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DEV BLOG ARCHIVE

Look behind the scenes at the early development of Rooftop Renegade and how it came to life.Each blog contains valuable retrospectives, developer tips and early concepts that go into making and releasing a game for pc & consoles.

Designing the menu

Alex Ferrabetta - Wednesday 25 Nov 2020

It took many stages of iterative design to end up here — and it's changed more since!


Today, I'm going to share with you the process I used when concepting and creating the final menu design of Rooftop Renegade. This game has gone through a lot of menu changes. Instead of designing one properly from the start, I would quickly create a new one for any upcoming event such as AVCon or a play test. This means I was never happy with what I made until I spent a few weeks designing one from scratch and getting plenty feedback along the way.

It's important at every step of this process that you "always be referencing'", as my Environment Art Lecturer would say. When you're creating your initial list of menu screens you will need, you may not be thinking about how each screen will flow, or if the text will be readable against a moving background. Find suitable references every step of the way when creating your UI.When creating UI, don't feel as though you need to reinvent the wheel — in fact, it may be better that you don't. When dealing with human interaction, it's best to go with what works. Players don't necessarily want to learn a new system for your game alone. Believe me, we had many play tests and surveys to nail down what we have now. I'll break down how I made the menu in Rooftop Renegade into stages below.

Lists, physical paper prototype, digital paper prototype, art reference, art pass, impementation and testing.

LIST YOUR SCREENS

By the end of this stage, you should have a good idea of how many screens you will need and how similar games structure their menus.The first step to creating your awesome menu is a to create a simple list of all the pages/screens you think you're going to need. This list will get long very quickly and it will change all the way through the design process. Begin by looking at similar games, and taking note of what screens they use. Does your game have various modes? Chances are they'll require separate screens. Be liberal with the screens you choose. Pick 60 and whittle it down to 40 if need be, this first stage is to get you comfortable with knowing what's going into your game.Find a game your game is similar to. For example if you're making a first-person shooter, what are the most popular current FPS games? How many screens between 'press A to start' and when the player is in a match? If possible, consolidate where you can - this will become apparent in the nest stage if you have too much or not enough on your page.

PHYSICAL PAPER PROTOTYPE

The team working out the paper prototype.

By the end of this stage, you should have a clear idea of how each screen will flow into the next.After you have your list create a physical paper prototype. Get some A4, or some post-its, and write down each screen per piece. It doesn't need button designs or areas for images, that will come later, right now you're just visualising your list of screens. Spread out on the table or on the floor. This technique will allow you to move screens around, visualise the flow of screens and help you realise which screens are necessary. Does your chosen flow have logic? Does the player have to click through too many screens to start a game? Did you factor in an options screen and how many screens will it require?

DIGITAL PAPER PROTOTYPE

The menu as we know it is now starting to come together.

By the end of this stage, you should have a digital mockup of your menu.You now know how many screens your menu will consist of and how they'll all flow together, time to digitize it. The digital paper prototype is where your design begins to get granular and is really the fundamental art pass - how will all the elements on each screen fit together? What dimension is your screen? How big will each element be?It's a good idea to work in the highest resolution your game will be presented in. For Rooftop Renegade, I know that eventually we'll want 4k support, so I made all my assets at this size and scaled down.Open up your favourite design program. There's a bunch out there such as Adobe XD, Figma and Pencil to name a few. I started my UI journey before Adobe XD was a thing so for this project I used Adobe InDesign, which isn't developed for paper prototypes, but has the tools to get the job done.Your chosen platform for your game will impact your UI whether it is mobile or PC/console. While most devices follow a 9:16 (portrait for mobile) to 16:9 (widescreen or rotated for mobile) ratio, now is the stage to decide how yours will be locked. For example, when developing for mobile, a hand holding a phone has less precision than a mouse pointer, so your buttons will need to be larger.An overlooked/underappreciated step to UI design is screen padding. This is the gap between the edge of the screen and the first element. Too much padding and your menu looks baby-proofed, not enough and everything looks crammed. For a 1920x1080 resolution somewhere between 30 to 60px should work.Next, you'll want to determine your font size and weights. Hierarchy is probably the single most important part of UI design to make sure players understand the information you're conveying. Follow a web design process of H1 (heading one), H2, H3, H4 and P (paragraph) for your design. H1 is only to be used once per screen, so this is reserved for the screen title. If you're making a mobile game with a single screen H1 may in fact be your game logo. H2 is for your sub titles such as titling a section of your screen like 'levels'. For Rooftop Renegade I used: H1 120px and H2 55px for an intended screen size of 3840x2160.Now is also the stage to determine how big your buttons will be. As previously mentioned for accessibility, for mobile games your buttons need to take up more screen space than they would for PC/console. Begin thinking about what styling you will use in your art pass to differentiate text from buttons. Use this step to determine how much room your buttons will take up, along with any other imagery.The menu for Rooftop Renegade is always left-aligned. I designed this to begin training the player to focus towards the left side of the screen where the runner will be in game. The consistency between screens really helps tie the design together.

ART REFERENCE

Hopefully you've been referencing various video game menus during the process and have started to formulate an idea of how your menu will look.Begin by picking a palate that will work for your game. Rooftop Renegade, for the most part, uses a dark palate for its backgrounds and bright colours for its foreground gameplay to help players focus. The menu employs this method too, using a dark background, and bright colours and white text for interactable elements. Rooftop Renegade is also a neon sci-fi game so bright colourful UI on top of a dark background is a trope players are familiar with.Remember, your menu sets the stage for your game. If Halo used the Kirby 64 menu design it would confuse the player and the misalignment in style and flow would make the game feel unfinished.

ART PASS

We've come full circle and the menu is complete — for now!

