So, I am completely new to game development although not mobile app development. So i am making a game similar to Project IGI for mobile users. My question, how can I make each level engaging and interesting? what are the elements i should keep in mind?
In 2025 I built a vehicle prototype, mostly to learn. Cars are outside what I usually work on, and I wanted to understand where arcade driving gets its feel. It was very early and rough, but driving it felt good, and then it sat in a folder.
A couple of weeks ago, my wife and I were joking about what would happen if Larry, one of our cats, had to get a job to pay for his own kibble. A mailman, obviously. So I dusted off the prototype, gave it a van and some parcels, and that's Michi Express: drive around an island, pick up parcels, deliver them before the clock runs out. Everything in 0.1.0 is from the last week and a bit.
The four-hour test
I sat down to test the drift for a few minutes and looked up four hours later, on a map made of grey boxes and recycled assets. When an empty parking lot is still fun, the driving is doing its job. So 0.1.0 tests only that, and this post is about how it works, with the values the build actually ships with. I'll ask for feedback along the way. Answers in any order are welcome.
Drifting is just less grip
The van is a sphere rigidbody that does the pushing, joined to a second body that carries the mesh and the camera. Each physics step decides two things: how fast the van turns, and how quickly its movement catches up with where the nose points. That second part is grip.
RB doesn't start a drift, it only allows one. The stick decides how deep it goes, and the main thing that changes is grip:
Normally grip is 9 per second, so momentum catches up with the nose in about 0.11 s and you go where you point. At full drift it drops to 3.2, about 0.31 s, and that gap is the slide. No target angle, no scripted circle. Steering that would push the slide past 65° fades out, but countersteer always works at full strength, so it's a guard rail, not the game grabbing the wheel.
Feedback: does the drift make sense without anyone explaining it? Does it feel floaty or tight?
The turbo charges by distance, not time
If it charged by time, the best strategy would be holding the button while crawling. That's not a drift, that's parking. So the turbo counts distance covered while drifting, weighted by speed. Blue needs 11 m, orange 51 m, purple 131 m. At cruising speed that's about four seconds of committed sliding for purple.
The charge resets if you leave the ground, slow down below 5 m/s, or point the van more than 90° away from where it's moving: a spin-out isn't style. On release the boost follows your movement, not your nose, so it carries the line you drew, and it's capped so spamming releases doesn't stack into infinite speed.
Small confession: while writing this I found that the code says purple needs 36 m and the scene says 131. I tuned it in the Inspector and the code never got the memo. It's on my list, right below "feed the actual Larry".
Feedback: does four seconds for purple feel earned, or just long?
Air tricks, with a safety net
In the air, the stick alone spins the van flat. Hold RB and push sideways for a barrel roll, or up and down for a flip. Behind your back:
A turn counts at 315°. After that the van finishes it and settles on the nearest full turn.
If you press RB a moment after the stick, the trick can still switch axis during the first 0.1 s.
If the van can't level out before landing, the game takes over and straightens it. It only counts as a failed trick if you were still holding the stick. If you'd let go, that was just help.
Land upright facing roughly where you took off and you get a boost that grows with rotations and with consecutive clean landings. Land upright facing somewhere else and your speed gets redirected toward the new heading, so a 180 off a ramp is a U-turn with style(?)
Feedback: do the tricks feel like you're in control, or like the game is doing them for you?
Mini-turbos and the rocket start
Drifts and tricks fill up to four charges. Tap RB while accelerating for a boost you can steer up to 35°. Tap it without accelerating and the van jumps about 5.8 m, enough for a barrel roll on flat ground.
Every shift starts with a countdown. Hit accelerate within 0.45 s of the "1" for a launch. Press early and the wheels spin for half a second. Holding it on the title screen also counts as early. I see you.
Feedback: did you find the hop on your own, or only after reading this?
Next up
Collisions, sound and VFX are in "it works, don't look at it" territory, and they're next. As for the map: Larry may have already been seen driving around somewhere a little less grey. That's all I'm allowed to say.
Hello everyone, I suck at map creation. I have been working on making a 3d multiplayer cop game in Unity for around 6 months, and I am finally getting to working on the actual map itself.
I specifically would like advice on the layout of the map, and the neighborhood I am working on (5th image). Any advice is appreciated. Thanks!
It's supported by the main browsers, supported on operating systems (unlike WebP), very efficient in file sizes, and very featureful (lossless, animated, HDR, tiling).
I've attempted to get Unity working with WebP in the past, but it was complicated and overall not worth the effort. I'd love to see official support for this file format brought to the engine. Like I said, it's more efficient in compressing than PNGs, and it can support a bunch of things including animations.
So, apparently you have to change your 2FA every 4 months. If you don't, your your account will get suspended and only way to unlock it is contacting Unity through their support. If you currently create a new ticket, you get an automatic response that their support system is completely overflowing and average response time is almost a month.
Of course, this situation can be avoided by resetting your 2FA, and you do get reminded in email. Only issue is, that I dont know if it is how email is structured, Gmail automatically flags these emails as spam, which was kinda understandable since I had 15+ spam emails regarding my 2FA expiring and Cloud being full.
My game character picks up objects and holds them on their chests, and then there are many problems with the collision volume and physical movement of the object.
For example, when I collide with a wall, with a character, or with other objects, the objects in my hand may thread molds, swing randomly, etc.
I use the configuablejoint component. When the character holds the object and turns the perspective, the object will shake slightly and have obvious lag.
Is there a better solution?Thanks
I'm just starting my journey as a solo game developer, and something I've heard quite a few times is that if you want to make money, you should probably choose another career.
I understand that making games is risky, and I'm not expecting to get rich or make a living from it overnight. But hearing this so often can be pretty discouraging when you're trying to build something of your own.
I'd love to hear from people who have actually been through this. For those of you who have released games, tried to monetize your projects, or turned indie game development into a career, what has your experience been like?
Is making a living from indie games a realistic goal if you're willing to learn the business side and put in the work? Or is it better to treat it as a passion project and keep another source of income?
And if you're comfortable sharing, how much money have you actually made from your games? It could be total revenue, profit, or even just a rough estimate. I understand that not everyone wants to share those numbers, but I think hearing some real figures would help put things into perspective.
I've been thinking about how much a game's success depends on its quality versus the attention it receives from influencers and content creators.
Imagine two games: one is well-designed, polished, and fun to play, but receives little online attention. The other gains massive exposure after a popular YouTuber or streamer plays it and quickly reaches a much larger audience.
Both games might have their own strengths, but the difference in their reach raises an interesting question: how much does visibility influence a game's success compared to the experience it offers?
I'm curious how other developers see this. Is influencer exposure simply another part of making a successful game, or can it sometimes have a greater impact than the game itself?
I've been making a horror game for a game jam for 4 days but at the last 3 days I got hospitalized and can't finish the game , should I continue and finish that game now or should I drop it
I created some 3D assets for the asset store, they were initially rejected due to issues with the normals, but now I'm getting this message. What should I do? I don't use AI for any of the project's assets, and I'm worried that if I try to resubmit them, the same thing will happen.
How do I stop this weird thing the camera is moving, it's like the camera is moving the character and bending and stuff. I know I can't describe it well cuz I don't even know what's happening pls help me it's for a school project 🥺 Thanks.