Update – 26 September 2016

in Dev blog, Update


I’m pleased to tell you that the ingame HUD is virtually done!

(I say virtually because not every features outside the HUD are done, so some icons will need exceptions in code, but eh, it’s a matter of minutes.)


No video today, but I leave you with a tiny sneak peek of what I’m working on right now:

It's actually tied with the Health System 2.0~
It’s actually tied with the Health System 2.0~

Other than that, we’ve finished the first pass of one scenario of the campain (if you’re curious, it’s the one with the Tyranospace race we showed you some times ago), so right after I finish the Health System 2.0 and the video on it, I’ll start prototyping the campain.


Well that’s it for today, I know I’m not really active on social media but with the new stuffs we wrapped up with Yuubae, I’ll have more to show you in the future with a more sustained pace.



Thank you for visiting our blog post and see you next week!

Update – 19 September 2016

in Dev blog


The HUD is coming along nicely, there’s only one feature left and it’s tied up with the Health System 2.0, so it’s not far away!

Lots of new content, redesigned bars, animations and features~
Lots of new content, redesigned bars, animations and features~

If you visited the dev changelog you’d seen some new changes in the gameplay and the new additions of the HUD, still not finished but nor far off!

When the HUD and the Health System 2.0 are done I’ll do a video showing off all new stuffs added. I’ll think about actually talking instead of making subtitles, but I have no idea what it will sound like (with my super baguette-accent) so no promesses done here.


Also, I have a small (sad) announcement: we’re now only two left on the project. Yuubae (scenarist, game design helper and concept finder) and myself (everything else~).

Hilliean who was supposed to be the character designer can’t afford to continue his work with us, sadly.

And Prox got a job so I assume he, also, can’t continue supporting this project.


Oh well, I’ve had worse (like, when all our 5 artists and 2 devs out of 5 gave up our final school project 5 month before the end of the year and we almost died working our butts off for showing a decent game).


That’s it for today, expect a new design post and video soom™ (next week or later)~


Also friendly reminder that I’m on discord and you can join at any moment if you want to have a chat with me :3

Update – 05 September 2016

in Dev blog

Hey all!

As usual, slow week. Lots of stuffs to do with family.

Work continues on the HUD, scenario (we’re almost halfway in the draft for the campain woohoo!), and I tried some real 3D conception. I made a spaceship!

Wheelless - "03.SR.Pinguin" 3D spaceship

Well, as you can see, this is my real first time doing an entire object in 3D (the plant was just a tutorial). It’s not sexy (’cause it has no curves yo), and the texturing is really bad, but I think it turned okay. I still have a lot of videos and tutorials to watch and read if I want to makes some f-zero machines levels!


Before I let you go I have a small announcement:

I don’t really want to talk about you-know-what (what’s makes us eat under a roof), but I’m starting to running low, so in the next weeks or month I’ll get a stable job, meaning I will have much, much less time to work on this project. But fear not, because when I’m fully loaded I’ll return to a more time free state and finish this game!


Thanks for reading, see you next week!

Update – 29 August 2016

in Dev blog



This previous week we continued our design work on the campain (and the scenario) and I started integrating the new ingame HUD. Also deus ex mankind divided came out 😀

Debug view of the new HUD system!
Debug view of the new HUD system!

Work on the HUD continues this week, and when it’s done I’ll probably do something else. Maybe.

Maybe not.

Maybe I’ll start the backend for the campain.

Discord channel!

I’m getting like, no social interaction with anybody at all so please come say hello on our new Discord channel!

I’ll post some news and I’m around all day (unless I’m out), no microphone cause I don’t want to makes all english speaking peoples’ ears bleed to death with my strong independent french accent. Also I’m in France so it’s CEST times here~


See y’all next week



Update – 22 August 2016

in Dev blog

So many bugs!

It’s so hot in here, a hell lot of bugs invites themselves inside my house, and my useless cats can’t even kill one.

