Arcadium LTD
Game Production Studio - Est. 2025
Game Production Studio - Est. 2025
Arcadium LTD, Founded in December of 2024 and registered in February of 2025, is a start-up Games Production Company, which primarily focuses on developing games for mobile phones, tablets and computers.
Fun in Fifth - Android Game Development
Development Log 16 - Roadmap to Release - 14/05/2025
As alpha testing proves successful and with minimal bugs, Fun in Fifth is making its way towards a beta release. The intention is to release the beta version of Fun in Fifth on Google Play as a pre-release build. The purpose of this is to test new features (some of which were implemented as a result of alpha release feedback) and gain crucial pre-release feedback in order to have as successful of a launch as possible.
Either before or subsequent to the public beta release of Fun in Fifth, the following features have been considered:
Easy, Medium and Hard difficulties each with their own reward multiplier which contributes to the overall coin multiplier at the end of the race.
Adaptive NPC AI with increased randomness.
An overhaul to the main menu appearance.
Improvements to the reward system.
Vehicle physics updates.
A potential new map.
The intention is to release the official version 1.0.0 with some of these features and revisions included.
Fun in Fifth will continue to be updated periodically beyond its official release, with new features and improvements gradually introduced.
It will be released under Arcadium LTD as its debut game release, with plans to release the game on iOS some time after its official launch on the Google Play Store.
Development Log 15 - Night & Day - 07/05/2025
Since the first few iterations of Fun in Fifth, there has been a chance that upon starting any race, the game world will be in darkness. The first sightings of this dynamic were somewhat unexciting, featuring a few lighting adjustments which made the game world darker and resemble the night. However, this made the race track and other vehicles slightly harder to see, any provided no real benefit to the player, other than to dispel the monotony of the standard daytime environment.
Speedway in day-time
Speedway in night-time (legacy aesthetic)
Some feedback received during the alpha testing phase suggested that there was little variance between the night and daytime modes, and the lack of lighting within the night-time variation proved to make the game less enjoyable. Thus, two major adjustments were made to enhance the opposing aesthetics of each type. Headlights were added to each vehicle, to create a new lighting dynamic which features at night-time exclusively. This aided further dimming of brightness related variables, to make the headlight beams more prolific, and highlight the darker environmental atmosphere.
Further feedback collected during alpha testing suggests that a worthwhile improvement to Fun in Fifth would be to add a difficulty selection. This would alter the speed and accuracy of the AI vehicles during race mode. Synonymous with how the player obtains a reward multiplier depending on their final place within the race, this could be further multiplied depending on the difficulty.
Adding a difficulty customisation could serve to widen the target audience, as well as provide an even greater challenge and reward to more advanced and skilled players, who have played through the courses repeatedly and have come to appreciate the nuances of their AI-powered opponents. Similarly, it would allow those of the younger audience to be introduced gradually to racing other vehicles, in a less frustrating and demanding manner.
The City during daytime
The City at night (updated aesthetic + headlights)
Development Log 14 - Initial Alpha Feedback + Basic Reward System- 30/04/2025
As one of the last adjustments prior to releasing the alpha version of 'Fun in Fifth', developer's mode was disabled to reset the default coin count back to zero.
Other changes to the build have also taken place, such as the assignment of arbitrary values to all aspects of the upgrade interface. This enhances the sense of randomness and also serves to form the overall economy system of the game. This has been supplemented with adjustments to the coin spawning system. Whilst the respawn rate for coins whilst in-game remains the same, the initial quantity of coins on each respective map has increased, as well as the maximum number of coins which can be prevalent on the map at a single time (this is half the number of initially spawned coins). This overall increases the number of coins collected within a single run.
Upon releasing an initial build which included these alterations to the in-game currency and economic system, it quickly became apparent that a reward system in respect to race mode was missing. The player's final place at the end of the race had no bearing on their progression through the game and the customisation panel. As such, a reward multiplier is applied at the end of the game to reward the player additional coins based on their place.
This gives a far greater meaning to the gameplay of Fun in Fifth, through highlighting the signficance of race mode in respect to progressing through the game and provoking the player to engage with the challenge of racing against 4 dynamic NPC's. A reward multiplier can only be achieved within race mode since this is the only gamemode type which directly challenges the player.