You now have a solid idea of the screens you will need, how you will lay out each screen and have adequate reference from other video games. Now begins the fun part - create your own art! Whatever program you decide to use, Photoshop, Illustrator, GIMP, make sure you work smart and can use the assets you make now in your final game.Using the measurements from your paper prototype, begin with defining the tone of the background of dark or light so you can choose the colour of your text. While games are not held to the same accessibility standards of websites, it's a good idea to ensure there is enough contrast between your text and background. A tool such as accessible-colors.com can help with this.When designing your buttons, remember you'll need 3 state changes: standard, hover, and active so the player can easily see where the focus is at any given time. When designing your buttons, you'll probably create different shapes and sizes. In photoshop you can create a 'layer style' that can be applied to any other layer. Rather than working destructively, layer styles let you change the shape and will reapply the style, rather than designing a new outer glow every time.

IMPLEMENTING INTO THE GAME ENGINE

You've designed your menu, you picked a colour palate and you have all your art assets, now you can begin to build the real thing in your game engine of choice. The first thing to take note of is 'what can be achieved in engine?' Both from its benefits and its limitations.As mentioned previously, your buttons will require three states to convey give feedback to the player when they press a button. Perhaps a hue shift can achieve this effect? If so, instead of importing two separate textures with different colours into engine, import one and create multiple materials for a 'hover' and 'pressed' state. This way, you're saving on file size (a whopping 30kb!) but more importantly, any changes can be made quickly in engine without needing to reimport - especially handy if you work with external, or contract artists.The same is true for text, not just for a file size or ease-of-life reason, but rather for accessibility instead. It's very tempting for new designers to create a button with text in photoshop and export it as an image. The problem is, if you want to localise your game for another language, you now need to create a separate image. This will add up after 100 buttons, when you could just create different data sets in engine with text referring to each language.However, game engines do have their limitations. For example, Unreal Engine does not support glow on text. This is because glow or 'emissive' is handled as a post-processing effect and UI elements are not subject to post-processing. It made no sense to me when our programmer, George, told me it wouldn't be possible without a custom font set. 'But CSS just blurs the pixels by a certain amount!' I cried. "Welp, this isn't CSS' replied George. Have a plan B in mind in case your designs aren't feasible.If you're using Unreal Engine 4, I highly recommend checking out George's blog on UMG & Gamepad navigation.

TESTING

The most rewarding part; player feedback!

Woo! Your menu is complete! You have all your screens laid out, designed and implemented in engine! You are (or you have) an excellent programmer and everything is working correctly. Go get yourself a cornetto out of the freezer. Oh wait, did you test it with someone else? Does your menu make sense to someone who doesn't play your genre of game?Testing is always the heart breaking moment for artists, programmers and producers. "But I understand it, maybe you're using it wrong?" Well, considering these are the people who may end up buying your game, chances are the menu is hard to understand.I have put a lot of work into designing the menu for Rooftop Renegade. My first port of call is to check with the team. This is their game too, are they happy enough to have this menu in their game and can they understand it? In a small team it's important everyone feels comfortable to say "I don't think this is right". One of my early designs had the buttons too large "It looks like a mobile game" said one of the team. It took a couple minutes, but I finally saw it. It was a bit upsetting, I really liked the funky style. However he was right, the buttons were too big.As you get more comfortable with sharing your designs you realise those are important moments. Critical feedback isn't an attack on you as an artist or a person. Usually you haven't taken the idea as far as you can, and it's important many relevant voices can be heard during the design process. And as always if you ever want feedback on your UI design or art, feel free to reach out to me on Twitter!Alex

DEV TIPS: UMG & GAMEPAD NAVIGATION

George Martin - Wednesday 27 May 2020

From the start we designed Rooftop Renegade to be best played on a controller and because of this the menus also need to be able to handle controller input.


“I write this blog to be the tutorial that I wish I’d been able to find when I first started working on gamepad navigation within UMG.”

We all start somewhere, and I often found myself lost in the world of UMG. Over time I picked up a few tricks that have gone a long way in reducing excess repetitive work. I write this blog to be the tutorial that I wish I’d been able to find when I first started working on gamepad navigation within UMG. This blog isn’t going to explain a lot of the basics of navigating the UMG and Blueprint editors, it’s just a breakdown of some of the tricks I used when setting up the menus for Rooftop Renegade. As such it is aimed at helping people already working within Unreal Engine 4, however you may just be interested in how some of our user interface works. Either way feel free to stick around and I hope this will be informative.

I HEARD YOU LIKE WIDGETS...

In UMG there are a bunch of pre-programmed widgets to make use of inside the palette. These are great for quickly prototyping but sometimes you just want that little bit more out of them. When I first started, I would use the default buttons and then manually inside the editor code each buttons functionality separately within its parent widget. While this did provide the result I wanted, if I then decided I wanted to change how the button functioned. I had to manually go through each screen and fix up every instance of that button. Some of you may have realised this already but that’s not a good way of doing things. Thankfully the Palette will also show you widgets that you have created and allow you to position them inside other widgets. So, when designing your user interface take some time to think about what utilizes the same functionality and how can you split that into separate widgets to minimize any repetitive changes later.

Do all these buttons need similar behaviour? Then make the functionality in a widget and copy it.

In this situation where we have buttons and want to expand on the functionality for various reasons. Create a separate widget that is just that button and create some instance editable variables that change certain things such as the text or the background image. You can then set these parameters as part of the Event Pre-Construct and they will update inside the UMG designer when you compile to reflect these changes.

An example of overriding text and an image as part of the Event Pre Construct in a custom button widget.

SO... WHAT ABOUT GAMEPADS?

I promised to talk about gamepad navigation, but the previous concept is an important one to understand before you start setting it up. The default button widget doesn’t utilize its hovered state when it’s focused by a user via gamepad, as such you will need to write your own method for doing this. When setting up my custom buttons I opted not to utilize the default brush switches that occur as part of the on hovered and instead set up animations that I wanted to play when the button is hovered or focused by the user.Rather than write them separately I utilized the OnHovered event of the button to set the users focus and then utilized the event tick to check for user focus. It would then trigger different exec pins and via a do once node, play the animations and a focus sound relevant to the focus state that it was moving to. You could however set this up in several different ways depending on what kind of functionality you wanted, this is just an example.

