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Genre: Racing, Sport, Indie

Super Indie Karts

Upcoming 2017 Updates

Hey karts fans! It's nearing the end of the year so let's take a look at some of the new features that are being developed right now for Super Indie Karts in 2017.

- Here's a screenshot of 2 Player SplitscreenGP (and a peek at the StarrMazer:DSP racetrack):



This is a feature that has been desired for a very very long time, and has also been very difficult to add. It's shaping up well and only needs a few more weeks of dedicated development time to be fully ready for release!

- Here's a shot of a classic SNES style halfscreen map:



This started out as a curiosity, and at this stage is mostly just a mock up, but it really looks like it would be fun to fully develop into the game as an alternative view. (A closer look will reveal The Knight from KnightmareTower in the mix there too)

- And finally, another cool view under early development is an internal view which puts you in the driver's seat, down closer to the ground, adding greatly to the sense of speed!



You can see Internal View running in this Vine preview

Obviously this view will take some time to finalise as there are a few custom karts that would need to be created separately (like Carol's bike for instance)

That's all for this sneak peek post, I hope you all enjoy the end of 2016 as much as possible, and look forward to 2017 and the upcoming updates to Super Indie Karts!

Cheers! :)

Early Access Update v0.55

*Update v0.55* - Oct 28th 2016 - Single Race

While the fourth Indie Cup is being finished up I figured I'd throw out an update for you with all of the other improvements that have been added since the last update.

There's a heap that has changed, but here's the highlights:


  • New Game Mode! Added "Single Race" mode so you can play your favourite track (or track you need practice on) against the CPU whenever you like
  • added steering wheel resistance to give the kart more weight, this gives a huge improvement to the feel of the game making the kart feel a lot less slippy
  • increased tyre friction from 0.45 to 1.0, less slippy more grippy!
  • polished up the title screen and menu a bit
  • the characters now spin into their winning animation when selected on the menu
  • cleaned up some more character avatars and spritesheets
  • added a (disabled) SplitscreenGP mode selector button (as it's definitely coming at some point!)
  • fixed character sprite being jittery with reverse cam
  • fixed the kart sprite looking like the kart is drifting when turning at fullest without drifting
  • lots of little bits of polish here there and everywhere!



It's great getting another game mode onto the menu, but the best addition in my eyes is the work done towards making the karts feel less slippy. There had been a few attempts at reducing the oft reported feeling of karting on ice, often in vain, but the most recent efforts from the last month have had such a strong impact that I don't think I'll ever hear of anyone having those icy feels again. Huzzah!

Until next time!

Early Access Update v0.55

*Update v0.55* - Oct 28th 2016 - Single Race

While the fourth Indie Cup is being finished up I figured I'd throw out an update for you with all of the other improvements that have been added since the last update.

There's a heap that has changed, but here's the highlights:


  • New Game Mode! Added "Single Race" mode so you can play your favourite track (or track you need practice on) against the CPU whenever you like
  • added steering wheel resistance to give the kart more weight, this gives a huge improvement to the feel of the game making the kart feel a lot less slippy
  • increased tyre friction from 0.45 to 1.0, less slippy more grippy!
  • polished up the title screen and menu a bit
  • the characters now spin into their winning animation when selected on the menu
  • cleaned up some more character avatars and spritesheets
  • added a (disabled) SplitscreenGP mode selector button (as it's definitely coming at some point!)
  • fixed character sprite being jittery with reverse cam
  • fixed the kart sprite looking like the kart is drifting when turning at fullest without drifting
  • lots of little bits of polish here there and everywhere!



It's great getting another game mode onto the menu, but the best addition in my eyes is the work done towards making the karts feel less slippy. There had been a few attempts at reducing the oft reported feeling of karting on ice, often in vain, but the most recent efforts from the last month have had such a strong impact that I don't think I'll ever hear of anyone having those icy feels again. Huzzah!

Until next time!