Oh you thought I was talking about code bugs? :°


This week was (as usual) a slow one. Lots of design stuff, including a lot of tchat about the scenario with my fellow Yuubae.


Also I started sketching some ideas for the ingame HUD. Behold my undeniable skills of MICROSOFT PAINT:



The dialogue system is on standby until I find a better system in my head and when we’ll lock up the roadmap for the entire campain, which the back-end will come up along it. Meaning that technically, the system that handle the campain, cutscenes and events will be done soom™! We’ll just have to make a shitton of assets afterward, some polish, debugging and the game’s done. In a year or so. :^)


Thanks for passing by, see you next week!

Update – 15 August 2016

in Dev blog, Update


This previous week has been a busy one.  There was a lot of design stuffs done with Yuubae and we settle a new form for the campain and the scenario: I’ll update the page for the game accordingly, tonight or in the following days. I’ll notify you on twitter!

So, what’s new this week?

There was a complete unplannified Shield update. It is now more in line with the rest of the {passive} equipments, no longer OP, and more usefull in certains conditions! More infos in the dev changelog right here.

I'm also prototyping some camera effects during those "certains conditions" where the shield is really a must-have!
I’m also prototyping some camera effects during those “certains conditions” where the shield is really a must-have!


Also, there was a (design) ingame HUD pass and I’ll start to sketch some ideas for the visuals soon.


That’s it?

Well, as it is an habit in the game development industry, we never do things according to keikaku*. I initially planned some stuffs for Alpha 2.0 and others in Alpha 3.0, but some of thoses secrets stuffs have switched to Alpha 2.0. Why? Honestly, just because I was motivated to ¯\_(ツ)_/¯

(*Developer’s note: Keikaku means plan.)


So expect a shiny DIALOGUE SYSTEM for Alpha 2.0!

But not gonna spoil it right now, I’ll do a design post when it’s ready~


Thanks for reading! Here’s a sneak peek of what have been done for the sake of indie developpment:

Don't forget to check my book: "What is really going on behind the curtains of Game Development", for $9.99 in your nearest book store!
Don’t forget to check my book: “What is really going on behind the curtains of Game Development”, for $999.99 in your nearest book store!

Devblog #6 – Equipments 2.0

in Design, Dev blog

Kept you waiting huh?

Hi! It’s been a while since the last devblog. Lots of things happened since (and not only development: family stuffs, administration, my cat need serious health cares, I was sick too, and many many time consuming things).

Today I’ll talk a little bit about the new Equipment System 2.0 teased previously. It is not done yet, and there is absolutly no interface making it unplayable right now, but the part I’ve done is working great and I’m confident about the new features added.

For thoses that don’t follow the small updates on the blog, this is a recap of what was done until now:

3D tweaks

I have revamped the spaceship scripts for a better and smoothier gameplay that work better in the new 3D environnments, I also added brake/backward movements for more controls and sense of driving.

I also added a camera control for zooming in/out and changing a little bit of the perspective for your eyes sweetness and fixed several controls issues for mouse, keyboard and gamepad that came with the new camera angles.

You can control the angle and the height of the camera
You can control the angle and the height of the camera


You can go backward and also store acceleration for a better start!
You can go backward and also store acceleration for a better start!

I added a respawn mechanic (for when a spaceship fall in a pit or off the tracks), and also started tweaking the AI behaviours. Right now the competitors are still a little dumb but at least they follow the tracks much more efficiently!


Textures and props

I made a pass on the textures and I think I got something. It’s definitely not final, but it’s a good step toward what I want it to be in the final game (well, until a game artist joins the project) (if) (maybe) (don’t count on it actually I’m too broke to get a professionnal artist).

I tried myself on 3D rendering, and added some small details like 2D grass and stuff


In the previous system (or current in the alpha 1.0.1 build), there was 6 pieces of equipments, each altering the ship stats or enabling a certain gameplay element (like the Shield or the Turbo). There was two to three differents equipments for each with various stats changes to equip, or you could go stock with nothing on your ship.