The reward multiplier system completely shifts how the player progresses through the game, since there is now a strong imperative to come first to achieve the highest coin multiplier. In previous versions, the player could choose a line of travel which followed the spawning of the coins with no consequence of coming last. Now the player must decide between prioritising their place within the race, as well as collecting coins to contribute towards their base coin count. Choosing to collect coins also somewhat increases the chances of colliding with other vehicles due to them being centred on the racetrack, where other cars are likely to be prevalent. This addition also allows the player to still proceed at their own pace, but with the ability to progress faster once they become more accustomed to the gameplay dynamics.
The basic reward system was implemented with simplicity in mind, which achieving the purpose of providing a shift to the optimal gameplay style. A more comprehensive award system will come to include: reward based advertisements, a daily reward which increments with each repeated day, and eventually an evolved pickup system which provides greater opportunity to the player.
Development Log 13 - Tutorial Level - 23/04/2025
Although the tutorial level is not present within the alpha build of Fun in Fifth, its presence within the game is an essential part of educating the end user on basic gameplay mechanics in a controlled environment which is void of other vehicles and any immediate requirements imposed. This is especially important, as race mode is the only gameplay medium available to the player upon initially installing the application.
The tutorial level now appears on the gamemode selector amongst other gamemode types. The decision has been made to not make it a requirement for the tutorial to be completed before race mode is unlocked. This is to allow repeat users (who may have reset their data) to replay the game from scratch with the ability to jump straight into the driver's seat on the speedway.
The tutorial level greets the user with a very basic user interface, consisting of just a vehicle speed, the first objective, and the throttle pedal. This eases the player in very gently, progressively revealing more of the controls and UI as they work through the level.
At the end of the tutorial, the player is tasked to cross the finishing line. This carries the prerequisites for the player to steer, shift into reverse and back again, brake and accelarate. It provides all the necessary requirements to be able to operate the vehicle, but without giving indications of gameplay mechanics belonging to individual game modes. It also has its own very primitive racetrack. The intention of this is to make other maps feel more engaging and exciting once they come to enter their first race.
Thankfully, a tutorial is something which has been requested by numerous alpha testers. Whilst it is relatively easy to learn how to play by entering the first race, players generally expressed preferences towards having an explicit tutorial level to demonstrate the basic requirements of the player in order to be able to play the game.
Through rigorous alpha testing, numerous other suggestions and improvements have been made. These are to be discussed in subsequent articles as Fun in Fifth races towards its beta testing phase prior to the official release.
Development Log 12 - Finishing Touches for Alpha - 17/04/2025
To solidify the coherence of the gameplay, a few features relating to the visuals as well as the application flow have been updated. The player now receives a bonus based on the place they achieved. No award is achieved for placing 5th or 4th place.
Visual improvements of the vehicles involve wheel rotation based on the speed of the vehicle. The wheels now rotate on two axis, much like a typical vehicle, minus the camber element.
Further improvements to the level design have taken place in the format of foliage and improved environmental aspects. The scenes for each individual map have also been adapted at the borders, to make them appear more natural within their surroundings.
At this stage, the game has now been released to friends and family for official alpha testing. Public release has been purposefully held back due to a few missing features, alongside the requirement to gauge any major bugs or changes which will be required before the first public release. The intention is to release a beta build of the game on Google Play, prior to its official release. However, this will require the implementation of advertisements, as well as iterating on the alpha release of the game.
A short and simple survey has also been produced to highlight the preference of those who participated in alpha testing, as a measure of quality control and to assess the effectiveness of some features which are currently implemented, as well as to identify particular areas which require improvement, or opportunities for new features to be added.
Development Log 11 - Ready, Set, Go! - 10/04/2025
As the anticipated release date looms, preparations for an Alpha release of 'Fun in Fifth' has been in the works. With upgrades to the UI, as well as implementation of auditory feedback and sound, serves to solidify the gameplay, user experience and the overall feel of the application.
Sounds have been implemented for when a button is clicked, as well as when a purchase has been made. This enforces certainty that input has indeed been captured and processed. Once the player enters race mode, time trials or free play, they are met with a three second countdown, which also includes sound to compliment the visual indicator of the countdown. Background music is also implemented throughout the application, and is somewhat responsive to the player's progress within their current race.
