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Underground Garage News

Development Diary #43 - Mini map and more of the City

Hello there, future mechanics!

We're back with a progress report on the latest developments of Underground Garage. From world-building to interface improvements, we're tuning up every aspect of the game to create the ultimate car mechanic and illegal racing simulation experience. Let's get under the hood and see what's been happening.

World-building is an integral part of creating an immersive gaming experience. We've been working diligently on constructing the grimy and pulsating docks. As for now, we can show you the map of the area and some early work in progress blockout:


We’ve already implemented the mini map into the game:
[previewyoutube][/previewyoutube]

We've been gathering references to help bring the environment surrounding Deb's garage to life. In addition, we're setting up a diverse cast of NPCs, with a range of idle one-liners and dialogues that change depending on the time of day.


We've been implementing updates to the UI to ensure all info is readable and understandable. We're aiming for transparency, but we're also cautious about clarity. The inclusion of specific mouseover tooltips is on the table, as we look to further expand and detail the information provided.


A new tutorial system is in the works, boasting two distinct elements. Firstly, we have tooltips that point to specific UI elements and succinctly describe their function. Then we've got panels that delve into a particular functionality in detail, supported by images or videos to aid understanding.


We also started working on new car:


Remember, in Underground Garage, you'll start your career as a car mechanic and dive into the world of illegal racing from a fresh perspective. Get your revenge, navigate between criminals and police, and immerse yourself in a rich storyline that's as oily and complex as the engines you'll be working on.

Stay tuned for more updates and keep those engines revving!

~The Underground Garage Team

Development Diary #42 - Traffic

Hey everyone!

We're back with another update on our game's progress, where we've added new features and improvements.

One of the key improvements we've made is the implementation of a new navigation system designed specifically for joysticks, or gamepads. This is particularly beneficial in the mechanic mode, making it easier than ever to navigate through the UI. We believe this addition will provide a more intuitive and smooth experience.

In addition to the navigation system, we've introduced an advanced traffic system. This system is contributing to a more authentic city feel.
[previewyoutube][/previewyoutube]

Speaking of the city, we've started on a rough blockout. This involves creating more life-like locations, such as a hangar and a bar, which will feature in the final game version.


We've also been focusing on the mechanic mode. We're in the process of designing new item panels and have integrated new part statistics into the game. To accommodate these changes, we've adjusted the inventory UI, making it more accessible and user-friendly.


And, to top it all off, we've added another car to the mix! We're looking forward to seeing how you tune it up and leave your mark in the city with it.


As always, we're striving to ensure that Underground Garage meets and exceeds your expectations. We appreciate your feedback, so feel free to share your thoughts on these updates.

Cheers,
The Underground Garage Team

Development Diary #41 - New City

Hey there everyone!

We've missed you and we're excited to give you an update on the progress we've made in the first quarter of this year for Underground Garage.

Our programming and technical team have been hard at work adding new features like a dissolve effect, and destruction for individual lights (left and right). We've also been refining the HUD shader and making sure everything is consistent with the new system in the geometry of the car. We've made significant progress on dynamic inputs, new hierarchy for the mechanic, and refactored the mechanic to handle the new way car parts are controlled.


Our design team has been busy developing key features for multiplayer and a reward system for mechanic jobs and quests . We're also focusing on creating a city where the player's garage will be located with a rich narrative, unique laws, and NPCs to meet.

You can see the work in progress of new city below:


Our UI/UX designer has been working on creating a store and inventory that is user-friendly and easy to navigate. We've put a lot of thought into how to present inventory items in a way that is easily comparable and identifiable without cluttering the space too much. We're also adding additional interactions to inventory items, like marking, flagging for junk, selling, and multiselling.


We've been working hard to create a shop menu that's user-friendly and easy to navigate, as well as ensuring it's gamepad-friendly.


And last but not least, we've been creating new parts for your cars:


Thank you for your continued support, and stay tuned for more!

Development Diary #40 - Quick ride with Deb

Hey all!

Welcome to the first update of 2023! We hope you had a fantastic start to the year.

Over the last couple of weeks, our developers have been focusing on the following:
  • integrating the quest system into the mechanic mode,
  • implementing the race system with a timer,
  • improving and implementing the navigation system,
  • implementing UI's
  • editor to make rusty cars.


Before we get started, let's go with Deb for a short ride in the desert:
[previewyoutube][/previewyoutube]

We have prepared for you a pair of screenshots of the locations implemented in the game. The first of them is the hangar:


And the second is the junkyard:


We have implemented a mini map into the game:

Here you can see the desert and the race track.

And we have prepared for you a handful of screenshots taken in the newest version of the game:


Our UI/UX Designer, Piotr, is prototyping an inventory menu and mechanic mode.


Our character artist, Olivia, has finished working on the character we showed you in the previous update:


And Mateusz is working on a new cars:


Feel free to share your thoughts with us!

Cheers!

Underground Garage Team

Development Diary #39 - New character and reactions to the trailer!

Hey everyone!

First, we want to thank you for the warm welcome to the new trailer. We expected a few positive comments, but your response and engagement exceeded all our expectations! Thank you for being with us!

The trailer has also made its way to the further corners of the internet... and was published by IGN:


On the programming side - we did a titanic job of optimizing the game and building a new and improved gameplay architecture.

A location from an earlier version of the game has found its place in the new version and is running in 30FPS:


Deb can already walk around her new garage:



And, of course, work on her car with the newly added engine:



In addition, we worked on implementing the quest system, improving the driving system, and adding the desert scene from the old UG. In the next few weeks, we plan to focus on the map and navigation, implementation of the race, and improving the mechanic mode.


Our character artist, Oliwia, has also created a new character. We won't tell you who she is, but feel free to share your ideas in the comments! We'd love to read :)


Our UI/UX Designer Piotr is prototyping a new menu. We are focusing primarily on readability and user-friendly. These are not the final versions yet.


Dominika, Junior Narrative Designer, worked on the logos for the gangs that will appear in the game. Here are some of her ideas:


And from Mateusz we have new cars for you:


Thank you for reading and feel free to share your thoughts with us on Discord or in comments!