Gyrodisc Super League is now available on Steam Early Access

We are very excited to announce that the Early Access version of Gyrodisc Super League is now available for purchase on Steam!


Over the last 9 months developing Gyrodisc Super League, the feedback we’ve received from players at local events and from our community has been crucial in improving the game’s core gameplay. Entering Early Access gives us the opportunity to involve a wider community in this process, and we’re incredibly excited to find out what players think of the game and get their ideas on what they’d like to see in the finished game.
We strongly believe that working closely with the community and iterating on their feedback is the best way to make Gyrodisc the ultimate flying disc gaming experience!
The initial Early Access release includes two playable characters, five court variations in our first arena environment and a fully featured versus mode with up to four-player local multiplayer and AI opponents. It also features extensive controller support.

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gyrodisc poster cut

Dev Diary: 1st March 2016

New Features

  • We spent some time discussing a new export method for animations that focusses on using low-poly versions of the models to define animation muscle. We reworked some animations to work with our new character model and created several new celebration animations for the player to use in victory and defeat.
  • We added new portraits to the character select and loading screen. These are sharper and more stylish than our placeholder concept art.
  • To aid the game running on lower end machines, the spectators can now be turned off from the graphics options menu.
  • In preparation for Early Access, we have created a system for creating releasable builds across all three platforms. Version numbers are incremented automatically and we have created a reliable method to distribute beta builds to testers before releasing them to the public. We also made changes to our Exhibition build to make it compatible with our new input system.
  • We finished our illustrative work for the Early Access release, resulting in several promotional images to use on steam and a large poster image to use at exhibitions.
  • We also created a trailer for Early Access promotion which is composed of gameplay and cutscene footage cut to fit our title screen music. Recording this was fun, requiring a group of players to record several matches and then choosing which matches were the most stylish and competitive.

Bug Fixes

  • Fixed null reference when using a non-recognised pad type.
  • Fixed John model weights.
  • Fix issue where disc might not trigger score boost.
  • Fixed issue where buttons on the main menu stick out the sides of the menu panel.

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Dev Diary: 22nd February 2016

New Features

  • John has a new default facial animation! We reckoned his old resting face was far too jovial, so he’s been updated to give the serious scowl we all know and love.
  • We’re close to finalising our illustrations to use for promotional materials during Early Access. We now have some dynamic poses for John and Jess throwing some Gyrodiscs!
  • We’ve been reworking our celebrations and lamentation animations that play when a character wins or loses. This is so they work a bit better with our new character models, but also to give each character a few unique animations so they can celebrate in different ways!
  • We have been working on our UI, namely the character select and side select screens. The character select now places the player icons in the corners of the character portraits to help players identify which character they are picking. Players now pick their character’s colour from a separate menu (as the old method of using two buttons on the side select screen was too obtuse). We also now display input device information beside the player icon to help the player recognise which player number they are.
  • We added corner collision to our court elements. This means that when the disc hits the corner of a block on the court it will now bounce at a sharper angle, making those near-misses even more interesting!

Bug Fixes

  • Fixed issue where disc was passing through solid walls.
  • Fixed bug where controllers were being assigned to the wrong player when loading.
  • Fixed issue where game would hang when a new controller was connected. Should now assign the controller to any player that does not already have a device.
  • Fixed issue where pressing cancel wouldn’t back out of some menus (due to player input not being updated).
  • Fixed control setup screen buttons by removing debug buttons and adding explicit movements for UI navigation.
  • Fixed issue where player could assign the same key twice
  • Fixed issue where spike and charging animations played incorrectly on new Jess and John models.
  • Fixed keyboard keys not appearing correctly in UI.
  • Fixed button icons of players who are not currently viable appearing in menus.

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Dev Diary: 16th February 2016

New Features

  • John has a new model! Made to be more in-line with our Jess model, this version has more detail, an ambient and normal map and a new texture. He is able to have facial animation and sports a new, snappier, more modern haircut. His moustache, of course, remains as prominent as ever.
  • We finally implemented normal maps on our characters! So hair is now wavier, armour is now craggier and moustaches are now bushier!
  • We’ve been making our AI more fun to play against. AI now have a turning curve so they don’t automatically snap into moving in the correct direction. AI now successfully panic dashes when the disc ends up behind them, they sometimes run too far or not far enough when trying to reach certain locations and now celebrate or lament after matches are finished. All of these are set on sliders for each difficulty level allowing us to easily tweak how hard each difficulty is.
  • We have been working on a Control Setup screen that allows the players to define what input device they want to use for each player and what buttons to use for each in-game action. Players can choose between two different input styles (precision and arcade, with arcade style combining throw, dive and spike into a single button). If the device the player is using is known, then icons for the buttons are loaded to match. If the device is unknown, generic buttons are used instead. A red mark is shown if the player does not have an input device or if one action is not correctly defined.
  • To work with our new input method, we’ve improved our UI for the menus when starting a match so that they work with less buttons. Namely, this means that the team colour is no longer set on the Side Select screen but is an extra prompt after the player has chosen their character.
  • We’ve been working on our animation system some more, largely on making our custom rig work better with Unity’s import system, as well as re-rigging our character models and creating a new idle animation for Jess.            
  • Work has begun on illustrations for use in-game and marketing. This has so far resulted in portraits for the two characters to use in our character select and some planning being done on how best to fit the characters into the small space that each game gets on Steam.
  • We made a small change to our gameplay- the player now enters a spike state when spiking. If the disc hits them during this state, the disc is spiked into the air. This replaces our old system where the player had to press spike on the frame of catching the disc to get the same result.

Bug Fixes

  • Fixed issue where pressing Esc didn’t always move the player back through the menu system.
  • Fixed issue where player could end up in “Preparing for Serve” state when they should be in the celebrate state.
  • Fixed issue where the game would skip the time up screen when going into sudden death.
  • Fixed issue where disc could collide strangely with the corners of court objects.
  • Fixed issue where player would jump forward when cancelling a charge in the lob reticule.

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Dev Diary: 3rd February 2016

New Features

  • We’ve started work on our next pass of our AI. This began by fixing an issue where our current AI decision making values were being accidentally multiplied, making it hard to compare numerically one AI difficulty to another. We moved the decision making values to use Unity Curves instead of hard numbers giving us a visual way to set how each difficulty level should ramp up. Once our new values were set, we began recording the AI to observe what makes it appear inhuman and planned out new reactions as a result. These new reactions involved not returning to the centre of the court perfectly, randomly wandering a bit when trying to guess where the player is going to throw the disc, panicking once the disc has passed them and taking more rounded routes to their desired location rather than a straight line.
  • Progress has continued on our new model for John. We’ve finished our high detail sculpt and have an early version of his in model. There was a bald-headed moment where he resembled Charles Bronson, but once his signature thick eyebrows and new, more modern haircut where added he returned back to our familiar John.
  • We spent a considerable amount of time on our animation playback, namely trying to improve how animations play across multiple characters. We discovered that Unity can interpret the animation a lot better if the animation is exported with a T-pose at the start, found out how to export an animation from one rig to another and added a hold feet animation controller to allow new animations to be evaluated more easily.
  • We added sound effect sets, allowing us to set weights of sound effects to create continuous sound that can ebb and flow from one state to the other. The first example of this is our audience, whose voices now rise up when players score or win rounds, and then slowly quieten back down as the match continues.

Bug Fixes

  • Fixed issue where pushing the stick when beginning charging under the lob reticule makes you pop out of strafe, often putting you out of position.

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