Update – 29 August 2016

in Dev blog

Hey!

 

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

 

<3

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:

HUD_mockup-A

 

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

Hey!

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).

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

EQUIPMENT SYSTEM 2.0

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

Wheelless__PassiveEquipments
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!

Devblog #5 – 3D Architecture!

in Design, Dev blog, Update

Hello everyone!

I hope you weren’t lost without me for those 3 weeks of silence :°

So, after a lot and lot of work, family issues and a Master memory helping, I’m finally back (to kick some tails)!

Obviously, nothing is finished yet. I just thought there was enough content to show you, and since the focus on this update was the 3D architecture and not the new circuit, I just went for it now and not after finishing it.

Also, disclaimer:

I’m not a 3D artist, I merely had a day or two of basic learning on Maya3D. I know the difference between vertex, edges and planes, I can extract and move stuffs… but that’s it! I have no 3D creative mind for this, and even less skill on texturing. I just try my best!

 

First of all, video:

Now, back to our architecture: what’s new?

 

New horisons

As I explained last time, the previous (2D) architecture was in a vertical plane in world units, meaning the “forward” showed ingame was actually “up”. First thing done was to convert all code and assets to face the actual forward (Z direction) and not up (Y direction).

Wheelless editor horizons

 

Now that we’re no longer limited to flat colliders, the ship “height” position calculations were no longer needed, and actually not wanted! Since we couldn’t have colliders on tracks and grounds, and there was some sort of elevations, we needed gravity; but with no collisions, ships would go through the ground and endlessly fall in despair. So, to bypass that problem, there was an heavy calculation that involved the splines around the circuit. And it was -definitely not- optimised. We lost an average of ~20 fps!

With the new 3D architecture, no need of splines approximations anymore. Since the tracks and grounds have 3D colliders, I just had to add a capsule collider on the spaceship and voilĂ ! Everything works just fine.

Wheelless editor colliders

 

Which way to go?

Well, sort of? Now that there is real gravity affecting spaceships at all time, the forward speed was influenced by it, resulting in losing ~10% of total speed. Thanks for physics material, we could remove friction; that helped, but not totally fixed the problem.

What could we do more? Wait, we’re in 3D, we can do whatever we want! LETS PARTY

What I thought what could be interesting was to align the spaceship to normals (i.e.: align the object to the surface of the ground it is standing on). That way, since the movements of the spaceship is its relative forward, if it’s pointing 30% up, it will go 30% up!

Wheelless - normals

 

Now that we’ve freed up some fps, and that there is real walls and not flat stuff everywhere, we can do something I wanted to do since day one: lights!

I wanted to make really deep caves in pitch dark atmosphere, where only a little spotlight on your ship could show you the way, with little red positions lights on wings for spotting the others competitors. That’s now possible!

Well, possible after a lot of work and tweak on lights, since I have little experience on lighting and baking. But it’s coming!

Wheelless__PixelStadium-Ligh

 

Other cool stuffs

It’s not like it wasn’t possible in 2D, but I took advantage of the big update to sneak in some changes:

First of all (and that’s actually easier in 3D), when a ship will go beneath something (inside a building or a cave, under a bridge etc), the surface above will fade out so you can still see where you’re going.

Wheelless - underbridge

I also added a new gameplay mechanic that helps balancing the stats: spaceships will now bounce off others spaceships. Think Mario Kart 7 & 8 style, when Bowser rams into Toad, making him fly 10m away; we’ll do something like that, depending on ship mass.

Wheelless - ship bumpers

Also small thing but better in 3D: camera ‘cinematics’. Before the start of a race you’ll se some camera angles showcasing some circuits parts.

Wheelless camera cinematics

Oh yeah and I can also make cool details like that:

Cool pillar

 

 

What’s next

Next up is continuing work on the circuit and beggining implementation on the Health System 2.0, then we’ll follow with the Equipment System 2.0, some UI, new gameplay mechanics etc.

