After a bad race, you want to hit “retry.” But sometimes it’s more useful to look at what you took out on the track first. In Smoke and Flame, the garage connects the last attempt with preparation for the next one: your car, weapons, parts, and the stage objective should all be in one clear place.

The working prototype’s garage shows your selected equipment and resulting stats. It’s more than a showroom for bodies. Before heading back to the track, the player needs to see what a choice will change.

Choose before the start

Weapons are selected before a stage, and temporary parts take up limited slots. That preparation gives you a specific set of options for the race. It shouldn’t become a list of upgrades that pile up automatically, with no cost or limits.

For example, researching a part can unlock a new equipment option, but research alone doesn’t install it on the car. Permanent access and your current build are separate decisions. The garage needs to show that difference; otherwise, the player may expect an effect that isn’t active in the race.

Looking isn’t spending

Viewing a car, choosing a driver, and confirming a purchase are different actions. Each needs a clear result. The prototype stores permanent unlocks separately from the state of a series. So the preparation screen has to read the actual game data instead of displaying a polished showroom disconnected from the game.

After returning from practice, the previous championship should still be there. After completing a stage, the next valid preparation should become available. Those transitions determine whether you can trust the garage as the place where you really control your next outing.

You want to look over the car

Once a body has detailed materials and distinct parts, the garage also becomes a place to inspect it. You can spot errors that were hidden at speed: a clipped section of the model, a weapon misaligned with its mount, an odd recolor, or a wheel off its axis.

That’s why we check the car in the garage and on the road. The first shows its shape and your choices; the second shows how they work. The transition should feel continuous to the player: you prepared a specific car and recognize it at the start. That gives the pause between attempts a purpose. You can simply retry, or try a different answer to the problem that just sent you back to the workshop gates.

Concept art: a black supercar jumps a gap in the road as a red car pursues · Illustration from the approved website art collection; not gameplay.Open image separately ↗
Concept art: a black supercar jumps a gap in the road as a red car pursues · Illustration from the approved website art collection; not gameplay.
Smoke and FlameDevelopment diary