An example of the button animation setup I described above.

I HAVE A BUTTON NOW WHAT?

Once you have the button behavior set up to handle highlighting when it has the user focus, UMG can handle a lot of the rest so long as you are not doing anything overly complicated. By positioning these buttons inside a vertical box and setting the user focus to one of the buttons when the widget is first opened. The D-Pad by default will allow you to move up and down the widgets and set the user focus as it goes.If you look in the details, you can also change the navigation settings for when it receives a navigation request. These can be set up with custom behavior or in this case stopping everything besides up and down movement. It will also by default interpret the bottom face button being pressed to trigger the pressed condition and you could set up similar custom functionality for that if desired.

The buttons I described earlier with some additional lock out functionality tied to the IsEnabled of the custom widget.

HANDLING A LOSS OF USER FOCUS

This works until the buttons lose user focus due to an action the user takes. For example, on PC they may be clicking with the mouse off the buttons somewhere else on screen that then removes the focus from the buttons. Suddenly none of what you had set up works anymore and they won’t be able to use the controller to navigate. In case this happens, you’ll want to find some way of restoring focus to the buttons. The way I did this was to store all the expected buttons requiring to be focused in an array. Then I ran a check on event tick in the parent blueprint that keeps track of the last focused widget and if it detects user input and none of the expected buttons are in focus, it will set focus to the last focused widget.

An example of this widget focus check on an event tick.

NEXT STEPS

Once you have got that functionality working you can continue to program your widgets how you would normally. I figured out a lot of these techniques through experimentation and seeing what worked for the scenarios we wanted inside our user interface. As such these techniques may not work well for what you are trying to accomplish, but hopefully can be a starting point to refine from for your own use case. A lot of what I do is problem solving and with some trial and error you can usually find a solution. Don’t be afraid to experiment and see what works.Signing off,
George

BALANCING OVERLAP

Patrick Webb - Wednesday 15 April 2020

Globacorp could learn a bit about teamwork...


Over the years we’ve developed a workflow designed around reducing wasted content and increasing collaboration between the team. While we all have our responsibilities, our workload isn’t sliced up like a pizza, and we’re always trying to leverage each other’s strengths. Because of this we’re able to build our game dynamically in engine, while only requiring our programmer to know how to read the matrix.

DYNAMIC ROLES

Our workflow is all about making functions scalable and accessible between the team. Using tech art principles of designing tools for the team, we’ve trained to use the tools Unreal has built in to work without the limitations of being purely trained as an artist, designer or a programmer. Taking extra time to set up master materials, exposing parameters that could be useful, and keeping functions organised all vastly help the team and stop those “hey can I just grab you for a minute” moments that are never just moments. These also break down the walls between roles and allow for different ways of thinking.

FAST FEATURES

I’ve recently implemented a powerup system that had been on the design backburner for a while, a quick prototype that covered everything that needs to be there to experiment with and decide if it should be pursued. I started by identifying what I would need access to. For this test it was character speed and temporal recharge meter. From working on the character early on I knew where these functions were held. Simple enough. Next, a trigger. Already in the game we have shards that when collected, trigger the character to increase the temporal meter. Awesome, now I have the functions I need to mess with, and a blueprint that can already speak to them. From there I can add a simple function, tweak the colours on the shard blueprint, and place it in a few procedural level chunks for testing.

Shiny new pickups to aim for!

Voila, we now have stat boosting powerups in Rooftop Renegade. Time is extremely valuable for the team, between taking on contract work and working other jobs, we need to be as efficient as possible to make this game the best it can be. This philosophy of designing for additions is an integral part of how we maintain a consistent stream of additions and sidestep the pitfall of spending a ton of time on a cut feature.

BRING THE HAZARDS

Another example is the hazards. George has created a parent blueprint for the core functions of the hazards, allowing me to create new ones that inherit all of the traits of the core, such as the functionality that causes the gunners to fire at them, and the likelihood of that occurring. This means I can use my own blueprint knowledge to create whatever effects I require, without having to link them up to backend systems that I haven’t set up, allowing for much faster prototype turnaround. Once these are complete and I’m satisfied with the game feel, Alex can create art assets that fit the hazards dimensions, and after a quick performance profile, they’re ready to go.

From prototype to product in almost a day.

KEEPING CONTROL

All of this is handled through our source control of choice, Perforce. While a lot of good options are out there, using binary files can add conflict and Perforce allows us to keep our communication focussed while we jump between files. Working remotely has added an extra layer of complexity to collaboration, but with the right tools and regular video calls, we’ve kept our workflow going.

Game changer or failed prototype, only time will tell!

KEEP IN MIND

Having a workflow that allows everyone the tools to focus on their strengths produces great results and I hope this can get you thinking about your team the next time you’re rushing to push a revision without that extra little clean-up. I’m sure we’ll talk more in the future about how we’ve used this shared knowledge to approach problems from a new perspective.That’s all from now, back to building levels and overpowering characters!Patrick

Rising Resort: Environment Art at 30,000 ft.

Alex Ferrabetta - Monday 15 March 2020

After the dark dystopian feel of Cyber City it's time for a brighter palate and curved edges!


Hello, my fellow Renegades and welcome to another Environment Art blog! Last time, we covered the first world in Rooftop Renegade, Cyber City; A dystopian, overcrowded metropolis, home to the evil corporation, Globacorp. Today, I’ll be running you through our second world, the holiday destination in the sky; Rising Resort.