 

And for the team: Yuubae’s Master Memories is almost over, he’s made some new spaceship concepts and he will continue his work on the scenario soon.

Hillean is still stuck in the VR reality and Prox is idontknowactuallysorry.

 

Thank you for reading and visiting, don’t forget to follow us on twitter and make some views on IndieDB, and also on youtube~

 

See you next time I have something interesting to show meaning I think it will not be next week!

 

<3

Devblog #4 – Circuit, Architecture, Update

in Announcements, Design, Dev blog

Hi everyone! I hope you had a nice week!

Today I’m going to talk about our next circuit, make an announcement and explain what is going on behind the curtains of Unity a little bit.

ICE CIRCUIT (name TBD)

So, as you may have seen in the previous blog post, I showed a scan of a circuit concept that I drew some time ago. We’re gonna talk about it!

First of all a small description:

It’s a circuit on an cold planet, inside caves and over the sea. There are also some pillars and small structures from an ancient civilization.

ALPHA is set in spring, there is a waterfall that leads to a crystal cave that fills with water over time. The Tyranospace kindly build a bridge over the sea for your driving pleasure!

OMEGA is set during a snow storm. Everything but the sea froze, including the waterfall, and pillars have fallen, creating a new path inside the mountain. Ice makes you slip, and careful about the falling stalagtites!

Designing a circuit

Before locking down the semi-final design, we went back and forth on this circuit multiple times.

We started brainstorming about where we could make a circuit that is interesting and easily identifiable. The icy planet didn’t came up first or is not what we wanted the most; it is only one of the few we thought about that was the most worked out.

In the meantime, I was designing new gameplay systems. One of them is directly tied to the circuits: the Health System 2.0, more specifically the ambiant damages: there are zones where you takes some specifics damages, either to your health, stats or even creating some gameplay elements. That new feature motivated us to make the Alpha version a simple and straightforward circuit, and the Omega version more difficult, with a special gameplay mechanic (which is ambiant damage, along with others).

Back to our design: we had a set, we needed tracks! The first version was just a square with some basics ideas: here a cave, there some arches, then why not a huge stone whale before a tunnel? It was moslty ideas thrown at random, but enough for us to really start working on a real functionnal circuit.

That one was the first iteration taking into account the Alpha & Omega versions. It included a whale corpse exploited by machines.
That one was the first iteration taking into account the Alpha & Omega versions. It included a whale corpse exploited by machines.

A new perspective

Remember when I said that we’d work on a real art direction? Well, during some researches, I came across this. If you’re no developer: it’s a really, really easy and intuitive 3D tool for Unity (our engine). I got some Maya3D courses when I was in programming school, so there is no problem for me to build up some 3D assets. Better: it is actually a total problem solver!

You see, Unity can work either in 3D, or in a special flat version of the engine in 2D. Do you know what this little dude represents? LittleDude

Of course you do! (If not, it’s an icon representing general directions in a 3D environment. Where were you during math and physics class? :° )

Right now in Unity we work in a 2D environment. This is what our scene looks like, using the 2D editor:Wheelless__Editor2D

And this is a view of a normal (slightly tilted) 3D perspective using the main 3D editor of Unity:Wheelless__Editor3D

Notice the perspective gizmo in the top right corner: the green arrow (y) is UP, red (x) is RIGHT, blue (z) is FORWARD. As it is right now, our circuits are not ground-flat with a falling down camera as you would expect; but actually straight up vertical! The camera is facing forward! Gravity isn’t even real!

I have to admit, I always wanted to make 3D circuits (that’s why during early development, I switched from an full 2D orthographic camera to a perspective one, even adding some jumps and launchpads), but the tools that I had for building up circuits were only designed for a 2D use only (the current circuit, pictured above, use those tools. You can see that there are some limitations!).

