Dev Diary: 23rd September 2015

New Features

  • Disc catching animation now displays how fast the player will throw the disc
    • We were looking for a way of expressing the game mechanic: “the sooner you throw the disc, the faster you throw the disc”. We decided to try making the disc look really energetic when the potential throw is fast, then have it calm down in the player’s hands as the potential throw becomes slower.
    • The player’s arm now slams back as they make the catch. The disc is spinning violently in their hand, glowing bright blue. As the disc spin starts to slow down, the light fades from blue to yellow, then stops glowing at all. The player is able to hold the disc calmly once the potential throw speed is at its slowest.
  • Graphics Settings Screen
    • Players can now alter their graphics settings in game. Previously this could only be done in the Unity launcher window.
  • More razzmatazz when a team wins
    • The game camera now has a variety of angles it can pan through when a team has won a round
    • When a team has won the match, the jumbotron does a quick demonstration of the order that the rounds were won, before announcing victory for the winning team. The camera is dynamically moving throughout, showing the jumbotron, the audience and the victorious team.


  • Game Logo
    • Progress being made on game logo. Will be an image “badge” with matching text to allow us a variety of formations of the logo.
    • Quite a large amount of discussion regarding the badge looking like other entities upon first glance, such as parrots and robots.

Bug Fixing

  • Music now loops cleanly rather than overlapping awkwardly
  • All menus now start with an item selected
    • Previously, the player’s first input on a menu would highlight the first menu button, which felt awkward when using a control pad.
  • Spiking will no longer flip the disc out of the court, resetting the rally
  • Players are no longer able to spike lobs
  • Force field shader no longer renders solid magenta on lower quality settings

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GAFE2_eventbriteHeader (1)

Gyrodisc is for Everyone!

As the scorching Scottish summer sun sets, we’re proud to announce that Gyrodisc Super League will be at GamesAreForEveryone Vol.2 at the Mash House in Edinburgh on the 10th September! I can’t believe it’s been over two months since The Hit Point ran the first GAFE back in May. I really enjoyed the barcade-style atmosphere, and was delighted to learn about so many game projects in the nearby area! So please join us next week, you can find out more and buy tickets here!

IMG_20150815_153047And since we’re talking about Gyrodisc Super League events, thank you to Dare to be Digital for having us at Dare Protoplay 2015! It felt strange for myself and Jennifer to be back after SIX YEARS (2009!!), yet it was all so strangely familiar. Congratulations to the BAFTA-nominated Pictrail, Pixel Tailors and Mild Beast Games as well as Pathos Studios. A particular shoutout goes to Yeah Yeah Games who won the most important award, the public vote! (which Jennifer and myself won in 2009)

screen_1920x1080_2015-09-03_15-52-41Our most noticeable update of late is our brand new stadium. A colourful dome, it’s dominated by a chunky 90’s-inspired jumbotron and speakers (for making sure everyone sees your arrogant victory dance). Plenty of seating and advertising space, it’s a fine home for Gyrodisc.

Our AI has now been wrangled under control into varying ranges of competence. From dull-witted Easy mode to nightmare-fuel Demonic mode, there’s a difficulty for every player.

Finally, we’ve made scoring a goal more rewarding. The points now burst out of the goal upon scoring and slam into your opponent’s health bar with a mighty shudder. The size and strength of the hit is based on how many points you score, so landing those big three-pointers is now even more satisfying.

2015-09-03-1654-51_11That’s it for this week, hope to see you all at GamesAreForEveryone!

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