The idea

The residents of Cyber City have seen enough industrial buildings for a lifetime and the natural world has been displaced to make way for humankind. For peace and tranquillity there’s nowhere for the rich to go but up. Rising Resort replicates natural world with the same materials that created Cyber City, but for the purpose of indulgence rather than affordability. If the rich can’t have beaches, they’ll build their own beaches. If the cities are too crowded, they’ll build their own city; high above the madness that is Cyber City.

The concept

Originally, Rising Resort started out as another level at the beginning of Rooftop Renegade’s development, Cloudy Carnival. We thought it would be fun to create an amusement park level, with the Rooftops of Cyber City being replaced by a decommissioned roller coaster with scaffolding. After hitting a few walls with design consistency, the idea was eventually reworked into a paradise, high above the clouds with a roller coaster system weaving between the buildings.Rising Resort was designed with a few ideas in mind: mimic the surroundings of the upper atmosphere, create an organic/mechanic beach resort and show off the wealth and luxury of Cyber City’s upper class. The giant floating platforms and their buildings’ silhouettes replicate the giant clouds they’re surrounded by. The floating platforms themselves are like flying tropical islands in both shape and colour, with the infinite sky posing as the paradise’s ocean. I also wanted to convey that this paradise is fake; it disguises itself as organic and non-intrusive but it’s still flying pieces of metal and glass covered in superficial plant life.

There was a clear vision of the world from concept to completion.

Shape language

For this world, I wanted to break away from the shape language that made Cyber City so cold and intimidating. Rising Resort is a holiday destination for the elite class of Cyber City, a retreat from the dense hard buildings and toxic green smog.In Rising Resort, there are very little 90-degree angles. Everything has been rounded off, from the building tops, to the floating islands that dot the sky. Even the roller coaster tracks that Svetlana grinds along are large and round with no right angles. Giant glass panes cover the islands resembling waterfalls, broken up by actual waterfalls descending below like rain from the heavens.

In Rising Resort, there are very few hard angles in the architecture. This is to evoke feelings of a safe haven along with the natural curves of clouds.

The Palate

When you think of a tropical paradise, warm images come to mind: sunsets, sand, wood and trees. Although Rising Resort is a paradise, I wanted to convey that this paradise is man-made and lacks that natural warmth. For this, I chose a cool palate of blues and greys for the sky along with the buildings and platforms. Blue sci-fi lighting is also apparent on the various platforms that populate the foreground.

In Rising Resort, there are very few hard angles in the architecture. This is to evoke feelings of a safe haven along with the natural curves of clouds.

Environment art and gameplay

If the next world is an underground cave or a space station in a crater, the game play needs to remain consistent with the other worlds. Svet skates across high platforms whilst avoiding a variety of hazards. If that core criteria are met, then we can explore any kind of environment.We work with the idea that the environment is there to provide narrative and support the gameplay, and the gameplay should not be restricted by the environment design. If we come up with an idea that looks great but ultimately doesn’t add to, or takes away, from the gameplay experience it is either shelved or reworked into something new.As always, thank you for reading and please feel free to reach out to me via twitter if you have any questions or comments about game art!

Bug Busting: The Case Of The Disappearing Svet

George Martin - Monday 23 September 2019

I feel like something is missing from this image...


Testing for and identifying bugs is something I do on a regular basis, but not all bugs are created equal. There are those that for the most part go unnoticed, yet more that end up becoming features, and then there are those that completely break the game. One such game breaking bug appeared in the game prior to AVCon 2019.

Testing 1, 2, 3!

Between each event that we show off the game we work hard to introduce new features and improve existing ones based on your feedback. These changes can sometimes introduce new bugs alongside them so leading up to an event like AVCon we playtest a lot.In this playtesting we discovered a bug that had appeared in multiplayer causing the character to, apparently at random, not respawn correctly at the start of round 2 onwards. The only parts of the character that were visible were the trails from her boots and on top of that, her movement was completely broken. This was certainly a bug and not a feature!

A Missing Heroine

Having not edited the player reset I was really confused as to what could be going wrong. I began attempting to isolate the problem, looking at each individual aspect of the tracker responsible for detecting the end of the round and resetting the character for the next rounds. I’d find something that could potentially be the cause, make changes and then test to see if it had fixed the bug. I’d then make note of the change in case it caused future bugs and keep going.

The Breakthrough

The seemingly random occurrences of this bug made testing difficult as it could sometimes take multiple runs of the game for it to happen again. At multiple times I thought I had fixed it, only for it to occur again a few runs later. This ended up going on for a few days and I was running out of time to have it fixed. Then I had a breakthrough.It wasn’t random!Now I knew that some factor must be changing between runs that the bug occurred and runs when it didn’t. Once I knew what changed I could isolate where the error was coming from and then I could fix it. Finally, I found the key; it was jumping. If the player jumped at the end of the round the bug didn’t occur. Suddenly the cause was obvious and I had been looking in the wrong place the whole time.

The True Culprit

It was the grind rails! I had recently overhauled our grind rail system to work differently to allow for some extra functionality in an upcoming map. The character would attach to the grind rails and follow the spline path used to create them. It turns out this new functionality was fighting with my reset function for positioning the character back to the start. After this realization I had it fixed in minutes, adding a command that would detach the character at the end of each round. One final session of testing and I could confirm that the bug had been solved.

The learning never stops

“...during the development process mistakes can and do happen, nobody is perfect.”

This was a learning experience for me in the importance of regression testing. Sometimes you don’t anticipate how that new feature you added will interact with other features you have coded. A good thing to remember and understand is that during the development process mistakes can and do happen, nobody is perfect. The important thing is to learn from these mistakes and always work towards improving your skills.Signing off,
George Martin

Boot camp to active service (designing and creating a soldier)

Sam Frost - Monday 12 August 2019

Grunt locked and loaded.


Back we go again, into the long long ago. I say long ago, it was the beginning of last year but a lot has changed since then. Much like the last blog I’m here to show a breakdown of the evolution of our cast of characters in Rooftop Renegade.