That’s why the 3D tool is a relievement: I can finally make those 3D circuits, and a lot more: the perspective camera will have a real purpose, flappy spaceships is over, collisions will be much finer and logical, jumps and hovering will be no more faked, and the elevation! I can finally make a circuit 50 meters tall with propers junctions. You understand why I said it is a problem solver!

Back to the design pls

Right.

A couple hours before finding the new 3D tool, I was drawing what was initialy going to be the final concept for Ice Circuit:

I ditched the Whale corpse. It may be original at first, but not really in line with our way of thinking after all.

I started prototyping the Alpha version of Ice Circuit in semi-3D, and came up with something like this:

screenA

But it didn’t felt right. It was not really fun nor long enough. What it needed was… MORE HEIGHTS!

So I scribbled some ideas, and then I thought about you guys: maybe you would like to see more than tacky paper drawings. Maybe you would like to see, I dunno, an INTERACTIVE APP WITH ALL OUR CIRCUITS AND LOTS OF DISPLAY OPTIONS?

Click on this gif to open the app!
Click on this gif to open the app!

Well, it has limited options and only one circuit (obviously). But I will work on it from times to times, and I’ll let you know when there is more options or new circuits added on Twitter.

As you can see, Ice Circuit have a little evolved since the previous concept.

More heights with real slopes and cliffs! In the ALPHA version, water will fill over time inside the caves. In OMEGA, water will froze in the same caves as ALPHA, so the same path will result in different gameplay style!

And it’s now time for the announcement:

Bad and good news

Good news is, it will be AWESOME.

Bad news is, converting our current 2D architecture to a 3D one will takes weeks! Meaning it will push back the release of Alpha 2.0.

But it will be worth it!

Small update: what is everyone working on?

Well, Hillean & Prox are still missing in action (working), Yuubae is continuing work on the scenario and the factions/champions. I started to convert the engine today.

 

 

Until next time! Thanks for reading!

Devblog #3 – Alpha 2.0 Roadmap

in Announcements, Dev blog

Hey there!

I was so busy thinking about marketing, the current state of the game and new designs stuffs that I completely forgot to make an in depth post about what you can expect for the next major release, and what we have to do to reach it!

 

But first of all, a general consensus: Planning is the key of a succesfull project.

I can’t think about a good something (game, litterature, architecture, anything) that came out great without the slightest plan. Luck has its limits!

We are not a real company, therefore we are not as structured and meticulous as most Indie companies you would follow. That’s perfectly normal, nobody here had a real video game experience, I started this a couple months after my graduation because I had the time and motivation, but this is a great experience and I learned a lot about everything a video game development needs. That’s why our approach may seems a little weak for now, but as the game grow, things will be much clearer and more organized.

 

What will be in Alpha 2.0?

Firstly, let’s recap what we have right now:

  • The first implementation of ship stats and controls
  • A (very) basic AI
  • 7 spaceships, 1 circuit
  • Some stats & gameplay changing equipments
  • Some menus, a HUD and results screen

Try the Alpha 1.0 right here if you haven’t already!

You can assume that everything listed here will drastically change in the near to distant future. I can’t promess that all those changes will be in Alpha 2.0, but most will be done for Alpha 3.0.

_For the next major release, I’ll try to complete all gameplay features, even in basic form. I already started to work on the Health System 2.0 (will be a Design post when it’s finished and showable), which basically have a better health handling, elemental and physical damages, stats modifications etc. What else:

_There will be a total Equipment revamp. The current system works in a short sighted way: In the long term, we wouldn’t be able to balance every equipment pieces, making the gameplay less enjoyable since our goal concerning spaceships is that none is more powerfull than the other; we want you to be able to choose your play style! The new equipment system will fill that gap.

