Traffic Growth – new play mode

For the last couple of months, I have been working on a new gameplay mode. I was trying to solve the problem I have with large cities. When you start to play, there are so many traffic problems at the start. It is hard for the player to solve them all at once.

So I have tried to address this issue. I want to introduce all the traffic gradually. Players will have to adapt to the ever-increasing car count on the road and at the same time keep efficiency over a certain threshold.

I took some inspiration from the game Mini Motorways, where you begin with an almost empty map and it becomes more crowded over time.

Mandatory traffic points

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.

Level up!

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.

Spawner path visualization

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.

Traffic Brains 2 tutorial update

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

Level editor preview pt1

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.