making the video, I just finished watching it and was very helpful (feedback is great, and watching other people play is very, very useful, one gets so used to play the game that some things that seem obvious or easy/correct to you are really not so clear to other people trying it for the first time). And don't worry about being 'rude', as long as it's constructive, every piece of feedback is useful and, of course, welcomed, so feel free to leave as many comments as you like.

It should be quite difficult to roll the vehicle (unless you fall off a cliff, and even then, or something extreme), there are some anti-roll aids, but the faster you drive the 'wilder' they behave and slip, so the idea is to have to check your speed so you don't get into trouble, especially with the worse cars, like the one you start with, and the van (that one I've made especially bouncy/slippery)... at least that's what I'm trying to do, maybe I'm overdoing it :)

As far as destructible objects go, I only have plans to maybe make the street signs break if you crash fast enough and a few small things like that, but I won't go overboard.

Aggg, I forgot about updating the shops' interface for the gamepad (controller input was one of the last things I upgraded/finished before uploading the build), the computer in the office also doesn't work with the gamepad right now , you can play a "mine defuser" game, but right now it only works with the mouse (but that one should already  be in the ToDo list, I just decided to leave it out for this build for lack of time).

I totally agree about the headlights, I had the same thought a few days ago, I'll add it to the ToDo list after I finish this post.


This game is incredible already. I love how you've gotten in a lot of the hallmarks of open world games, such as the missions, hidden collectibles, lots of vehicles and diversity of the city. Even being able to play all kinds of minigames in the office! Traversal is really good too, though sometimes the turning feels a bit heavy, that's due to how the animator is set up. But being able to climb up on walls is such a nice feature.The atmosphere is real nice too, with the depth of field and volumetric lighting and the whole weather system. If you develop this further it will become a really great indie game. Good luck!


Thanks for taking the time to leave a comment! Glad you like it so far, knowing what people like or dislike about the builds is always helpful. The idea is to keep polishing it and adding and testing the rest of the things I have planned so, hopefully, each new test build will help me figure out what works and what doesn't while I get it closer to completion.

Developer locked this topic