Update – 02 January 2017

in Design, Dev blog, Update

Happy New Year!


Guess what? Sick again. I can’t get out more than 10min without catching a cold. In other news: I started doing some Level Design (finally) and although my 3D skills are pretty low the result is not that bad and I’m skilling up pretty fast.

I hope to finish all terrain modeling in the coming weeks, then some gameplay and physics coding, redoing (again) the ingame Interface and we’ll be ready to reveal the big changes we’re making to the game!


See you next week!


PSA – Update, holidays and stuff

in Announcements, Others


For those of you who follow us here or on twitter, you can tell, I’m not particularly active theses days. The reason is that a lot of things are happening right now, first is that I’m sick since a month and that impacts my productivity. Second is that some big changes are coming but I want to be sure I’m heading to the right direction so I’m taking up some time to work on that.

Also there’s holiday and my birthday so again, not much time on my hands to work on the project.

But we’ll get there eventually and I hope I can make some good stuff in January.


Sorry I haven’t got much to show, so enjoy the space worm I’ve done yesterday for some stuff :



See you next time :]



Update – 28 November 2016

in Dev blog


Last week was not really productive as I was somehow busy, and it was Yuubae’s birthday.

But I still got some stuff done for today yay, race start animation!

(Also, there is a small starting-boost when you put your acceleration in the right zone).


This week I’ll try to do something new, but mostly back-end, so don’t expect something visually appealing 😡

See you next week !

Update – 21 November 2016

in Update


This week I was focused on testing some audio and sound effects. Not my cup of tea, so I blindly teaked some stuffs to sounds alright.

It was more for testing the feeling of the game, as a pro sound designer should joins us in the future and fix all audio issues (and merely create everything we need to make something dynamic and enjoyable).

Here’s a short video of a tour of the debug circuit with sounds (music was randomly taken from youtube) :

Also, I’ve added some rubberbanding in the speed of the racers. Everyone should now be closer from each others!

Next week won’t see much progress as I have some business to do, also it’s Yuubae’s birthday in the end of the week.


Cheers, see you next time!

Update – 13 November 2016

in Dev blog


This week I was focused on rewriting the camera, because the previous one wasn’t dynamic or smooth enough for our targeted racing experience.


Needless to say, messing with camera isn’t for anyone

Cameraman’s drunk again


(Another one for the lulz):



I’ve also made some improvements on the camera shake. Here is a gif where it is not working as intended:




Fear not, for I am full steam on the camera. Angles might not be all right, there are also some questions unanswered, but we’ll get there eventually.


Next week: more camera, optimisation and maybe some sounds effects prototyping.



Thanks for reading, see you next week!

Update – 07 November 2016

in Dev blog


This week was high on nitroglycerin ’cause I worked on EXPLOSIONS *guitar solo*


Pretty much a wip but functionnal. There is still work to do on health system 2.0 (damage states), but should be finished soon.

Debris stress test! As you can see, there is room for a lot of optimisation.
Debris stress test! As you can see, there is room for a lot of optimisation.


As soon as this is done (and optimised), I’ll rework the camera in a much smoothier and dynamic way, then, maybe tweak the controls for keyboard & gamepads.


See you next week :]

Devblog #8 – 3D Spaceships!

in Design, Dev blog, Update


I take the opportunity of that new 3D spaceship model to make a quick devblog about the changes it cames with.

Let me introduce you to 3DEFAULT, our new test spaceship completely handmade by myself.

For those who just came onboard, Wheelless was in full 2D last year, and it was around June I found out about ProBuilder, making it easy for anyone to model something in 3D directly in Unity. Previous spaceships were in 2D, as pictured:

Wheelless - normals

So, after some testing, learning and die & retry, here it is, the first spaceship in full 3D!

As you can see in the video, I’ve modeled the Hull and the Armor separately so I can BURN IT when damaged.

After some considerations, the chassis might not be included in the final game as it wasn’t worth the time building it VS the time you’ll watch it in action.

Catching up with already included features from the 2D versions, I’ve made some animations for the exhausts vents for when you use an {active} equipment:


On the new stuffs side, I added two sets of active lights along with ‘burning’ animation for the thrusters:

Rear lights is enabled when you hit the Brakes button/key. The burn animation from the thrusters activates when you are moving.


When entering a dark area, you’ll need some lights for revealing the path in front of you: Headlights!

Headlights will automatically be enabled when entering a low luminosity area, or at night.


Obviously, all these features won’t be the same for each spaceship manufacturers. For example, alien style spaceships would have some bioluminescent organic lights, robots would have neons and humans some LED-like lights. Same with the read lights.


I’ve also updated the shields to a 3D model:


Gameplay wise, the Shield is exactly the same as described in the previous devblog, it is more of a graphical update than anything.


Finally, customised decals are easier than ever with the new materials settings I used for this version (vs the horrible multiple sprite layers nightmare from the 2D system), so color swap is a one-line code change!


This is the first step toward new spaceships for the game. As you well know, the first one always takes the most time and effort, but as my 3D skills improves and more and more ship parts are created, more and more spaceship will come online.

We’re still concepting and revamping all the spaceships designs with the new 3D modeling in mind with Yuubae. Until we have locked up all designs, I still have to finish the main menu and have to start one final circuit to play seriously on, along with the last part of the Health System 2.0, aka damages states.


We’re nearer the Alpha 2.0 each week, so bear with me!


Also, special shoutout to the /r/NintendoSwitch subreddit for the nice feedback and comments about this project. I wouldn’t have dreamed for so much positiveness from randoms on the internet and that really warmed my heart!


So thank you all for reading my posts and following this project. Don’t forget you can join our discord channel and follow us on twitter!


See you next week!

Update – 24 October 2016

in Dev blog, Update



This week I’ve been working on the Main Menu’s scenery and navigation. It is still WIP, some screens haven’t been made in concept yet (SHOP, EXTRAS), and I’m waiting for more designs for the campain from Yuubae so I can make the campain screen.

Note that the space station showed in this video is only a placeholder.


In the meantime, I’ve started working on a test spaceship in 3D with all of its final features, including the damage states from the Health System 2.0.

No it’s not a boat it’s a space-ship :^) *badum tss*


Next week I may do a design post showing off this first and new 3D working spaceship, so stay tuned!


Thanks for reading~