Happened in Hanaa – Vol. 1: June 2–8, 2025
Hanaa » Devlog
It's become clear that I'm better at writing short posts on Bluesky than long-form blog entries. So instead of aiming for perfectly structured updates, I’m shifting to a more free-form, week-by-week devlog. Let’s start with this one.
This was a post-release week, so I took the opportunity to make some bigger changes, ones I want to test thoroughly before the next release.
- Inactive cars now disappear instead of lingering as ghosts. They only leave a line on the track to mark player position, which makes the game feel much cleaner. The old ghost material logic was pretty complex, so there’s a lot of code to clean up (and a high chance for new bugs).
- Menu-to-race transition got some love. I made the rolling flower more colorful, and finally changed the preparation text to “Hanaa!”—which, in hindsight, is what it always should’ve been. Still a bit of work left on this one.
- Dropped BetterUI. It came with a bundle and I only used it for a few shaders and snappier transitions. A good middleware, but felt like overkill, so I removed it and started refactoring GUI components for future polish.
- Updated to Unity 6.1. No breaking changes so far. Hopefully any surprises will surface this month while I test.
- Started uploading short push clips to YouTube. Someone suggested car pushes might make fun short videos, so I’m now aiming for three per week. Hopefully they don’t get too repetitive. You can find them on my channel.
- We had a three-player test session on Friday. Found a few graphical issues, but otherwise things ran smoothly. The balance has also improved quite a bit.
Next week, I’ll be at least fixing visual glitches and maybe poking around some new Unity packages. I’ll probably uncover a bunch of new bugs too, but that’s just part of the fun.
Get Hanaa
Hanaa
A turn-based racing game
Status | In development |
Author | mobilelast |
Genre | Racing |
Tags | Casual, Multiplayer, Physics, Turn-based, Unity |
Languages | English |
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