Improvements to the original user interface have taken place in terms of button graphics. The original Unity button sprites are no longer being used, with colour coordinated buttons at various points throughout the application. This specifically brings life to the gamemode selection and map selection menus, where colour is now prevalent in greater magnitude.
Whilst the Alpha version of Fun in Fifth unfortunately will not be available for public download, intentions are to purposefully release the application to a large but chosen audience, in order to gauge compatibility, bugs and potential areas of improvement. At this point, Fun in Fifth is 95% complete functionally, but requiring many visual and auditory upgrades. It has been purposefully left with some features missing in anticipation of collecting opinions within alpha testing reports, to determine the suitability and necessity for certain design features to be included within the official release.
A few additional improvements are required before the game can be officially considered 'alpha testing ready', such as the implementation of adverts for testing purposes, as well as adjustments to a few minor aspects of gameplay. Intentions are also to produce an alpha release on Google Play, however this may not be feasible as access of the alpha release will be limited to friends and family exclusively.
Development Log 10 - UI Scaling + Complete Game Flow! - 03/04/2025
Through early testing on a range of different devices, issues quickly arose due to scaling issues. Whilst scaling was normal when the aspect ratio was similar to the reference aspect ratio of 19:9, if the aspect ratio was even slightly different, segments of the user interface would be truncated and omitted from the viewport. Similarly, having the camera transition between canvases created various synchronicity issues. As such, a re-design of the user interface took place, whilst maintaining the original layout. In the updated user interface, the interface canvases themselves are moved to within the camera view, resulting in the same visual appearance. Applying anchors to each individual element also fixed the aspect ratio scaling issue, since user interface objects would maintain the same ratio of distance from their anchor irrespective of screen resolution.
Whilst it is hard to account for aspect ratios closer to 1:1 within some user interfaces such as the garage, the segmented design of the in-game user interface facilitates a coherent UI layout irrespective of aspect ratio, provided it is somewhere in-between landscape and 1:1.
Additionally, complete game flow has been achieved through an in-the ability to restart the current game instance through the pause menu, as well as an additional interface which appears at the end of the game. This currently only serves to inform the user of the time that they achieved as well as how many coins they gained during the race. It provides complete flow of the application since it allows the player to continue playing whilst within the game instance, or return back to the main menu. If the user decides to restart the current game instance, the level is reset to its original state, with the same vehicles in the same locations. Any coins remaining on the racetrack during this process are destroyed and respawned in their original locations.
Plans include informing the user of what place they achieved during the race, as well as displaying the times achieved by NPC vehicles. If the player is endeavouring in time trials, they will also be informed of their race completion time compared to the best time, which they are attempting to conquer.
Finally, dynamics of the title screen have been improved, synchronising the vehicle equipped within the garage to the vehicle displayed on the title screen. This improves the linearity of having the player choose a vehicle, then have to navigate back through the title screen to get to the gamemode selection. It also creates a better indication of what vehicle has been selected to use within the game, as well as providing better visuals for the vehicle aesthetics, since the camera perspective to the vehicle within the garage is fixed in its orientation. Plans in the future are to include drag/swipe input to allow the player to rotate the vehicle.
Development Log 9 - UI Upgrades + Physics Improvements - 26/03/2025
Whilst not fully implemented, the majority of the standard placeholder buttons have been removed, in place of more graphically appropriate ones. The left and right buttons are fixed in their scale but are likely to change colour in the future to reflect the colour of the vehicle in use. The visuals for the brake and throttle pedal will remain the same, but their scale decreases slightly whilst they are pressed, perpetuating the illusion of the pedal being pressed to the floor. Visual improvements to the vehicle place text has taken effect in terms of dynamic colouring and scaling to improve the feedback of the player changing place.
The physics of how the vehicle interacts with the environment and other vehicles have also been adapted to improve playability and create a more enjoyable experience for the player. In previous iterations, when the player collides with the racetrack bounds, they would come to an abrupt stop. This would require the player to reverse, costing a significant portion of the lap time. When the player collided with NPC vehicles, they would also come to an abrupt stop. In the new iteration, the vehicle can glide alongside racetrack borders and bounce slightly away from them. This not only improves crash physics but greatly reduces potential frustration caused to the player through marginal collisions with racetrack borders. When vehicles approach ascend a large incline at speed, the pitch rotation is adjusted accordingly by the traction control element, to prevent frustrating losses of control of the vehicle in such scenarios. This also solved an additional issue, since large offsets to pitch also caused the camera view to be obscured from the racetrack.
