Rushdown Team

Thank you, Rushdown Edinburgh!

Look at those faces! That’s the hard-working Rushdown Edinburgh team! Armagedinburgh was a huge success, with all the fervour, salt and hype you’d expect from a well-run fighting game tournament. I was tempted to unleash my El Fuerte in the Street Fighter 4 tournament, but wisely stayed out of it- I don’t think I could’ve taken a beating of that magnitude.

Street Fighter 5- that’ll be when I rule supreme. Definitely.

Above is a video of our demo from Armagedinburgh. I return to my winning ways as the handsome mustachioed blue man on the right. My hubris is almost thrown back in my face but I dug deep and secured a win everyone can be proud of.

The Armagedinburgh crowd were particularly delighted with our celebration state – notice my smug airplaning around whenever I win anything. In this state, players can hold buttons to express themselves through a variety of animations. Players seem to delight in finding the most obnoxious way to celebrate their victories- my favourite was watching someone make John rapidly flap his arms up and down like a demented puppet whilst intensely looking into the camera.

We’re already responding to the feedback we received. We’re looking into more visceral reactions for goal scoring, better communication of the score (specifically, how the different goal types give different amounts of points) and tweaking gameplay to help balance the game.

Also, don’t tell anyone, but a few bugs we’d never seen before may have surfaced. Shhhh, it’s fine now, it’s fine now.

Thanks again to Rushdown Edinburgh. We’ll be letting you all know where you can next play Gyrodisc Super League very soon!

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Gyrodisc Sky Logo


“The hills shake and crumble. The rivers run red. The seas dry up. Only salt remains. Who will survive?”

Armagedinburgh is nigh- how can us mere mortals prepare for such carnage? With constant bug fixing and five back-up HDMI cables, of course!

Armagedinburgh is being hosted by Rushdown Edinburgh (Edinburgh’s fighting game community) this Saturday (25th July) at Novotel Edinburgh. It is Edinburgh’s largest fighting game event, with three main tournaments (Ultra Street Fighter 4, Mortal Kombat X and Super Smash Bros WiiU) as well as a host of casual and multiplayer games. We’re very excited to have a place in the Indie Showcase- Gyrodisc Super League is entirely suited to Rushdown Edinburgh’s competitive community. Who better to put the game through it’s paces than Scotland’s fighting game elite?


We don’t face the end of days alone! Rushdown have gathered a lot of local talent, including the terrifying Monstrum by Team Junkfish and ultra-competitive Advance by Catbell Games. I’ve also heard a fair bit about the mysterious Rope Rumble by JGA- let’s just say, if you’re a fan of flying famous mayors, this game is for you.

And saving the best news for last – our screen will be located near the bar. Where better to watch it all end?

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John Hands Out

Character: John Gyrodski

We’re very pleased to announce our first character – John Gyrodski! John is the stern and no-nonsense inventor of Gyrodisc. He has a well-balanced, versatile playstyle with no major weaknesses (or strengths). John takes his Gyrodisc very seriously, and does not faff around with stage personas or costumes. He wears the Gyrodisc Super League’s required equipment – chest armour, forearm bracers and shin guards.

John IllustrationThe characters in Gyrodisc Super League have something in common with athletes from Roller Derby and Professional Wrestling- they have an on-stage persona that they change into when they are about to play. Like wrestling, these personas are designed to pump up the crowd, or to psych out their opponent. When we start planning out a character for Gyrodisc Super League, we have one major rule- that the character should have a fleshed out background. These small paragraphs of information help us with every aspect of the character, from what they look like to what special moves they have. For the characters with personas, we try to come up with a reason why they would re-invent themselves in that way to compete.

But when we came up with John, we were asking ourselves a different question – who would very definitely not wear a costume? Most character-focussed games have an average looking average character with average stats (see- Ryu from Street Fighter). We felt that it was important for Gyrodisc Super League to stay with tradition, but all our character concepts at that point had been distinct and varied. We had to come up with someone who was not wearing a costume, and at some point, a suggestion arose that maybe it was someone who was personally invested in Gyrodisc from the beginning, before the personas – the inventor.

The name John Gyrodski was suggested almost straight away as a bit of a joke and sort of stuck. Taking inspiration from the likes of Tom Selleck and Ron Swanson, the significant facial hair was another early concept that remained. It makes him appear older than the other characters, as well as giving him a permanent stoic, world-weary expression. We took the time to prototype the standard equipment for Gyrodisc that all competitors would wear- these pieces of sports armour formed the basis of John’s outfit. We also took some time to plan out what physical proportions our characters will have, since John has an average build to represent his average playstyle. The last step was the colour scheme. Gyrodisc Super League is very bright and colourful, so his bright violet armour was chosen to make sure he always stands out from the background. This also had the benefit – along with his orange hair colour – of making sure he remains distinct from other (slightly more famous) mustachioed game characters.

Watch this space for more character announcements in the future!

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Dev Diary: The Road to Armagedinburgh

We’re pleased to announce that we’ll be at Armagedinburgh on 25th of July! This’ll be the first time we’ve shown the game off in a public space, so we’re getting the game ready for our first demo. This week: health bars, super lobs and crowds!


We’ve continued our move towards in-world graphical UI during gameplay. The team scores are now represented by health bar panels at the side of the court. This produces several knock-on effects:

  • Players are able to interpret the change in score quickly, allowing us to keep up the pace between rallies
  • The game feels more aggressive, as you are no longer scoring points to win, but reducing your opponent’s score to make them lose (despite the actual numbers being identical)
  • There is a visceral connection between action and result (score a goal on the right side, the right side health bar changes)
  • Using coloured bars to represent potential scoring in a rally, we can do away with having to spell out that a rally is a “match point” or even worse a “potential match point”. If the coloured bar reaches the whole length of the opponent’s score, the corresponding coloured goal will win the round.


On the gameplay front, we fixed up our super lob ability. Every character has a unique super throw, but they all share the super lob. Super lobs are performed by holding down the lob button until fully charged. They arc up into the air and land on the ground like a lob- but unlike a lob, they then accelerate into the opponent’s goal to catch them off guard. This past week we fixed up the behaviour as they were a bit too fast and brutal. We also added a particle effect so they are easier to react to.


We also created a test scene so we can start work on figuring out our technical limits. Of most interest this week was exploring how we can make our crowd. Crowds are a tightrope between having enough variation so they don’t look like clones and not destroying your frame rate. By having groups of crowd members all use the same animations at the same time, but dispersed randomly throughout the crowd, we should be able to create the illusion that they are all unique entities cheering or booing in reaction to the game.

See you next week!

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