Development Journey: From Concept to Checkpoint


The Beginning (v0.2.0 - "The First Real Version!")

When I started Turbo Ticket, I had one simple idea: what if Papers Please was about traffic control instead of border control? After 20 years developing web applications, I wanted to try something completely different - game development.

The first real milestone was getting online leaderboards working with Unity Game Services. Seeing players actually compete for high scores made it feel like a real game, not just a prototype.

Adding Depth (v0.3.0-v0.3.5)

The early versions taught me that a good core loop isn't enough - you need systems that keep players engaged:

  • Vehicle catalog unification - Initially, I had inconsistent prefabs causing spawn issues. Consolidating everything into a single system made adding new vehicles much easier.
  • Economics introduction - Players needed something to work toward beyond scores. The "zukets" currency system with daily bonuses created that progression hook.
  • Localization - Supporting Spanish and English from early on was crucial, especially since the game has that bureaucratic flavor that works well in multiple languages.

The Tutorial Challenge (v0.4.0)

Building a tutorial that teaches without boring was harder than expected. The original approach dumped too much information at once. The current system introduces one mechanic at a time:

  1. Basic approve/deny
  2. Document checking (license, registration)
  3. Vehicle condition (smoke, lights)
  4. Managing multiple vehicles
  5. Time pressure and consequences

Emergency Situations (v0.4.2)

Adding emergency vehicles transformed the gameplay. Suddenly, players couldn't just methodically process every vehicle - ambulances and fire trucks demand immediate attention. This created a natural tension between thoroughness and urgency.

The technical challenge was interesting too: I eliminated 120 expensive searches per second by implementing a proper caching system. Mobile optimization is crucial but easy to overlook during development.

Accidents and Chaos (v0.4.3)

The accident system was the most complex feature yet. When vehicles collide, traffic backs up, and players must call tow trucks while managing the growing queue. It required:

  • Collision detection between moving vehicles
  • Dynamic lane blocking
  • Hold-to-resolve UI mechanics
  • Automatic tow truck dispatch

Current State and Vision

The game now has a complete core loop with meaningful choices, progression, and variety. But it's still an alpha - art is placeholder, audio needs work, and I'm constantly tweaking balance based on feedback.

What excites me most is the moral dimension. Do you accept bribes? Do you let violations slide when someone claims it's an emergency? These choices affect your reputation and create personal stories.

Looking for Feedback

As a solo developer, I'm particularly interested in:

  • Is the timing in Arcade mode too stressful or not challenging enough?
  • Which types of violations are most satisfying to catch?
  • How does the progression feel - too slow, too fast?
  • What additional mechanics would you like to see?

The plan is to keep iterating based on player feedback here on itch.io before launching commercially on mobile platforms. Every comment helps shape where this project goes next.

Technical Notes:

  • Built in Unity 6000.2.0f1
  • Targeting mobile portrait gameplay
  • Using Unity Game Services for leaderboards and remote config
  • Currently Android-focused with iOS planned

Thanks for following the development journey. More updates coming as new versions release!

Files

0.4.3.apk 61 MB
54 days ago

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