When the player collides with other NPC's, the force generated is distributed to both vehicles respectively. The result is greater shock absorption, leading to a less abrupt stops upon collision with other vehicles. Since the NPC vehicles also absorb shock better, they respond with greater accuracy to collisions and can deviate from their target trajectory with less rigidity and greater realism. Friction properties of the ground as well as the wheels of the vehicle promote a reduced slip coefficient and improved traction to the ground. This also results in smoother power delivery as a byproduct.
Development Log 8 - More Racers + Progress Tracking! - 18/03/2025
Building upon previously discussed Racing AI, the player can now race against 4 NPC vehicles on all 4 of the initial game maps. NPC's currently spawn with randomised characteristics, which are now inclusive of a random point on a scatter of available speeds, as well as a default trajectory line to follow. The vehicle can be pushed away from its default trajectory by either the player or other NPC's, but will always deviate back towards the target location along its respective movement line.
Additionally, the game now recognises the player's position in respect to the other vehicles. For the player and all four NPC's, a progress value is calculated based on three variables: the number of laps completed, the number of checkpoints completed on the current lap, and the distance to the next checkpoint. These values are algorithmically processed to produce a unique and accurate value to quantify progress towards having completed all 3 laps. Since the player only knows their position, this is calculated based on the number of instances of NPC progression values exceeding that of the player. This has eliminated the requirement to sort the progress values in ascending order for every frame of the game.
Development Log 7 - Racing AI - 11/03/2025
Although in its early days, basic racing AI is well underway. Upon entering race mode, the 4 vehicles which are not equipped by the player, are cloned into the game, with a random and unique (different to other vehicles) colour for the vehicle body and wheels applied. This creates a colourful but randomized appearance of the other vehicles which the player is to race against.
At the beginning of each race, the vehicles now spawn in a staggered pattern to ensure fairness based on their starting position on the racetrack. Each NPC vehicle has a default line which it will follow. Many trajectory lines exist within each map. As a result, there is a large number of points on the racetrack where trajectory lines cross over one another. At this point, it becomes possible for the vehicle to adopt a new line of trajectory. This, combined with the vehicle's natural deviation from its trajectory line, aims to produce a randomised approach to NPC propulsion and control. NPC vehicles also have a speed control function to reduce collisions between themselves and other NPC vehicles.
Development Log 6 - Behind The Scenes - 03/03/2025
Within each map is much more than meets the eye, and that is before the main racing mode implementation has even started.
Coin spawn locations are sequentially placed throughout the racetrack of each map. Each coin spawn location is capable of spawning multiple coins. The even staggering and positioning of these coins is handled by the spawn function. Coin spawn locations are populated with coins at the beginning of each race. Logic regulates the number of coins through periodically checking the number of coins which are currently present for the player to collect. If the number of coins on the map falls below the threshold, a new coin is spawned in a random location.
A wireframe (explained in the previous article) also serves to prevent the player from leaving the racetrack in the event that they are able to bypass the colliders of the physical barriers: this being the traffic barriers and the metal fences.
The racing mode and time trial mode demand a method of detecting when a lap has been completed. Within the same system, a method of anti-cheat has been devised to prevent the player from strategically tricking the lap-line to gain race progress fraudulently. The anti-cheat comprises of two functions: one determines the direction which the player is moving in when they cross the lap line. If they are travelling in the wrong direction, the lap will not be counted and any progress registered for that lap will be discarded. The second function manages invisible checkpoints which are located throughout the map. The player must pass through each checkpoint sequentially (and in the right direction) in order to be able to pass the lap line and have a lap awarded. This prevents all obvious cases of being able to bypass the intended gameplay methods. Whilst this system is proven to be robust, the decision has been made to not demonstrate the location of map checkpoints.
Additionally, the player can now switch from forwards gears to reverse if they are moving at a slow enough speed. This allows for corrections to be made in the instance of the player colliding with barriers.
