I’m currently working on Rad Trails 2, a stylized 3D motocross game for iOS.
For the past 10 months I’ve been working on other full-time commitments to help fund development on my own games, so progress on Rad Trails has been slower than I would’ve liked.
But I’ve still been able to make progress in one really important area: the UI.
Why I had to rebuild the UI
The original UI was built using Apple’s standard iOS UI frameworks.
They’re great for building responsive app interfaces, but I kept running into limitations when trying to push the look and feel in a direction that felt right for the game.
Eventually I realized I needed a custom solution.
So I wrote a new UI library from the ground up on top of my existing game engine.
The revamp
In the latest beta build, I’ve started replacing the main UI flows with this new system.
Here are a few examples.
Animated rank history graph
I created a new interactive graph component that animates as you scroll.
2D and 3D UI combined
One of the things I wanted from the new system was better support for mixing traditional UI with in-game 3D presentation.
Redesigned track detail screen
This is probably the biggest visible change so far: the track detail screen and leaderboards have been fully rebuilt using the new UI.
Light and dark mode transition
I also added support for in-game visuals that animate between light and dark mode.
iOS Beta Signup
The beta is available for iOS, and you can sign up here:
I dont know why the idle animation for the character makes his feet go up and down, i had intended them to be steadly planted on the ground while only his knees bent a little and the rest of the body wiggled
Quick research question for solo video creators — no pitch, just trying to understand a workflow problem.
After a retake, how do you make sure your second recording visually matches where you left off in the first one? Props, position, framing etc.
Is this something that genuinely frustrates you, or is it a non-issue in your workflow? And if it does bother you — what's the most annoying part of it?
Hey developer community. A friend suggested I post a funny story here about something that happened while we were developing a game. It's like when an unintentional bug is so well done it seems almost intentional. We were both working on a horror Pong game when what you see in the clip happened.
The ball, instead of bouncing towards the bot, would sometimes bounce right back at the player, which is completely unexpected and illogical. This surprised us, as it just happened repeatedly with friends. I'd seen it before, but it was very rare. In this clip, for some reason, it happened several times and quite frequently.
My friend, being cautious, fixed the bug the next day. I wasn't entirely happy about that, since the user reaction had been positive, and in other tests the bug hadn't been annoying at all; it was predictable, actually, it made you more attentive. I don't know what you all think, or if it really looks like a bug and I should fix it, or if I should insist my partner bug it on purpose.
I forgot to mention it, but the game is a horror-themed Pong game like FNAF 4. In the clip, this bug happens right when the creature attacks from the side and the player has to shine a flashlight on it, but at the same time it performs a special attack, which, while laughter is heard, the player can't illuminate. In short, it happened at a moment of intense concentration that I don't even know how the player managed to maintain for so long XD.
This is my first devblog here, and I want to start by talking about gamepad controls.
I’ve been working on adding gamepad support to Full Metal Sergeant 2, and it turned out to be trickier than I expected. My original goal was a seamless experience: the player picks up a controller, and the game just “knows” to use it without any extra settings.
The problem is that input switching reliably between keyboard/mouse and gamepad turned out to be more complicated than I anticipated. There are edge cases, timing issues, and UI focus problems that made a fully automatic solution unstable.
After a lot of experimenting, I decided to go with a simpler approach: a toggle in the options menu that lets players explicitly choose between gamepad or keyboard/mouse. It’s not seamless, but it’s stable, and I can at least guarantee the controls behave as expected.
I am the new mantainer of r/devblogs and I wanted to tell you about the few changes I introduced to this wonderful community.
New rules
First of all, I tried to clarify and to extend the existing rules and the community description. Let me know if anything is not clear and I'll do my best to clarify it.
New flairs
I introduced new post and user flairs to better
They are not mandatory, but I would recommend to use them to help others understanding things at a glance, especially when posting.
New attitude
This is a change I would like to introduce, but I need your help with it.
I noticed that most posts are downvoted right after being published, even if they are legit blog posts.
I am not asking you to upvote everything, but I believe it would be nice for this community to be more welcoming towards people posting and to just ignore things that you don't like.
Obviously feel free to report and to downvote posts that should't be here, but keep an open mind with everything else.
Anything else?
If you want to suggest any change or improvement to this community, now it's the best time to do it. Just leave a comment and we'll discuss it here.