Monthly Archives: February 2015

Development Update #6 – February 2015

Hey kart lovers!

The Steam BETA process has been a huge success, going out to over 200 people (!) – and only a handful had the email eaten by aggressive spam filters overstepping their jurisdiction! ūüėĬ†


Fasten your seatbelts OUYA backers, the OUYA BETA will be happening very VERY soon! As such, I need to find out which BETA backers were after an OUYA key. Shoot me an email as soon as you can to so I can get it to you in the next week or two.

Updated currency

I’ve come up with a nice replacement to the Golden Rings that were being used as the in game currency (to be used for unlocking karts). They look great on track and really stand out well.

But what are we going to call them? Galaxy Gems? Rainbow Rupees? Spectrum (48k?) Shards? Jelly Jewels? Stellar Stones? Stick your suggestion on a postcard (leave a comment!)


A sign of things to come

Watching people playing your game is the best way of finding potholes that, as a developer, weren’t able to notice while playing yourself. One thing which stood out recently was people on occasion not being entirely sure of which way to go when they lost sight of the CPU karts. I’ve got arrows painted on the roads here and there, but they’re not always instantly seen. Obviously the best solution to this is a road-side sign!

With a billboard object in a mode7 game, no matter which angle you look at it from, it faces you, and a potential problem with an arrow sign would be an arrow that always points East of your current viewing direction (you’d end up driving in circles!)

So, to solve that you need to have 360 degree animation frames of the object, giving the illusion of a 3d object, then if you look at it from the side you wont take a wrong turn.

Look out!

Here Comes A New Challenger!!

Quite the Dashing pair!
Quite the Dashing pair!


I’m seeing double.. two characters in one kart!?!

These are the titular characters of the game¬†Clive’N’Wrench, an awesome future¬†Collect-a-thon¬†in the style of ’90s N64 classics you know and love like the Banjo series and Mario64¬†and also PlayStation games like Jak & Daxter. It’s currently funding right now. You can check it out in the awesome project video below, which features the Voice Over talent of ShadyVox.

There are a couple of links with One Legged Seagull here. ShadyVox, the voice of both Clive & Wrench, is also supplying some of the voice work for some of the other Super Indie Karts characters from the original World Karts character list! Another link is that Papa Seagull¬†also helped to design the game’s awesome new logo! =)

If you’re a fan of these types of games you’ll no doubt be over the moon to, finally (after very little in the last 2 decades!),¬†be seeing a few indie ones on the horizon. New indie Collect-a-thons like Lobodestroyo and A Hat In Time (and now Clive’N’Wrench) have really gotten me excited about the genre again.

If you want to check it out before you throw your support behind it, go to its project page¬†and there is a link to a free demo stage to test out a really early version of the game! It’s still quite rough in places, as it’s still over a year away from release, so you’ll have to cut them some slack.

As you know, KickStarters need the best start they can possibly muster, so join me in helping throw as much early support Clive’N’Wrench’s way as we can, and help another indie dream come true!

Till next time!
Papa Seagull

Development Update #5 – January 2015

Here Comes Another Indie Cup Race!

Great news! I’ve almost gotten another Indie Cup track finished up, this one is for Fist Of Awesome, and it’s shaping up to be a truly awesome addition!

The track sides are populated with the crazed human-hating bears of Bearhattan, cheering you on to victory (presumably humans taste better when they win a race?)¬†I also created a new obstacle specially for the Bearhattan track too – you’ll now have to avoid fire pits! You can either skilfully steer around them or courageously hop over them in daredevil style, like a boss!

More kinks cleaned up

Here’s a short list of some features I’ve been cleaning:

  • Exploding Pineapples now have a pulsing vibration animation when they’re ready to go boom!
  • Made some improvements in how the CPU karts read the track surface data
  • CPU karts can now fall off of tracks with drops (previously they didn’t recognise gaps and just floated over them), now you can time a Melon or Loconut hit so that you knock a CPU kart off the track to slow them down even more!
  • Character voices are now played in 3d space so you only hear CPU voices if you’re near to them. Previously when they were 2d sounds you heard every weapon hit the CPU karts gave and took even if you were on the other side of the track and it was a little noisy and confusing.
  • Improved accuracy in the race positions algorithm (cleaned after the video above was recorded)
  • Created new menu screenshots for the track previews as the tracks have changed so much since the previews were first created

BETA Coming Soon!

I said in the previous update I wanted to get the BETA ready by the end of Jan, and I’ve now got the BETA on Steam ready to roll and I’ve put in a request to Valve for your Steam keys! YEAH!

If you’ve backed the game at a BETA tier you can expect a key coming to you soon. I’ve got 200 keys to send out, so hold tight while I get them to you all. (They’ll start going out next weekend, and you shouldn’t be waiting any longer than a week from then)

What you’ll get – Right now there are 3 cups to race in Grand Prix mode, each with 4 tracks. The first cup in both World Cups and Indie Cups¬†sections are almost completed, and just need a few tweaks here and there, but the tracks in the second cup of the World Cups section still need a lot of work but I decided to leave it unlocked so you could still try them out. You’ll also be able to choose from all of the characters without having to unlock them (mainly because the unlock shop isn’t created yet). =D

What you¬†won’t get – Battle Mode is broken right now, a lot of changes that were made in single player have affected multiplayer negatively, and it’s not currently available. Time Trials aren’t ready yet either.

The BETA is only ready for Steam right now (on Mac and Windows), but the good news is,¬†if you’re waiting for it on OUYA, you can test it on Steam now, and still get it on OUYA later. You’ll just have to wait a little bit longer to play it on OUYA.

Release Date

Although I had stated in the estimated release date when setting up the KickStarter page that the game would be finished and released in March 2015, I’ve come to realise that I need to put in extra time and effort into the Indie Cup tracks. The Indie Cup tracks are a feature which was added after the KickStarter began, which I hadn’t accounted for in my guestimate, and they’re a really great addition to the game, I couldn’t imagine it without them now!

So, I’m looking at adding a tiny 3 extra months of development time, to get you a much better game, and a June 2015 release date is now pencilled in, stick it in your calendar or write it on your fridge door! Hopefully the release date won’t slip any further though, as I don’t want you to be waiting too long on the game, plus I have a few other new project ideas on post-it notes that I’d really like to prototype, and then go on to start developing one of them this year too.

Thanks all,
Papa Seagull