Dev Diary 31st July 2016

Hey Gyrodisc fans!

It’s been a while since we last posted one of these so it feels like it’s high time for an update on what’s been going on at team Valiant for the last few months. Whilst we can’t yet give details about everything that’s coming down the pipe, here are the big ticket items the team has been focusing on.

New Characters:

Our last dev diary marked the release of our third playable character Ivar, and since then we’ve been hard at work making progress on the next couple of Gyrodisc competitors. This week we unveiled our fourth playable athlete, Aria, in our latest Steam update.

Aria_pic

With Aria we were looking to provide something a little different from the ‘power versus speed’ balance of the existing characters. As a result her playstyle focuses on technique, with the ability to curve her throws more heavily than the other contestants. Uniquely among the Gyrodisc characters her shots also retain some of their curve after bouncing off the arena walls, allowing for some interesting new tactical angles. She’s also pretty nimble, but her smaller size and less muscular physique means that she doesn’t throw as fast or as hard as her counterparts, and so relies more on skill and strategy than outright force.

Aria_match_pic

In addition to her unparalleled disc control, she features a less risky dive than the other athletes (with some ability to steer near the end) and is a fair bit more nimble when charging supers, which should help to pull off opportunistic special moves.

Beyond Aria, we’re now well into the concept design and gameplay testing for our next character too, and we hope to be able to show off some of our work there in the coming few weeks.

New arenas:

Meanwhile our art team have been hard at work on concept, modelling and texturing for our second arena environment, the majestic Sky City Stadium!

sky_city_model

Soaring many miles above the surface of the earth, Sky City is home to some of the wealthiest and most celebrated members of society the world over including a number of ex-Gyrodisc Super League champions. Held aloft by might Gyro-Tech engines, this migratory metropolis exists in a state of perpetual summer, chasing the fairer season endlessly around the globe for the comfort of it’s wealthy denizens.

sky_city_arena

But what’s even more impressive than a flying city? How about a flying stadium, over a flying city! That’s right, not content with the extravagance of floating an enormous settlement above the riff raff, the Sky City Gyrodisc Stadium orbits Sky City itself like a great eagle, a constant reminder to those below of the sport’s great wealth and prestige.

Development on the second stadium is coming along nicely, with (we hope) just a few technical hurdles to overcome before we release it into the wild. Look out for it in an update soon!

Mini games:

Even the most hard core competitor needs a break now and then, which is why we’re adding a selection of Gyrodisc themed mini-games to enjoy between matches. To this end, our programming team has created a platform that will allow us to easily build in new mini game mechanics, rather than being restricted to the structure of a Gyrodisc match. With this preparation now complete, we’ve started experimenting with what we hope will be our first mini-game release, a breakout inspired time trial mode. Keep an eye out for future updates with more specifics on this one.

And the rest:

Of course there’s been the usual rounds of bug fixing and smaller improvements to the game too numerous to list here, and in addition to all of that we’ve been working on a big new feature that isn’t currently in our development road map, which if all goes well we’re hoping to announce in the coming weeks. Watch this space for more info.

In the meantime if you’re already a Gyrodisc player you can check out our latest update now on Steam. Let us know what you think of the changes on our Steam community feedback and support forums.

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Dev Diary 2nd April 2016

Dev Diary: 2nd April 2016
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It’s been a while since our last update, but we’ve spent the last few weeks here at Valiant busily preparing for our first new content update. Here’s a rundown of what we’ve been up to:

New Features

  • Introducing Gyrodisc’s third playable character: Ivar Vidarsson!
  • A long time veteran player and ex Gyrodisc champion, Ivar certainly hasn’t let his more advanced age interfere with his workout routine!
  • Ivar is our muscle character, who focuses on overwhelming his opponents with big powerful shots. He’s a bit slower than John and Jess though, so watch out for those sneaky overhead lobs.
  • Concept design, modelling, texturing and rigging for version 1 of Ivar is complete and in game ready to go.
  • He’s currently undergoing his first gameplay tuning pass before releasing him into the wild in our next content update.

    Minigames

  • Work is well underway on our first mini-game, inspired by arcade classics like breakout. We’ll have more details on the game itself in the coming weeks.
  • We’ve created some interim menus to allow launching and choosing characters for games with different numbers of teams.
  • We’ve restructured a bunch of our system level code so it can handle launching different types of matches, with different numbers of teams and custom rules, this will serve us well when putting together future mini-game types.
  • Animation Improvements

  • We’ve replaced the placeholder catch, hold and throw animations with more dynamic full body anims.
  • We’ve added character specific idle and dive animations for John and Jess, to better reflect their different tunings and start giving a bit more unique personality to their movement.

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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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