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 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.