An action shot with the old gunners and van from not long after the game jam

This time the gunners take the stage

As with our protagonist, Svet, the gunners had humble beginnings. Their first iteration being the second thing on my priority list back at the game jam; there was a lot less time to work with.Alex had this idea floating around from when we were trying to come up with logos for our company, which was a silly looking head with an oversized army helmet. This became my basic art direction for the gunners.In the interest of rapid production during the game jam, the first gunners were basically just a head on a torso with arms and a massive helmet, I did give them a super quick face before moving on.

Aforementioned helmet arms and torso plus the little turret.

When we started full time production, I had the chance to overhaul the design; I had to answer some questions, mostly what their bodies would look like.

A very quick sketch on the whiteboard mostly as a joke ended up being pretty close to final result.

While at uni, I had worked on a large muscley orc character and just for a quick test I dropped his body in with the gunner head to see what it would look like.... ridiculous was the answer and not the intentional kind.

This was the orc character I made based on concepts from Tim McBurnie at CDW Studios.

Here is the Gunner head attached to the orc body… a little much.

After getting some feedback from a few people, what I needed to do was push the stylisation and not just throw a hulked-out body on it just because I had one on hand. Amusing as it was, the fast ideation certainly helped with seeing what would and wouldn’t work.Thus, Grunt was born.

The finished sculpt.

Some of the things that I wanted to convey with these characters were the paramilitary aspects. Globacorp is a big evil corporation that has hired these goons to enforce their whims on the world of Rooftop Renegade; so, a lot of the designs we re based on special tactics police forces and military outfits and equipment. These decisions followed on with some of the other elements like their vehicle which is basically a flying SWAT van.Next up, some design decisions and discussions lead to the idea of multiple gunners.Back to the cheekily 3D rendered concept page for paint overs.

I rendered out some different skin tones to reflect their namesakes.

As a child of the 90's, I couldn't resist giving a little 90's action hero vibes from some of my favourite films.Meet Sly, Jean, and Wes.

image caption Globacorp squad stay on point like Den en den den de den…

I’m pretty happy with the progression and overall design of the gunners; I still want to add a little more flair to them individually to finish them up, but that is on the polish list at this stage of development.Frosty

Leaderboards — player engagement ranks at number one

Alex Ferrabetta - Monday 29 July 2019

Executed correctly, a leaderboard can be an engaging way to help build a fan base.


It’s not enough to have the player win; the player needs to mark their territory. The player needs to warn off the other speed-running predators on the digital landscape. “This is my best record, attempting to beat this is an exercise in futility. Every time you knock me back, I’ll retake the mantle and assume ownership of the pride.” This is all done with a gamertag; a unique moniker to every gamer.

Speedrunning and Rooftop Renegade are a perfect combination. The game is fast paced, the protagonist, Svet, is propelled forwards by powerful hover blades known as ‘Chrono-Kicks’, and going too slow results in her untimely capture and thus, game over. A Rooftop Renegade leaderboard was first developed as an in-office competition, an excuse for the Melonheads to peacock their best times to the rest of the team — it seemed only natural to introduce friends to this as well.

AVCon 2018

When Rooftop Renegade was taken to its first public play event, AVCon 2018, the leaderboard followed suit. This time however, a dirty, in-office whiteboard plastered with concepts and inside jokes wasn’t going to cut it. This leaderboard had to be digital, it had to be pretty, but most importantly, it had to let those top 10 constantly changing speedrunners announce to everyone at the Adelaide Convention Centre that they were the fastest Renegades around…

The AVCon 2018 leaderboard; pretty, but a functional nightmare!

The 2018 leaderboard was nothing more than a styled table written in HTML and CSS. It could display 10 gamertags at a time, their current record, look pretty… and that’s about it. The player’s gamertag and time still had to be entered in manually by one of the Melonheads who were also required to reorder the times on the fly. If a player beat their own record multiple times in a row, that melonhead had to keep going behind the table, find the correct tag, update it and reorder the rankings before a sharp-eyed speedrunner commented that 01:41 is faster than 01:43. It didn’t help that we hadn’t implemented milliseconds into our scoring yet, which led to a lot of runners pleading their 01:41 was faster than another runner’s 01:41. Oh, and this was all done through notepad with the team needing an introduction to HTML that morning.

AVCon 2019

“Alright, if we’re going to do this, the system needs to be flawless.”

When AVCon 2019 started approaching, there was talk of not including the leaderboard. It may make players too competitive, it may limit the amount of people can play the game, if it was anything like AVCon 2018, it was going to be too much of a hassle to keep track of. “Alright, if we’re going to do this, the system needs to be flawless” sighed Pat during one of our rare outings for fresh air. The new leaderboard would need to be accessible to anyone on the team, reorder the fastest times automatically, and include an optional email address to contact the speedrunners and let them know who held the best times by the weekend’s close.To make the leaderboard entry accessible to the rest of the team, I created a simple form with the fields ‘gamertag’, ‘time’ and ‘email’. Upon hitting submit, the player’s gamertag and time would display on a separate monitor. For this to work, HTML and CSS alone wasn’t going to cut it. We were going to need proper programming and a database.

