Update – 17 October 2016

in Update


This week I’ve been mostly busy cleaning up my old PC, storing old datas, arranging files and ultimately, building up a new rig!

New rig <3

Now with this new i7 3.40Ghz and 16Gb of RAM, baking in Unity is waaayy faster! Also I get 30 FPS on Star Citizen which is nice :]

New Main Menu ?

Since I made the Desert demo scene I wanted to try something similar, so I made this:

And I thought it would suit really well the Main Menu. You can expect more of those in the futur~


Next week I’ll try to build a basic menu for testing and start to optimise some gameplay loop, such as the pre-race animations (“3, 2, 1, GO!” stuff). Also, spaceship will get a design pass and we’ll hopefully have all the concepts ready for 3D building soon™


Thank you for reading each week, see you in 7 days c:

Update – 10 October 2016

in Dev blog

Hi there!

It’s been a week since  the release of the last design post and video, and we got a decent amount of view on IndieDB, even ranking up to 24th place for a short amount of time and getting a few new watchers, so thank you for your visits~

Today I’m releasing a minor update on the website:

  • First some CSS ajustments, nothing too fancy though
  • Sidebar got a skin update, including new social icons
  • I added a new page for Wheelless: the Roadmap (link also in sidemenu)

Website - roadmap peek

  • Updated the Medias page
  • The Wheelless landing page also got a content update, bringing the texts and medias to a more recent design, and I added some pretty screenshots.


That’s it for today’s update; now that the website got a small revamp I’ll focus on 3D spaceship concepts and basically how will I make all thoses things in 3D.


Thank you for passing by, see you next week~

Devblog #7 – HUD & Health System 2.0

in Design, Dev blog, Update

Hi! What? A design post? Are you sick? It was merely two months since the last one!



Yep, game is building itself slowly but surely. I don’t know if you say that in english but in french it’s something we say. Anyway, let’s recap some of the progress I’ve blogged about if you skipped some posts:


Lots of things happened (I mean, outside of the game), so it seems the development stagnates, but there are some behind the scene work we’ve done we can’t show you (well if you don’t want to be spoiled, or if you like game design stuffs… anyway, nothing consistant to show). Beside that, I took some time to design and build the new HUD in the same time as Health System 2.0 (since the two are connected).

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

Work on the campain has also started. Some systems involving dialogues and actual campain paths (since our campain has roughly 6 scenarios) are being built. We locked up one scenario and all the circuits ideas.

Oh yeah... I forgot I made this as a test dialogue...
Oh yeah… I forgot I made this as a test dialogue…


Also, I tried some 3D building. Not the best but I’ll improve over time and I’m sure the next one will be much better!




So what’s new on the HUD, and the Health System 2.0?


If you’re not fond of reading text, you can watch a video I made specifically for this design post.


If you like reading, here we go:


But first, let me take a selfie let me show you the previous HUD we had in the alpha 1.0.1 release:

HUD in Alpha 1.0.1

Beside some graphical improvements and changes, such as the fuel bar disposition, health shape, numbers positions (times and your ship position in the race) and speed indicator, I made some new features (and updated the old one, like the close competitor arrows you can see in the middle).

New and shiny (and in editor)
New and shiny (and in editor)

Lap system

Numbers are overrated (saying this while there are numbers on my system hehe), laps are now counted as FLAGS.

Self explainatory; current lap in glowing white and completed laps turns blue~



I made some improvements on the close competitor arrows that shows you who is closest to your spaceship. Like before, red is closest, green is “middle range”, then when it’s too far it fades out. Now you can customise how much arrows you want, if 3 is not enough. Or 12.

A new addition is the leader position indicator:

3 small arrows will follow the First, Second and Third competitor (or yourself) giving you a much clearer idea of who is leading the race.

Wheelless - leaders


This one is tied to the Health System 2.0 and the circuit. This is a simple message appearing on screen alerting when a terrain hazard is occuring. Like acid rain or radioactive storm or when your wife tells you to go get some milk or stuff.

Wheelless - Emergency system


The gauge shows up when you equip an {active} equipment. There is an icon inside the circle when you forgot what you equipped.

The gauge fills up when you push the key/button, glow white when your equipment is ready to be used, then it will slowly deplete, showing you the cooldown. There is also a clock animation in the circle.

Here: GONG equipment
Here: GONG equipment

Now onto HEALTH SYSTEM 2.0

Damage calculations has been refactored. There is now 3 types of damages:

  • Physical
  • Elemental or Constant
  • Situationnal

Thoses damages are applied to the first layer of protection your ship has, in this order: Shield > Armor > Hull.

Physical Damages

When you hit a competitor, the terrain (such as barriers and walls) and props (rocks, asteroids…), physical damages are applied to your spaceship. They can have some severe knockback, depending on your ship weight.

Elemental / Constant

Thoses damages are applied to you in some specifics areas only. When you cross a lava stream, or drive inside a storm, your ship will takes damage over time, unless you have a shield equipped.

The emergency system will tell you when such damages are coming to you.

HAIL STORM lowers your top speed
HAIL STORM lowers your top speed

The situationnal damages doesn’t necessarly mean health damage. It can also be stats damages. They are generaly applied once to you and you suffers from the effect for a short amount of time. It can be like slipping on a banana, you’ll lose control for a second, or being hit by a hack wave that inverse your controls for a while.

Wheeless - banana :^)

Now that you know more about damages, let’s see what can prevents them:


We’ve changed the shield formula. It has now up to 5 HP (depending on your equipment level), meaning that you can take up to 5 physical hit without being damaged, but then you’ll lose it, and the recharge time is relatively long.

The shield protects you from elemental damages
The shield protects you from elemental damages

Shield will prevent you to take any elemental/constant damage, but careful, for some weather or zones has a lot of debris and projectiles that can deactivate your shield!


The armor works just about as before. It will take damage instead of the hull until it breaks.

It is more resistant to physical damages than the hull, but is very vulnerable to elemental damages. Also, you can’t repair your armor during the race! So prepare your loadout before jumping in the void!


Hull takes 1:1 damages to either physical and elemental. It will break when under 20% of total health and you’ll be screwed if you takes more hits.


Health states

For more immersion and, well, logic, we’re making some health states involving particles effects and graphical changes during the race.

When your ship takes a lot of damage, it will start smoking. Breaking the armor or the hull will send some debris and sparkles, and can sometime explode. When your health is at a critical level, your ship will take fire, move uncontrollably and then ultimately explode, and that’s game over.

I’m wondering if it’ll be cool or creepy if the pilot is sent flying when the ship explode.

Note: sorry for lack of visual for this part, since spaceships are not built in 3D, those systems are not made yet. Bear with me, you’ll se when it’s done o/



For testing purpose (concerning moslty elemental damages), I made a small test circuit including 4 biomes. Enjoy a little flybye of this puppy:

(and no, you’re not supposed to do this)


That’s it for this design post! I hope you enjoyed reading more about our game design (and/or the video).

Friendly reminder: you can join our discord for some chatting~

Again, you can follow us on twitter for more sneak peek and update on the project, and we’re still on IndieDB!


Thanks again, see you next time! <3

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

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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!