Technical
Bike - Physics Mode 1
I developed a simple custom physics system for the bicycle. The first version uses a straightforward approach: I added capsule colliders to represent the front and back wheels, and a single rigidbody component for the bike itself. This setup allows the bike to interact with the environment in a basic but functional way, keeping the simulation lightweight and easy to manage.
Bike - Physics Mode 2
This version is more advanced, using Unity’s Wheel Colliders to simulate the bike’s wheels and adding suspension by separating the body into different parts.
- Provides greater realism and a more authentic riding experience
- Requires more complex code and setup
- Uses a different 3D bike model (borrowed from the web)
- Merges into the same codebase for consistency
Playtest here: http://143.198.71.91/biketest/
Questions and Thoughts!
- The decision about which physics mode to use is important. While more complexity doesn’t necessarily impact us right now, it could mean additional time and costs in the near future as the game grows. Some decisions become the foundation of the project, so I need to confirm: do you want to use the second physics version? If so, I can apply the changes and merge it into the codebase.
- While reviewing the new GDD you sent me, I noticed that the Paperboy newspaper-delivery concept is no longer the central point of the game. Instead, it seems we’re expanding by adding more mini-games—is that correct? If so, the project shifts from being a single experience to offering multiple gameplay experiences. I need to know how much focus you want me to put on the Paperboy mechanic, since it connects directly to other questions I’ll mention below.
- For the MVP, regarding the “morning loops” and related progression, how many levels do you have in mind? I was thinking that too few levels might make the experience feel too short. Perhaps aiming for at least 3 levels per loop would make sense—but I’d like to understand your vision and plan.
- Another important question I’ve been considering is how AI will affect both gameplay and the overall user experience. It’s essential we define boundaries early on: what are the limits, and in which ways should AI influence gameplay? If not carefully managed, AI could risk breaking the balance, fun, and “magic sauce” that makes the experience enjoyable. We need to ensure AI enhances the game without disrupting the intended flow or making the experience feel broken.