Alpha 1.0.1 menus for spaceship & equipments selection
Alpha 1.0.1 menus for spaceship & equipments selection


The issue with this system was balancing. I want the game to be balanced for every pieces of equipments and that every spaceship is equal to one another, the win/lose ratio should be only a matter of playstyle. So with this system it felt like either I had to make unlockable better equipments, ruining the balancing of the game, or make only one or two pieces of each, making the entire system useless.

I asked my fellow game designer friends about that and one design stood up during the conversation: skill trees! Nice in paper, but wasn’t really compatible with the game.

So I thought outside the box: why not simply cut off the current equipments and make something more object driven?

I cam up with two differents style of equipments: {Actives} and {Support}.


{Active} Equipments

{Actives} equipments are objects that can enable a certain gameplay feature, just like the Turbo in the current build.

The Turbo gauge in Alpha 1.0.1 changed to an equipment gauge. You can start filling the gauge with the [equipment] key ([space] by default). The filling time requirement depends on the equipment you have. Then, you let the key and the equipment is triggered. There is then a cooldown time before you can use your equipment again.

Each {Active} equipments have now 4 variables: two personnal variables (eg: Turbo has a MaxSpeed variable and a TurboTime one), and two general variables that are ChargeTime and CooldownTime.

I wanted to tie the races (in Free mode) and the Story mode, where you can unlock new equipments, spaceships and earn money; I thought it would be nice to have some sort of “Star” money you could spent on improve certains pieces of equipments.

example of the Turbo variables table and levels
Example mockup of the Turbo variables table and ‘star’ levels

Now I know, I said I wanted the entire game to be equal for every spaceship by not doing betters unlockable equipmens. But I feel that new system is much more rewarding concerning the Story mode and add a sense of achievement and improvement for the player. It also add a little bit of replayability and who knows, maybe you could discover new ways to play or enjoy the circuits with a more powerful piece of equipment!

I already started implementing some of the new gameplay changing equipments. Thoses are a few I’ve done, and more are down the line:

[TURBO] You already know it, it basically helps you go really fast for a short amounbt of time, but you cannot  control your spaceship during that boost!

Wheelless - Turbo


[SLINGSHOT] When you’re traveling in the side of a dangerous pit and that one red annoying spaceship you hate is blocking your way, smack it in the void!

Wheelless - Slingshot


[FLAMES] You’re so hot you are damaging your sourroundings and the one behind you!

Wheelless - Flames


[GONG] When you don’t want to share your personal space with others

Wheelless - Gong


There are more coming in the future. Stay tuned!


{Support} equipments

Previously we had the Shield and the Armor, and some stats changing equipments. I have combined them in one equipment type: the {Support} equipment.

They are passive objects that alter your stats, fuel and health. Some activate special features during specifics situations. Just like the {active} equiments, they have two main variables, but no chargeTime & CooldownTime since they are passive.


This is a non exhaustive list of the support (passive) equipments:

[ARMOR], gives you additionnal health. It breaks when it is too much damaged and you can’t get it back.

[SHIELD], protects you from the elements (weathers and others damaging hazards) and absorbs a certain amount of the physical damages.

[SPIKES], you are covered in a swarm of spikes, making much more damage to the competitors you touch.

[HOVER], you can hover over offroads parts of the circuit for a short amount of time.

[START BOOST], you are guaranteed a starting boost in the beggining of the race

Some visuals of the passive {Support} equipments


The other part of the {Support} equipments are the stat changing:

[STATS], you can improve one stat over another. For example: improving the TOP SPEED will decrease the ACCELERATION.

[MASS], you can increase or decrease a little bit of your mass.

[BOOST], you can improve your boost speed

[FUEL], you can have more fuel stored in your ship, or improve the consumption rate per seconds.


Equipments slots

Now that we know what we can get in the races, how do we equip them?

It was also a tough question, but I finally found a system that can work: Slots.