Left: A member of the team used the form to add or remove a runner’s time. Right: AVCon 2019’s Saturday leaderboard

By the Saturday morning of AVCon, the leaderboard was built and ready to be populated with the best times Adelaide gamers had to offer – albeit for one issue. While you could enter new times for new runners, replacing an existing runner’s time was going to be an issue.Every time you hit ‘submit’ on an online form, there is a lot of code tied to that button that copies the data entered, inserts it into a database and then, if necessary, displays that database. My limited knowledge of PHP, SQL and databases means I didn’t know the code to update existing data in a database (we’re all spoilt with Microsoft excel!) Enter the white knight, Kerri, Patrick’s partner and Melonhead Games’ Morale Officer, who with her extensive knowledge of databases was able to fix my work and allow the team to update player times when necessary.By the end of Sunday, the leaderboard had proved a success! The speedrunning setup at our booth was constantly populated with Renegades trying to top the mantle, whilst others watched their position on the leaderboard go up and down. By the end of the weekend we had secured over 50 unique runner times. Not only did this feel great to have so many people interested in Rooftop Renegade, it was also a great source of feedback on how fast players can complete our hardest levels.Whilst the design of our AVCon 2019 leaderboard was a step in the right direction, there’s still more work needed for the perfect system. The best systems are ones running in the background that the player is not aware of. Before our next public speedrun, we need to brainstorm ways to make this process as easy for the players (and the Melonheads) as possible.Alex Ferrabetta

A Journey from Artist to Programmer

George Martin - Monday 15 July 2019

Unreal Engine's blueprint scripting helps artists code their games.


Today I thought I'd share the tale about how I found myself in the role of programmer for Melonhead Games. It wasn't a straightforward journey, I actually bounced around quite a bit before finding myself where I am.

It started in high school when I first started learning 3D modeling, I enjoyed the class a lot but in later years dropped it to focus on maths so I could get into mechatronic engineering. Upon arriving at university, I quickly realised this degree wasn't for me, but the one topic I liked the most involved 3D modeling.At this point, a few years had passed since I had last done any 3D modeling but I found I still had a passion for it. I made a decision to stop my Bachelor of Mechatronic Engineering and went to study an Advanced Diploma of Screen and Media specializing in game art.

A 3D model I created during my studies at University

Getting back into it

Having done 3D modeling before put me a step ahead in the Advanced Diploma, but I quickly found myself challenged to improve on my skills. I took every assignment as an opportunity to do something a bit more complicated and while this early work was nothing special, I did find myself improving.Texturing was where I started falling behind, I had never done digital painting or anything like that before and my workflow ended up becoming more logical rather than creative. Learning to manipulate tools to get desired results and what values to use to emulate specific materials.

A cinematic moment from IOTA, a game I created with other students in my Advanced Diploma

Then came programming

One of the major projects in the Advanced Diploma was to create a game and attempt to get it into the Indie Games Room at AVCon. To do this we were advised to use Unreal Engine 4, and this was when I started learning Blueprint Scripting. We were a bunch of artists trying to make games and while a lot of teams opted to use the preset first person project I wanted to make a platformer.Over the course of the project I was making assets and trying to teach myself blueprint scripting and implement features all at the same time. Sure enough, with the help of my team we got it working in time for AVCon.

Back to university

Using my Advanced Diploma I got several courses ticked off for recognized prior learning towards the Bachelor of Creative Arts at Flinders University. Due to this, in my first semester I was doing my 3rd year major project topic. First lesson a team got up and asked if anyone knew blueprint scripting and could help them with a project. No one really put up their hand and not knowing what to work on otherwise I put up my hand. This started a trend and through out University I found myself being the blueprint scripter on projects.After having that initial project I worked on displayed in the Indie Games Room, I was approached by the rest of the Melonhead team to help them finish off our last assignments and planning what to do when we finished University.

Feeling tired working on some blueprint script before a major University project submission

The global game jam 2018

The point I dedicated myself to programming was the Global Game Jam in 2018. Which some of you may be aware was what spawned the initial build of Rooftop Renegade. Since then I have been working hard to improve my skills as a programmer and utilizing them in refining the game to what it is now.George Martin

Boost, Warp & Launch, powering up a Renegade

Patrick Webb - Monday 01 July 2019

Boost is one of the abilities Svet can activate with the help of crystal shards.


Using the power of the Chrono Kicks, players can pick which abilities to use to help their current situation. Fallen through a pipe? Launch will get you back up. Van about to catch up? Boost out of there! And of course, warping through hazards negates their effects entirely!

This wasn’t always the case when the first renegade Svetlana, nicknamed Svet, was created. She could barely even jump without slamming straight into a pipe and losing all momentum. As well as a slew of assistive mechanics running behind the scenes, Svet’s abilities grew and changed over our first year of development.

Boost, simple yet versatile.

The boost

The Boost ability was the first to be brought in. Simple enough, it allowed renegades to gain a quick burst of speed instantly when a boost tank was acquired. Quickly this was adapted to allow boost tanks to be stored and then used when the player felt the time was right. The next addition was an energy meter that filled over time so boost could be used even if there were no tanks around. This gave players a good amount of speed to get through a level even if they missed a lot of tanks.

Just a dim little boost bar at the bottom left.

Temporal shift

After AVCon 2018, I started to realise that the renegade move set was a bit limited and only worked for specific playstyles. I wanted to encourage players to find different ways to get through the levels. Over the next few months of design testing, this came in the form of the temporal shards. These shards could be collected through the level; filling up a second meter that would activate a new ability, Temporal Shift. The Temporal Shift allowed renegades to warp through hazards, avoiding their effects completely. Now the player could not only move quickly through a level, but occasionally completely avoid situations that would have caused them to fail a level.

Temporal Powers tend to be flashy!

Overwhelming the player

While the new ability was working as intended, it was being underutilised. After a long period of testing I concluded the two meters created confusion and unnecessarily complicated management. Players would often try to boost when the shift meter was full or vice versa. Sometimes the shift would be completely forgotten. Not only this, but the various types of collectables & meters were creating too many things to manage while trying to focus on making a fast run.

A lot to keep track of with Soldiers hunting you down!

During an overhaul of the levels, the boost tanks were removed from gameplay. I used this opportunity to test a theory. I completely removed one of the meters and had both abilities using the same energy source. Suddenly players have much less to keep track of in a level, knowing that shards would fill the meter and that would let them use powers. My intent was to create a dynamic where the player would have to decide what power to use in what situation, adding light strategic elements to gameplay. This new system worked great at our next playtest.

Need a lift?

