I’m always working on new updates for my game Traffic Brains 2. I’m making a new levels pack with much bigger cities. Got the idea to create mandatory traffic points, where players have to divert some traffic. I think this new game mode adds interesting dynamics to the game.
I’m working on the port of the game to make it available on the Steam PC platform. The game is 90% completed and “fully” working on Windows. All is left is to iron out a few bugs and add platform-specific features. The game will be paid in advance, not like the iOS platform. You pay once and get the full experience. Now it is available on Steam as “Coming soon”. You can wishlist it and follow it here.
I’m watching the statistics of my game and I see that many players are dropping out of the game after the first tutorial level. So I’ve started a tips and tricks video series to explain my game mechanics. In this one, I’m explaining how controlling traffic lights works. I want to keep it short and informative. What do you think, is the information clear and well-paced, or it is too fast and unclear?
In the last couple of weeks, I’ve been working on player leveling systems and item unlockables. It was one of the last systems in this game that was missing. There was no progression throughout the game. Each level offered the same just a little bit more difficulty.
Now after each level player unlocks something new. New road signs can be unlocked. After each level, the player is rated with stars. Stars give experience points. With experience, players’ level is increased. With new levels, come new name titles. All game feels more engaging.
I’m always looking for ways to improve player experience. When I developed Traffic Brains 2 in the early stages some of the features were rushed. Now, when the game is released I have to improve on some aspects of the game.
One feature, that I received quite a few comments about is the spawner’s path visualization. Players have a hard time understanding where is what.
Those arrows are ok when there are not many spawners. But, when things get serious it is hard to see through that clutter…
I have changed the arrows to simple lines, with a little bit offset from each other.
Is it an improvement? What do you think? I find it easier to follow lines, than arrows in the previous version.
I have received good feedback from Reddit r/gameDesign and I have made an update on my tutorial.
Things that I changed:
- I ditched that talking guy with his wall of text.
- Removed long animated intro.
- The Player has control from the beginning.
- Added highlight which buttons to press with simple explanations.
- I made it more clear which frame is selected by darkening not selected frames.
- Added congratulations, when the tutorial is finished with 3 stars drop, which doesn’t actually mean anything. (I think this part is a little bit stupid, but I need somehow inform the player, that tutorial is finished)
- Added a few tutorial elements to the first level.
Do you see how it can be improved more? Maybe change the wording or pacing? Is it clear to you?
I’ll try to release this version and after some time I will post statistics to check if it is any better than the previous
A few people asked me about my level editor. So I thought I would make a video explaining some parts of it and show how I’m creating levels for my game Traffic Brains 2.
This is the first part, where I’m showing how roads are placed, buildings created and terrain modified.