Basically, each spaceship have a set amount of slots. There will be always one {Active} equipment (remember it is enabled with the [SPACE] key. I don’t want to over complicate things by adding multiple keys or ingame micromanagement).

The remaining slots are filled with {support} equipments. It’s up to you to build your perfect loadout! But keep in mind that every circuit is different, so if the Turbo may be a good idea for a circuit that have long straight lines, it could be a nightmare on a curved and slanted roads.



That’s it for today! In the next Devblog I will show you the progress on Health System 2.0. I didn’t do it first because it is tied with the {Support} equipments, and I wanted to finish that first. When all thoses systems are done, the AIs will get some love, then I’ll finish the basic circuit, textures, props and lighting pass and stuff, and we’ll be in the right track for the Alpha 2.0!

In the meantime, follow us on twitter and IndieDB!

Thank you for reading!

Update – 25 July 2016

in Dev blog

Hi everyone!

At first I thought I’ll push a proper article today but it would have been filled with paint mockups and not much new real visual contents, as I’m still currently working on the new equipments, so the article will wait for next week hopefully, if I’m 2 fast I’ll do a video too!

Previous week I’ve been working (when I wasn’t dying of illness or playing monster hunter and starbound) on the Equipment System 2.0, specifically on the back-end stuffs. I had to rework half of my XML files (first half being the ships, other half the equipments), the ingame XML reader, all the datas stored and how the game processed thoses datas.

I’ve focused on the {ACTIVES} equipments (gameplay changing features, such as the Turbo in the alpha 1.0.1 build), the back-end is done for that part, but not totally finished for the {SUPPORT} equipments that will come online with the Health System 2.0 as thoses two systems are dependents on each others.

The Slingshot is an aggressive equipement that rams the others ships
The Slingshot is an aggressive equipement that rams the others ships

This week I’ll try to make all {ACTIVE} gameplay features, I’ve planned 5 for now but more are coming in the future. Then the {SUPPORT} equipments.


Thanks for passing by, see you on twitter! Don’t forget to check the development changelog for more in depth informations on what I’m doing!

Update – 18 July 2016

in Dev blog

Hi everyone! Hope you all are good and healthy.


Here at my place it’s 30°C inside and I got a flue :Db

There’s not so much to show you today, I hadn’t got much time to work on Wheelless this week. I had several family stuff to do and Monster Hunter I had some appointments and I got sick and stuff.

Respawn mechanic is in place (special effects not included)
Respawn mechanic is in place (special effects not included)

Next week expect some news on the equipment system 2.0 which I’m working on the back-end right now and hopefully some v1 for each new pieces of equipments with their respectives gameplay skills (can’t confirm GFX and particles effects though, there’s a glitter shortage sorry).


As always, thank you all for visiting the blog and following on twitter, I don’t get many comments and messages but it’s still nice to see so many peoples around, even if it’s only on google analytics :p


See you next time!

Update – 11 July 2016

in Update

Hi everyone!

I feel like I should not afk for so long between the devblogs and at least update on you every monday if there is not much new content to show.

3D tweaks and fixes

Well, the 3D architecture is sort of done, but at the state of the last architecture, eaning that some parts of code that felt bad still feel bad.

It’s not finished, but I’m on it! I’ve revamped the normal alignment, driving feels better than ever! Also the ship sticks to the ground if there is no hard edges (jumps).

I’ve also worked a little bit on AIs, they follow the track with more accuracy now.

Well, they were a little -lost- during the development. (It's a bug if it wasn't clear :D)
Well, they were a little -lost- during the development. (It’s a bug if it wasn’t clear :D)

And today I added some camera controls:

You can control the angle and the height of the camera
You can control the angle and the height of the camera


This week I’ll focus on the Health System 2.0 and the Equipment System 2.0 and finishing the week with Monster Hunter Generation.


Thanks for passing by! When more is done I’ll do a quick video and a new Devblog. If you want to know what I’m working on with more detail, check out the development changelog.

See you on twitter and stuff!