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 voilà! 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!

Devblog #2 – Ship stats

in Design, Dev blog

Hi!

For today I made a small video explaining the in depth gameplay for spaceships: stats.

What are thoses?

The spaceships in Wheelless uses the basics of the Unity engine physics called Rigidbody2D (because it’s 2D physics). But there wouldn’t be diversity with just mass and linear drag tweaking: that’s why we came up with differents stats.

Each stat is supposed to change a little bit of the gameplay without monopolizing it. It is also working together with the others stats: that’s the first step toward balance.

Note: We will not discuss health, armor and shield here because it will be adressed in another blog post.

 

We have currently six main gameplay changing stats:

  1. Top speed
  2. Acceleration
  3. Torque speed
  4. Handle
  5. Off road
  6. Fuel

And one secondary stat that manages every main stats and two hidden: Mass.

The ship stats looks like that in Unity
The ship stats looks like that in Unity

 

Mass

Mass is the weight of the spaceships. The heavier, the bullier! Mass also affect the boost power (aka the speed multiplier when boosting) and the fuel consumption (aka the fuel per seconds burned when boosting).

The medium mass unit is 50, and can differs by ~40, meaning a ship can be between 10 and 90 mass units.

Mass also changes (by really not much) every other stats.

 

Top Speed

Top speed is an arbitrary speed limit that spaceship can’t exceed at normal situations. We use the TopSpeed variable to calculate the boost speed, off-road speed, turbo speed etc.

The speed indicator on the HUD goes up to a total maximum top speed, which is the turbo speed. You only approach it when in turbo (obviously).

Wheelless__IngameScreenshot-SpeedIndicator-A

For the technical part, Unity don’t actually apply a forceshowed on the speed indicator to the object. If we’d do that, the ship won’t go any faster than a rolling potato! Why? Because of Mass and linear drag (which is by the way the Handle). You see, in engine, if you apply a force of 88 on an object weighting 50 MassUnit, and have a linear drag of say 1.25, you would go at a incredible 0,01408 m/s speed!

That’s why we have an intermediary variable, called linearSpeed, it manages the real in-engine speed. After all, 88 is only an arbitrary target number, nothing much!

Our calculations goes like that, in simple words:

XSpeed = ((TopSpeed /2) * Mass) * 100;
linearSpeed = XSpeed * Handle;

Now with an example:

/* Let's calculate the most balanced spaceship: */
[Mass = 50]
[TopSpeed = 45]
[Handle = 2.25]

//We'll do:
XSpeed = ((45 /2) * 50) * 100;
XSpeed = (22.5 * 50) * 100;
XSpeed = 1125 * 100;
XSpeed = 112500;

linearSpeed = 112500 * 2.25;
linearSpeed = 253125;

//Yep, in engine, our most balanced spaceship goes to a whopping 253125 units per seconds.

 

I hope I didn’t lost you there. Did I mentionned that I am firstly a programmer?

 

Acceleration

Acceleration came, in fact, in last. At the beggining, there was only top speed, torque and handle, and that was the handle, or linear drag, that controlled the pseudo-acceleration. But that wasn’t enough; the engine didn’t quite achieved to manage acceleration like I wanted (I needed the ship to lose some speed during turns, but they were recovering too fast!).

There is not much to say about it: it’s the time between 0 and the TopSpeed value. When you have an Acceleration of 2 and a Top Speed of 50, it will takes exactly 2 seconds (on an ideal terrain type) to reach 50 m/s.

For the technical part, Acceleration is working like a damper for the linearSpeed. Depending on which % we are of the acceleration (if we thrust during 1 sec with an Acceleration of 2, we would be at 50% at this exact moment), we will be at a % of our linearSpeed.

 

Torque Speed

Wheelless - torque demonstration

In Wheelless, the spaceships turns automatically toward the cursor at a certain speed. Unlike the TopSpeed, which is the linear speed, the torque, or angular speed, is not totally managed by the physics of Unity.

As Quaternions (the way Unity handles rotations) are really, really complicated, I’ll just say that the ship turns at a rate of some angle degrees amount per frames.

 

Handle

I know you were eager to know more about that little one.