Moving up

Now that the player had a streamlined system for activating abilities, I prototyped some new powers. This eventually led to Launch, a new power that throws the renegade up into the air, like a jump pad. Situations like falling through destroyed platforms, getting that extra height to reach a rail, or seeing that one collectable that was just too far up, were made much more achievable. The player now had complete freedom when deciding how to use their temporal energy.

Nice and streamlined, look forward to seeing the UI art overhaul soon!

Balancing powers

Adding and changing a character’s core abilities can be a very challenging and iterative process, minor changes that feel like they shouldn’t cause issues can sometimes break the flow of a game entirely. It can be a long process to achieve, but when a new ability feels natural, like it’s always been there, the payoff is really satisfying.It’s an understatement to say our first Renegade has changed over the last year. From not having any special abilities, to having far too much to keep track of, to finally having streamlined strategic variety; players are now free to work out their preferred playstyle. I can’t wait to see what combinations are used next to beat our high scores!Patrick Webb

Svet's got a brand new bag! (no seriously)

Sam Frost - Monday 27 May 2019


Updating our favourite hover-bladed protagonist, Svet, has been a huge part of my work when I put on the character artist hat here at melonhead games.

For a little bit of history; the first design sketch was done in about 10 minutes after brainstorming the design and ideals of our main character at the Global Game Jam, back in 2018. Coming up with the key features was the quickest way to get my ideas down.

The original sketch from that fateful 48-hour feature frenzy.

We ended up with this; a rough, albeit fairly solid (if I do say so myself) design of our main character.

Ye olde game jam Svet.

Seeing as this entire project evolved from the global game jam, there was always going to be an update to clean up what was hastily crammed in on a weekend in February 2018; from the environments to the character. Which brings us to the first pass I did; textures.This was all about the time constraints; at the game jam, we opted to use flat colours and then run a post processed cel shader over it; as that was a simple and effective way of getting a stylistic result that would also save a bunch of time. It was the first thing on my list of reworks. If I remember correctly, I did also take the opportunity to resolve the more egregious topological errors, but the major changes were all just in the texture pass.The boots got a quick redesign and I busted out my old friend substance painter and the result was a Svet with much more definition of materials and generally just a bit more life through the shading, instead of just the flat colours previously applied.

A nice little render I set up to show off the new textures after this update.

Moving on to now in what will be the last major overhaul, this has been a pretty big rework to solve some fundamental issues I never addressed after the game jam.Primarily the wireframe and rigging set up as well as some proportion issues which have been bugging me for a while. So, I’ve taken the opportunity to squeeze as much personality and thought into Svet and her accessories. I did a quick paint-over of an old render to see what kind of direction I wanted to take the design in, and taking a step back to actually think about how the character is being portrayed, and what I can do to imbue a sense of story through her design has been super useful. I tend to jump the gun and dive into 3D a little early as that is my strength, but planning these things out is really important.

Rough outfit design, boot rework v2, the brand-new bag, and a fancy new temporal manipulator.

Moving into 3D, the final sculpt has ended up looking like this; taking the cues I planned out in the sketch I set to modelling and refining all the details to line up with the concept. Most of my time here was spent on her face as that was one of the major things I wanted to get right; however, retaining the same feel and personality while restructuring all the proportions was an interesting hurdle to jump.

Sculpt of our reworked Svet.

Reimagining the character without losing her original design and personality has been a challenge overall, but I am happy with what I have learned and where this has evolved to in the end. I got to level up my skills, as well as push the design and character to the next level, and for our Renegade; the extra care and attention to detail is well deserved.

Our protagonist is almost ready to go!

Soon with Pat jumping in with the newly rigged and textured model we will have some slick new animations and a constant stream of new action shot screensavers and backgrounds for our computers and phones!Frosty

Subheading

Cyber City: Environment art from Game Jam to feature complete

Alex Ferrabetta - Monday 20 May 2019

Grey boxes can be placed quickly in engine and help the artist get a sense of scale and shape language for the world they’re creating.


48 hours is a lot of time. You can start and finish a major university assignment, watch the complete season 5 of ‘the Simpsons’ 6 times in a row and save most of Termina before a cantankerous Skull Kid crushes the world with a maniacal-looking moon. It turns out you can make a pretty fun game in that time, too. Albeit with an unrealised environment, but the foundation can be accomplished in 48 hours – just don’t sleep.

Ok, that last part is bad advice: Always sleep! Sleep is more important than whatever you’re working on, even if it happens to be your team’s submission for the 2018 Global Game Jam. This was the first time the team had worked under such pressure. Sure, we’d crunched on our university assignments and spent hours at a time grinding in raids in Destiny 2 but we’d never built a game together in 48 hours. I was used to having an entire semester to work on my environments.

My ‘concept art’ of Cyber City from the 48-hour ‘Global Game Jam’. “Capiche, fellas?”

2018 Global Game Jam

For creating the environment and assets for what would become ‘Rooftop Renegade’ the first step was creating the modular platforms pieces for our Renegade to move along. Pat would be placing all the foreground assets (platforms, hazards, grind rails) himself so there had to be as little confusion as possible between the two developers. We worked with a strict UE4 unit measurement, so all Pat had to do was turn on snapping and move the pieces along the track.Texturing was kept to a minimum, there just wasn’t enough time to model, UV and texture – not with my limited skillset and Maya’s then-limited UV toolset. With the aid of a plugin, we adapted a cell-shaded look which means the 3D assets could just have a plain material applied and wouldn’t look out of place. As the background buildings wouldn’t be UV’d windows were decals projected onto the side of the buildings. Decals were also used to emulate the green ‘fog’ in the lower part of the city (as of this article, that decal is still in the current city along with added exponential height fog.)

Cyber City after the 48-hour ‘Global Game Jam’.