Early Access Update v0.52

*Update v0.52* - July 20th 2016 - Electric Dreams

Simply the biggest update Super Indie Karts has had to date! There are now 32 racetracks thanks to the addition of 20 "VR-Trax" races! - Undoubtedly VR is the futures!

- major changes:

  • introducing 20(!) "VR-trax" race tracks - glimpses of the future
  • 12 of which are brand new tracks, the other 8 are VR redesigns of the original "World Cup" tracks
  • Teamed up with Dream Fiend to add some amazing Synthwave music to the VR-Trax races
  • Virtual Racing so real you can feel the wind ruffle your wireframe hair! ;)
  • VR headsets and equipment not required!!

- other changes:

  • Watermelon Physics Increase!! - You can now drop melons behind you!
  • added proximity alarm beeps when a loconut or melon gets too close to you
  • new in-world driftboost indicator, coloured light now flashes from back tyres
  • position indicator (corner number) now enlarges and colour cycles on the last lap (and now a little less inaccurate ;))
  • added small gong sound when completing a lap
  • camera zooms in on the character at the end of the race
  • character does some little hops on winning the race too
  • new sound effect added for when you're Super Golden
  • added track screenshots to the podium scene's race times pages
  • cursor movement on menus now accommodates both Tapping or Holding styles

- fixes:

  • fixed hop sounds disappearing when the camera zoomed out
  • fixed the remaining areas of some tracks that let you get trapped
  • fixed jump pads in Rhombus Square not hopping you far enough
  • fixed boost pad vertical billboards showing under floors
  • fixed wrong sky colours appearing in background of some ActionCams
  • fixed shroom race star text showing green when it wasn't collected (and sometimes white when it was)
  • fixed melons and loconuts getting lost on tracks with no external walls
  • fixed melons facing wrong way for an instant when dropped
  • fixed locked character slots being selectable
  • fixed TT menu track selection making no sound
  • you now return to TT select menu after a TT race
  • cleaned up some crossover logos and avatars
  • raised the volume levels on lots of events as they sometimes couldn't be heard
  • many many other cleanups and repairs!


Keep on drifting on!
@1leggedseagull

Early Access Update v0.48

*Update v0.48* - April 3rd 2016

Just a quick one this time to update a few areas of the game that I had been wanting to upgrade for a long time.


  • the HUD presentation during the Podium celebration scene after a cup run needed a big overhaul. Instead of using strings of text to say everything, it's now all done in a more graphical way. As a result it's a lot neater.
  • the icons for the Indie Cups now have a pixel art style that fits the rest of the game's graphics a lot more
  • the Race Goal icons too now share a similar pixel style that looks a lot nicer!
  • the weapon slot on the HUD also got a similar pixel refresh


Some of the speedy Time Trials I've seen popping up on youtube and twitter this last week really impressed us a lot here at Seagull's Nest. I can't believe the way some people can control their kart, it's just amazing.. keep it up!

Cheers!

Early Access Update v0.47 - TIME GET!

*Update v0.47* - March 22nd 2016

As was mentioned in last months update, adding the Lap Time recorder v0.45 would be the start of getting the Time Trials game mode ready to be released, and here it is! (the first iteration of it anyway)

I'm planning on adding much more information to this game mode as the game develops, I'm not sure how many of these I'll be able to add for sure, but things I'd like to see added are:

  • information about how much faster or slower you are between each lap
  • a small avatar to show which character you got the best times with
  • some sort of heatmap to show the best path you took, and maybe when you drift boosted or fell off a track etc
  • possibly a replay system?
  • Hologram Data - an online upload/download of best race run data so you can race against a holographic representation of the downloaded racer's data (ghost data)
  • One Legged Seagull's Hologram Data included in the game :P


Let me know in the comments or in a discussion topic what else could be added or changed to make Time Trials an even better game mode addition!

    other changes:
  • Shutshimi costume change - "The Party Fishy" brings Party Mode to SIK!
  • some cleaning up of various parts of the end of race scoreboard
  • cleaned up some of the crossover logos


See you next time,
Cheers!

