RANDOMSHANE

▶ The Wrestling Sim

▶ PLAY THE HOTFOOT RUN (very much a Work in Progress)

🏆 LEADERBOARDS

THE GAME

The Hotfoot Run is a game inspired by the Cannonball Run, a cross country race where the best time wins. There are a few game ideas I've wanted to tackle for a long time — including a comic shop sim that I spent a lot of time working on.

Current Features

  • Multi-stage arcade style racing
  • Multiple playable vehicles with unique handling
  • Traffic obstacles. Oncoming cars, overtaking cars, potholes and Police to nab speeders
  • Arcade and Timed Campaign game modes
  • Detailed UI with progress tracking and stats

DEV LOG

This past few days, I worked on. Beginning the end of the Vehicle selection, unlockables, and balancing. 2026-02-14
  • Putting any final touches on the Vehicle selection
  • I have the progression of each Vehicle 'line-up'
  • Then need a ruleset to actually unlock these things :)
  • Created 2 new vehicles so we have 4 starting vehicles and 2 unlockables for each path
Today I worked on: Things that made me go hrmmm! 2026-02-10
  • Fixed up the stage timer, it wasn't stopping at the end of a stage.
  • Fixed it so, after a bust or wreck, other Obstacles didn't clear, which they were, now they are not.
  • Adding a warning for the Police, if speeding, much like other obstacles have a warning. WIP.
Today I worked on: The Race Screen HUD (mostly) 2026-02-09
  • Moved the text based HUD items - speed, time, wrong lane penalty, and distance remaining into...
  • A simple Speedmometer for the speed. I might add to it a bit more, but it turned out pretty good.
  • Added, for distance remaining, a progress bar with a little car that matches your car's color.
  • And made the Stage timer, and Penalty timer a little nicer.
  • Added the wrecks and crashes to the race screen display
  • Limited the race screen display area as well, found that the game screen in moniotr portrait mode was showing the obstacles well in advance.
Today I worked on: Zooming out, while driving fast! 2026-02-08
  • The most old school arcade racing game feature, zooming out while driving fast.
  • Also worked on some polish the past couple days, just trying to get ready for final version!
Today I worked on: Little fixes here and there. 2026-02-03
  • On displays with time, made the format 00:00.00 MM:SS.MS
  • Color codes each stage, yellow for completed, green for next and red for locked
Today I worked on: Updating the Section display; total time when section complete 2026-02-02
  • On the buildCampaign section, the timing wasn't displaying on each section when the section was completed, this took awhile to fix.
Today I worked on: Polish! 2026-01-31
  • For the Leaderboard, I have the Whole Campaign table created, testing that.
  • Building final list of things needed to open it up for testing! that's exciting, probably should have been above the table creation ;)
  • Balancing the vehicles, for steering & handling, acceleration, and wrecking/being pulled over.
  • Added simple victory animaton, player drives off screen (into the sunset)
Today I worked on: Misc stuff. 2026-01-28
  • Fixed a bug, speeding was no longer triggering the police chase.
  • Did some general tidy, and formatting of times displayed.
  • Changed up the Oncoming, and over taking cars, trying to balance the gameplay.
  • Added Driver Status, so the player can see if they are logged in, only required to save best times.
  • Add the driver status to all pages, and fixed a bug on the Vehicle select for the google login button.
Today I worked on: Section times, saving and displaying on Leaderboard. 2026-01-26
  • Added favicons!
  • When a section is completed, the accumulated times are written to the section table.
  • I have the Leaderboard prepared for the section times.
Today I worked on: The Arcade & Timed Leaderboards, as the arcade stages have variable distances. 2026-01-25
  • Set the Arcade & Timed leaderboards for single stages, with their proper columns.
  • The arcade mode needs a time per KM, so that is now being calculated.
Today I worked on: Leaderboard Database and Campaign updates with those Best Times. 2026-01-24
  • Google logging in works, though need to fix the button placement.
  • I have best scores saving to the database.
  • Personal Best times showing up on the campaign mode. Might have the Best score display as well, to compare.
Today I worked on: Leaderboard Database and simple Leaderboard page 2026-01-23
  • I have the google login working, though it's not required to play the game, only for saving best times. I Repeat
  • I've built out the single stage leaderboard / table.
  • I've built out the users table.
Today I worked on: Implementing Google login 2026-01-21 to 2026-01-22
  • I have the google login working, though it's not required to play the game, only for saving best times.
  • The next part is to build my database and start writing to it, I've got the users logging in updated.
Today I worked on: Tuning the game speed. 2026-01-20
  • Accidently fixed the Oncoming Cars speed, which is now more game-y feeling.
  • Getting performance code into place, need to test different machines and such.
Today I worked on: The Race screen HUD. 2026-01-19
  • Moved the FPS to the right side of the screen, it's mostly for troubleshooting.
  • Moved the Distance Remaining to the center and now the KMs just count down to Zero.
  • Moved the Stage Speed Limit under the Stage number & route details.
Today I worked on: Perfromance. 2026-01-18
  • Draw the static road on a separate canvas that doesn't need to update every frame.
  • Pre-render vehicles to offscreen canvases once, then just draw the image each frame.
  • Added FPS counter to diagnose bottlenecks
Today I worked on: Race Screen (continued...more continued) 2025-12-23
  • Re-factoring the Complete Stage Goal.
  • Planning Stage endings, depending on the stage.
    • adding 3 more stages, so each leg has 3
    • regular stages will have the player drive past the screen
    • Leg ending stages will have the player skid out, dramatically
    • the campaign ending will have a special celebration - it's a secret!

Detailing the Race screen.

Today I worked on: Race Screen (continued...more continued) 2025-12-22
  • Re-factored the Update() into Function calls, the game is growing!
  • Continued to work on the Skidding over the finishline victory celebration

Detailing the Race screen.

Today I worked on: Race Screen (continued) 2025-12-21
  • Streamlined the stage flow with unified startStage() function
  • Created an awesome F1 racer with 3 classic livery colors
  • Made oncoming traffic independent with variable speeds
  • Fixed arcade mode speed limits to always be round numbers (60-110)
  • Added persistent wrecks that fade after the crash penalty
  • Fixed various UI improvements to the overall progress stats

Detailing the Race screen.

DEV LOG

Today I worked on: Race Screen (continued) 2025-12-20
  • Fixed the player starting position on selected Stage

Detailing the Race screen.

Today I worked on: Race Screen 2025-12-19
  • Added a starting line at the beginning of the Stage
  • Added a finish line at the end of the stages
  • Have the player car cross the finish line with flair, with victory skid animation

Detailing the Race screen.

Today I worked on: UI! 2025-12-18
  • When selecting a vehicle, the card highlights and now no longer covers the Vehicle Row Label (Starting Lineup/Unlockables)
  • Completed the Mode select screen. I do need to touchup the list items of each mode's features.
  • Completed the Overall Progress Panel.

Trying to complete the UI as much as possible before tackling player logins, which will allow for saving best times and have a proper leaderboard.