Development Log 5 - Race Mechanics: A First Insight - 27/02/2025
Race mode and Time trial mode demands mechanics for competitive racing to take place. A large portion of this is covered through barriers: a primitive form of anti-cheat. The image below gives a developer's view of the barriers which surround the track of each course. A session timer is also present within race mode and time trial mode, but disabled within free-play. Once extended to all 4 maps, the vast majority of the back-end of Fun in Fifth will be complete in its basic form.
Racetrack barriers are of two types: visible and invisible. The visible barriers have physical colliders in order to improve realism, but do not make effort to strictly contain the player within the confines of the racetrack. The invisible barriers sit just behind the physical barriers, serving to cover large areas of space to ensure the player cannot leave the racetrack. These are absolutely necessary for both race mode and time trials, since the player leaving the racetrack will result in the following: the player will not be able to make any progress within the race or time trial whilst off the racetrack, and they will also be unable to get back on the racetrack in order to continue playing and making progress. Thus, significant effort has been made to reduce this.
Development Log 4 - Controls and Coins! - 21/02/2025
On-screen buttons were required in order to conduct initial tests using the mobile platform. Additionally, level design has progressed in full-force, with 3 of 4 maps being complete in their racetrack layouts. The following image demonstrates an early example of the Mountain Valley map.
Upon entering any map, vehicle statistics as well as their aesthetics are now utilised within the vehicle controller. This means the level of engine horsepower, brake torque, and traction percentage is reflected in how the vehicle drives, brakes and handles. Additionally, brake lights are present across all vehicles.
The most recent iteration of 'Fun in Fifth' also includes the spawning of coins at regular intervals along the racetrack. These spawn at the beginning of the level, with the addition of new coins being spawned in random locations if the total coin count on the racetrack becomes too low. Added randomness of the coin spawn location challenges the player with split-second decisions to sacrifice their speed and traction to gain coins from risky locations, or play it safe. Players will be needing to get their hands on as many coins as they can get, since they are now also required to unlock time trial mode and free-play mode, as well as all maps other than the default speedway map (as depicted in previous articles).
Development Log 3 - Wonders of the Wheel - 10/02/2025
Existing now is a total of 4 maps the player can roam in 3 different game modes. Along with an exciting insight into The Speedway, all vehicles can traverse its tracks.
Each vehicle features a uniquely customised automatic transmission, and provides the player the ability to accelerate, brake and reverse. With each and every corner, the challenge presents itself to carefully control your choice of vehicle - a constant trade-off between traction and speed. Fun in Fifth utilises an intricate power delivery system, making use of Dynamic Stability Control and Anti-roll to ensure each vehicle is equipped to handle the high speeds! Additionally, braking dynamics are consistent with the design of many real world scenarios of advanced braking systems.
Development Log 2 - A Costly Endeavour - 03/02/2025
The following iteration of the vehicle customization dynamic demands gameplay in order to collect coins to make purchases of vehicles and their upgrades. Colours for the body and wheels, as well as all upgrades, are unique to each vehicle and must be unlocked individually.
A large overhaul to the look and feel of the game has been achieved through a better aspect ratio for mobile devices, a new interface layout, and a more advanced camera transitioning mechanism.
The player is now prompted when attempting to make a purchase, with the addition of being shown a preview of what they are intending to unlock.
Development Log 1 - Vehicle Customization - 27/01/2025
At the very core of Fun in Fifth lies an intricate vehicle customization system - featuring aesthetic and functional upgrades to a range of vehicles.
Basic appearance modifications were conducted using the first game in the vehicle - one much resemblant of the lead developer's. Primarily, this demanded the separation of different vehicle components, such as the shell and each wheel individually, in order for color to be applied to each respectively. Variations of color will cost the player in-game coins for each vehicle respectively.
Additional upgrades serve to improve the mechanical operation of the vehicle, with the ability to upgrade the engine power output, brake torque and traction. In conjunction, these improvements will ensure maximum horsepower is maintained and delivered through the entire drive-train, from the crankshaft of the engine to the tyres of the road. This is supplemented by an information panel which is specific to each vehicle, ensuring they know exactly what to expect from their vehicle of choice.
Next in line for vehicle customization is for the player to be required to unlock all vehicles and all colour variations using coins. This will conclude the vehicle selection system.