Early Access Update v0.47 - TIME GET!

*Update v0.47* - March 22nd 2016

As was mentioned in last months update, adding the Lap Time recorder v0.45 would be the start of getting the Time Trials game mode ready to be released, and here it is! (the first iteration of it anyway)

I'm planning on adding much more information to this game mode as the game develops, I'm not sure how many of these I'll be able to add for sure, but things I'd like to see added are:

  • information about how much faster or slower you are between each lap
  • a small avatar to show which character you got the best times with
  • some sort of heatmap to show the best path you took, and maybe when you drift boosted or fell off a track etc
  • possibly a replay system?
  • Hologram Data - an online upload/download of best race run data so you can race against a holographic representation of the downloaded racer's data (ghost data)
  • One Legged Seagull's Hologram Data included in the game :P


Let me know in the comments or in a discussion topic what else could be added or changed to make Time Trials an even better game mode addition!

    other changes:
  • Shutshimi costume change - "The Party Fishy" brings Party Mode to SIK!
  • some cleaning up of various parts of the end of race scoreboard
  • cleaned up some of the crossover logos


See you next time,
Cheers!

Early Access Update v0.45

*Update v0.45* - February 6th 2016

    additions:
  • added Lap Time info to the race HUD while racing, the fastest lap gets a different colour too
  • added Lap Time info to the podium scene for the full cup
  • added some track logos to the World Cups
  • added a Restart Race option so you can have another go if things don't turn out how you hoped! (3 retries per cup run)
  • added some shake to the kart when building up your revs for a Start Boost on the Start Line
  • added an animated border to the race position avatars
  • added some 1st/2nd/3rd graphics to the race end sequence

    fixes:
  • fixed.. way too many things to list here! :D



The best thing about this update is the addition of the Lap Time info. Not only will this work as the basis to the Time Trials mode, but it also makes it feel more like a racing game when you're trying to beat a fastest lap you've gotten before. In the next update I'll be adding a PB lap check too that will check your all time fastest PB for each race and let you know if you've beaten it!

Keep on drifting on.. and Happy New Year! ːsteamhappyː

Early Access Update v0.42

*Update v0.42* - December 21st 2015

    additions:
  • added Freedom Planet's Carol Tea to the roster
  • added Moonman to the karts roster
  • added a vSync option in the settings menu

    fixes:
  • fixed using the start button to close the settings menu not closing it right
  • quietened some of the voices that were louder than the average volume level
  • redesigned the game logo and game mode buttons to a pixeled graphic look
  • updated joypad plugin to support more controllers (iBuffalo USB SNES pad from Japan now tested and working)
  • removed the hard collision of the crystal bushes in the Fortune Night stage, helping it flow smoother
  • fixed a bug where the main music track wasn't ducking far enough when the Super Golden music is played


Keep on drifting on.. and Happy Holidays! ːsteamhappyː

Early Access Update v0.41

*Update v0.41* - October 9th 2015

Additions:

  • upgraded Amsterdam's almost 2yr old track with nice new trees, repainted the whole track texture, and added 3d walls, bringing it up to date and in-line with the newer tracks released more recently
  • added some Dynamic Friction to the kart's physics - making it feel way less slippy, and more hefty. You might find the kart a bit clunkier now but this is something that will later be configurable with player editable kart stats
  • added great new battle arena, Quad Blox Arena! - (had a lot of fun in this one!)
  • added 3d walls to the Paris, Uluru, Colorado tracks
  • added some official Toto Temple Deluxe music to its race
  • added voices for Runbow's Hue & Val


Fixes:

  • fixed steering bug where turning left was 10% faster than turning right! How long has this been going on??
  • fixed broken mirror mode in Loch Lomond's race
  • 90% fixed ramp walls stopping you if you accidentally hopped onto the ramp (seriously stop hopping into ramps.. :D)
  • made some more joypad vibration fixes
  • fixed a bug where your position displayed in the bottom corner would change after finishing a race!


Keep on drifting!