_”Newcircuit system, I don’t think we were really clear about how we will handle circuits in our presentations: Circuits will have two versions of the same place: Alpha and Omega. They will share a bit of tracks or environnments, but will be two separate circuits. Alpha being the ‘low tier’ one, more straightforward, and Omega the ‘high tier’ that will have some special gameplay mechanics making the race a little more difficult, like for example extreme heat that will sap your health over time on certains zones, or hacking robots that could disable some stats or controls of your spaceships. We’ll make at least one ‘proof of concept’ circuit with its two versions for Alpha 2.0, and the current one in 1.0 might be scrapped or redesigned.

There’s also an art direction change coming up, we’ll try to create a real graphical identity to the project. Emphasis on try, we’re not professional artists, just to remind you!

Concept for a props in the next circuit. Won't look exactly like that though!
Concept for a props in the next circuit. Won’t be exactly that tho!

 

_Also, new gameplay mechanics coming along with the new equipment system and the new circuit system, like the Hyperspace announced in previous posts, wind, some scenery & NPC interactions, and other stuffs.

It's a little windy there! [Spoiler: it's a feature, not a bug ;D]
It’s a little windy there! [Spoiler: it’s a feature, not a bug ;D]

_There might be shops available for you for buying new equipments and spaceships, depending on the state of the menus. At least the back-end should be there. Same thing for player customisation.

One side note concerning the general development: Making menus and adding FX (graphical & sounds effects) is really time consuming for something that might be scrapped at the end (like the current menus). There is a chance, if the menus are not locked down for that release, that there will be some ugly placeholder. Sorry for that!

How do we plan stuffs?

Back at school I created a rather peculiar To do list document that tracked accurately the % of completion of big milestones. It helped us keep a good pace on our development and we knew who was working on what and what were the last thing done.

>90% is basically done, I’m just picky on the 100% completion

It isn’t really advanced of professionnal, but since we have nothing better, well, we’ll stick to that, as long as it works :p

I’ll make a Roadmap page on this website for you to track where we are in term of general completion, keep an eye on twitter, we’ll keep you on touch!

What is everyone working on?

Yuubae, when he’s not working or trying to graduate his Master degree, is currently working on the concepts and backgrounds of each races/factions, then we’ll give all that to our only real artist here Hillean for some sweet concept art (and general amelioration of designs because Yuubae have ideas, not a graduation in drawing :° ). He’s also working on a general scenario for the campain that will be our guideline for every chapter of each campain. Not an easy task, given that we have six factions with two endings each!

Alghouth this work will not be in Alpha 2.0, it will be the foundations of the next milestone.

Early concept for the Tyranospaces by Yuubae
Early concept for the Tyranospaces by Yuubae. Either this fella didn’t had enough sleep or his mind lies in another world

 

Hillean is in some sort of pause for now: got an urgent freelance job for VR stuffs. I can’t say it’s unfortunate since the factions designs and lore is taking more time than planned. When he’s back you’ll be able to finally give some official faces to our faction descriptions!

Unonity champion concept by Hillean
Unonity champion concept by Hillean

 

Prox is, well, in the same state as Hillean. Work on the next circuit has actually not started yet; I am not pleased with the circuit design so we have some more work to do before starting, considering the health system 2.0 and equipment revamp are tied to the circuits.

Next circuit concept [Ony]
Next circuit concept by Ony (original design from Yuubae)

And me? I’m handling the code for new gameplay features, I have to clean up and change lots of scripts, working on making the game design better and more fun and balanced, I try to plan everything (but let’s face it: even a ‘small’ game like our is a nightmare to organize, there’s so much to do! I didn’t even talked about persistance, localisation, assets creation, campain, cinematics, dialogues, etc!), I’m also working on the next circuit, I have to manage the marketing and I’m trying to find interesting stuffs to show you each weeks. A handfull lots of things to do and so little time!

That’s why there is currently no ETA for the alpha 2.0. It will be out when it’s ready! I’ll post our progression here and there each week or month, depending on the progress.

 

Well, I’m done with all that text! I hope you enjoyed that bit of tasty informations!

Until next week!