Well, speaking of little, handle is litteraly the linear drag of the Rigidbody2D of Unity.

Yep.

Just a copy/paste of an arbitrary number.

In this tiny little box over there:

Handle-peekaboo
I’m not even sorry

 

Off Road

This one is also pretty simple. When your ship enter a certain area (called OffRoad Zones), it will lose a certain % of its speed, based partly by its Off Road value, and also by the terrain type under it. For instance, dirt will slow you down by 35% if you have a high Off Road value, or more than 50% if you have a bad Off Road value.

Offroad zones (here in green) are usually located near stripped bands
Offroad zones (here in green) are usually located near stripped bands

There is a lot more to talk about off roads, zones and terrain types, but that will also be in another blog post.

Fuel

The fuel is a certain amount that is used when boosting. When you are boosting, the fuel will go down by a certain amount per second, called consumptionRate. It is one of the hidden stat that changes with the mass of the ship. In a nutshell: you can use less fuel per seconds when you are lighter.

At the beggining of a race you start with an empty reservoir. You can only recharge your fuel bar by moving: it is explained in lore by intakes. Or something like that.

When you press the Boost key/button (assuming you have fuel left), you’ll boost at a certain speed* and burn your fuel at the consumption rate.

When you’re done, you will have a 1 second cooldown before the gauge start going up again, even if you’re moving.

 

*the boosting speed, also used on boost pad (without using any fuel in this case), is the second hidden stat affected by Mass. It is roughly 125% of your Top Speed.

 

Equipments

Equipments are another way to manipulate ship specs. BUT, I am currently reworking the equipment designs, so it will be much different than the current equipment system (as per the Alpha 1.0.1), but also a lot more balanced, enjoyable and pratical! I will also do a blog post when it’s ready.

 


Thank you so much for reading, I watch the visit counter on this site and on IndieDB & itch.io everyday. By the time that article is written, we had 29 followers on twitter, 11 followers on IndieDB, more than 1189 visits on IndieDB (75 on itch.io) and a total of 68 downloads on IndieDB (28 on itch.io). Thats a lot more than expected, and I’m really happy to see this project coming along.

See you next week for another blog post!

Devblog #1 – How we found our concept

in Design, Dev blog

It was dark and cold on a moonless night. I was enjoying some fruit juice on the balcony when I saw something.

Something disturbing.

Up in the sky, two dots of light, that I took for stars until now, started moving. They were bright as the sun and moved in arabesques until, at the exact moment I finished my drink, they charged right at me.

I braced for my life, but against all odds, the lights stopped. And I noticed there was something behind those lights: yes, it was a golf cart! And piloted by no more than two Allosauruses in cotton coats!

As I slowly backed up to my apartment, remembering the famous words of Pr. Alan Grant, they stopped right in front of me and made what I assumed was a smile.

“Hello Human”, the driver said.

“Take this. You will thank us later.”, he continued as he handed me a document.

 

By the time I understood what struck me, they were gone. On the first page of the document was written in claw writing:

“WHEELLESS”

I’m 99% sure it was exactly what happened.

 


 

Actually, the real story behind the concept of Wheelless is a little less romantic.

Extreme G was one of my first game when I was a kid, or at least one of the games that I played the most. But that one game didn’t motivated me to make Wheelless, it is more of a design and feel inspiration; in fact it was just a ‘random’ anime I watched back around september 2015: Space Dandy [S01 E07], when Dandy participates at the Magellan Grand Prix.

I found the concept really cool: a race in the void on millions of millions of kilometers, around entire planets, navigating in hyperspace, making tight turns around asteroids, drifting through a black hole!

Out of boredom I started prototyping a 2D Unity game similar to what I watched, with touch controls in mind (for Mobile devices). I even made a placeholder Dandy spaceship for testing!

Aloha_PlaceholderSpaceship

 

Of course back then, I didn’t thought about this project as a real thing, I just enjoyed working on a gameplay prototype solely for fun like the others one I made earlier (I made a 2D metroid, 3D metroid prime-like, 3D Zelda-like, Splatoon-like and some more prototypes during the previous years).

