Haptic Drift - Devlog 2
The past few days have mostly been about making the game feel better rather than adding flashy features.
One of the biggest changes is that the haptic system is no longer just individual vibration events. It’s starting to behave more like a layer of feedback that reacts to what’s happening while you drive.
Instead of only vibrating during crashes, different driving situations now have their own distinct feel. High speed, drifting, braking, and impacts each produce different patterns, making the car feel more connected to the road.
I’ve also been tuning the driving physics. Small adjustments to steering, grip, and drift transitions have made the car much more predictable without removing the challenge. It’s surprising how much difference tiny changes can make.
Performance has been another focus. Since the game runs entirely in the browser, keeping everything smooth on mobile devices is just as important as adding new mechanics. I’ve been cleaning up the update loop and reducing unnecessary work each frame.
I’m still collecting feedback from different devices because browser support for haptics is anything but consistent. Android has been working well, but I’m especially interested in hearing from iPhone users to see how the experience compares.
What’s Next
- More road variety and environments
- Better visual effects while drifting
- Improved UI for mobile
- More satisfying sound design
- Additional gameplay mechanics beyond endless driving
The project is slowly becoming the racing experience I originally imagined. There are still plenty of rough edges, but each update makes the game feel less like a prototype and more like an actual game.
Devlog 3 will probably be where the visuals start catching up with the gameplay.
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