The prototype looked like poop back then
The prototype looked like poop back then

Well, as I worked on the prototype, I started doing some game design document works, plans for gameplay, level designs, campain ideas, etc. And before I really understood what happened, the project growed so much I just couldn’t stop where I was (it was just around november).

I worked on the hyperspace too. Will be in Alpha 2.0!
I worked on hyperspace too. Will be in Alpha 2.0!

At this moment I started talking about this project to my old pal Yuubae. We talked design for an entire night on the phone, and after this he joined me to do some spaceship & circuit designs and also a scenario for the campain (which at this time was only a text at the beggining and ending of an arcady campain, just like the one in Streetfighter), so I could concentrate more in the development and be less preocupated by designs. (Well, I still work the Game Design, just not the graphical designs).

There was some funny bugs (but most of them were not fun at all)
There was some funny bugs (but most of them were not fun at all)

And… that’s it!

No overthinking, no debates or brainstorms, no commercial or marketing plans: just a random anime that gave me inspiration, and too much time invested in the project to give up.

Yep, that’s doesn’t sound impressive at all. Actually, if you could take an advice from that story:

Don’t go blind in a project. At least make something out of what you loved as a kid, something that makes your eyes shine thinking about it!

 

 

So that was my first blog post, I thought you would want to know how we got here. Mainly because we’re filled with Determination!

Thank you for reading!

Hotfix: alpha 1.0.1

in Dev blog, Update

Hello!

Thank you everyone for all your visits, downloads and follows on our website, twitter, IndieDB and itch.io pages!

After some feedback I fixed some bugs and made some adjustments. Those are only for making the first ‘demo’ more enjoyable and may not be permanents as development continue for alpha 2.0 (check our previous blog post for more informations concerning the 2.0 release).

 

You can download the newest version on our website, but we recommand downloading it directly on IndieDB or itch.io.

Warning for Windows 10 users: there is a possibility that Windows shows a security prompt at application launch. I am currently investigating how to fix it. In the meantime I can assure you that the build does not contain any viruses (as a Bitdefender analysis confirmed me). You can bypass that popup by clicking on “more informations” and “launch anyway”.

Hotfix changes:
Continue reading “Hotfix: alpha 1.0.1”

Welcome to Ylium-studio! Introducing our first game in developpment: Wheelless!

in Announcements, Dev blog

Hey!

This is our first blog post at ylium-studio.com. Welcome to a new adventure! Here at Ylium we are indie frenchs working on a racing game:

Codename Wheelless!

You can visit its landing page right here for more informations

Wheelless__IngameScreenshot-Gameplay-B

We woudn’t open this site without some eye candy to show you all, that’s why we waited for the first true alpha iteration to be complete! That was not an easy task, but here it is: the 1.0 Alpha Build, intended for testing™!

You can read the development changelog, updated at least once a week, for in depth informations about this build.

Now be aware, as stated almost everywhere here, it’s an Alpha build, meaning it is full of bugs. It is 100% normal in a video game development. You would be surprised how nearly every AAA games looks like at an unpolished alpha state!

What is the near and far future for this game? As Alpha 1.0 rolls out, we have started working on Alpha 2.0. It will contain more contents (new spaceships and circuits), some gameplay features (hyperspace, scenery interactions, NPCs) and a lot of bugfixes and reworks (espetially new AIs behaviors). Player customisation, shops and competitors conversation system should be in as the development of the campain starts.

Then: Alpha 3.0. It will have a lot more content and bugfixe. We will focus on the campain and work on a test campain path (for spoilers reasons). It should be feature complete and have a lot of unpolished contents.

We will then roll out to Beta 1.0 where bugs are smashed and things polished, producing cutscenes, final graphics, audio and scenario lines.

Beta 2.0 will be near completion state. Then GOLD.

Greenligh entry should start in the near future. Stay tuned!

About this blog: we aim at a weekly blog post. We will show you some sneak peek, new footages and build updates concerning the game, and some design, tutorials, articles and more about general development for those who are interested! We want to be crystal clear about the development of this game, every non-spoiler question deserves its answer! And there is a forum just for that! (and also for feedback).

Follow us on Twitter for constant updates on this project !

We are also present on IndieDB:

Wheelless

And Itch.io:

We hope you will enjoy sharing this experience with us.

Cheers!