AVCon 2018 Build

With the Game Jam over, we felt like we had a viable product; time to build on it! Our first pass we thought the game worked best as a mobile game. Unaware of phone capabilities, I began creating the next map (A carnival level) with a hand-painted workflow.Ah, agile development! It became obvious to us over the next month that a mobile version of Rooftop Renegade would be too restricting on features and that the platforms that would fit our gameplay best would be console and PC.I continued hand-painting textures up until a few months before AVCon 2018. Then one day whilst during the usual tinkering, Pat and Frosty retextured some buildings with a PBR (physically based rendering) workflow – a technique where light interacts with textures the same as they would in real life. Many games use this workflow, why it hadn’t occurred to me to do this I don’t know (most of 2018 is a blur for me, what with finishing university, work and starting a game studio) – but they rightly deserve the credit for making this change. Suddenly the game was pleasing to look at, both as a player and a developer.

Cyber City as it appears in-game at AVCon 2018. Whilst bright and engaging, I wanted a more ‘sprawling metropolis’ feel that contrasted against Svet.

Present and future

The AVCon 2018 Cyber City is not what I envisioned for the final product, but I’m still proud of it. I imagined a giant sprawling metropolis where Svet was just a spec in this world. Where detail is limited by camera field of view – not because of time and team constraints.One issue that existed with the AVCon Cyber City was that the background was too bright and too eye catching. Whilst this does not seem like an issue, especially in screenshots, we’re trying to design a game where the players are moving fast and focusing on precise movement – anything too distracting must be toned down to ensure consistent gameplay.Other issues I felt with the environment was the buildings looked separate from the foreground due to their design and colours. Repeating patterns were evident in the buildings’ windows, all the skyscrapers faced one direction and stretched straight up with no stagger in their silhouette. These are all issues I had to consider when designing the final iteration of Cyber City.This final redesign of Cyber City began as every map should have; an in-engine greybox with stacks of giant cubes emphasising the scale of the complex city. By utilising basic shapes in engine, I was able to dictate the shape language for the city and create unique building designs on the fly. Once I had a good idea of scale and shape, I got to work on the texture.Cyber City is a single 2048x2048 texture. All the building variants have been UV’d and textured on what is known as a ‘trim sheet’. The usual texturing process involves building a model, laying out the UVs and texturing accordingly. The trim sheet method involves creating a texture ‘sheet’ first and applying the necessary uvs to the corresponding ‘trims’. This is great technique for something like a building because I can decide on the fly whether I want a section to be, say, girder or window.

One of the many buildings in Cyber City laid out on a ‘trim sheet’(right). This technique allows for many unique texture layouts.

My approach to environment art has changed a few times over the course of this project. As a team, we’ve learned so much on streamlining our world building which will be covered in later blogs. From following a simple photoshop design to experimenting with colour palates and world scale in engine, I feel confident that in the next environment the sky is the limit…

Cyber City in its current form. Its darker palete allows for players to focus on the gameplay action and to imagine what else could exist in this over-crowded urban jungle.

Alex Ferrabetta

Artificial Intelligence (AI) in Rooftop Renegade

George Martin - Monday 13 May 2019

A group of Grunts ready to give chase!


Hello there! Melonhead’s friendly neighbourhood programmer here, ready to share a tale about the creation of our gunner’s AI (Artificial Intelligence). When I first started on this project AI wasn’t even in my mind. When we got our first build together at the 2018 Adelaide Global Game Jam it was exclusively a multiplayer experience. A party mode with gunners being controlled by other players and that was that. However, as we kept working on the project it became difficult to have someone else in the team playing as a gunner to check how playing the runner felt and without the hazards being destroyed it didn’t convey the same feel.

The origins of single player

In order to simulate having other players in the game while testing, our designer Patrick introduced a trigger box that sat around each hazard. This box when touched by the player would cause the hazard to generate a random value, with the result telling the hazard how to respond; either do nothing or self-combust in a dramatic fashion, as if it had been shot by a player. The more we tested the game ourselves in this developer exclusive single-player mode, we thought to ourselves “what’s stopping the game from having a single-player mode?” Player’s enjoyed just being a runner, why not let them? However, the hazards alone destroying themselves didn’t feel the same as having a player to blame for the untimely destruction of a hazard. This was when we created Jean; a character that, at the time, would only exist in single player. He would shoot at the hazards and receive many a curse for it even amongst the melonheads.

Visual representation of trigger volumes (in pink) placed behind each hazard.

HOW I CHEATED AI

I had never created AI before, and when we debuted the single-player mode at AVCon, Jean was entirely for show. While to those playing the game, it looked like our antagonist was shooting hazards in their path and destroying them, behind the scenes it worked very differently. All that changed between our developer mode and this single-player experience was before the hazards self-detonated they would tell Jean to aim and shoot a harmless beam towards them before detonating themselves as they always had. Jean was only following orders from the hazards in the level and received all the blame.

A NEW PROBLEM

After AVCon wrapped up, we decided that a full single-player experience was a great idea and we began discussing other characters we could introduce as well as combinations to go up against. I then realised that my cheated way wouldn’t work. If it was for any character other than our sniper, they would potentially need more than one shot to destroy the hazards. The way it was set up also limited us to a single gunner when in single player. Both things needed to change so I delved back into the character and decided the best solution was to give the gunner a brain of its own.

The Solution

I remade the whole system from scratch. I kept the trigger boxes around the hazards but gave them a new purpose. They now told the gunner when the player was close to the hazard and the gunners could make the choice of shooting it for themselves. This means the hazards no longer destroyed themselves and the gunner would now shoot projectiles the same way they would if controlled by a player.This new system can now scale with any number of characters we make for party mode inheriting their traits like damage and fire rate. The new system can also set the number of gunners in a level, and which character they each are. As a runner approaches a hazard each gunner individually takes note and decides if they will shoot it based on predetermined chance or wait for another opportunity. To give a bit more warning before a hazard is destroyed, we added a crosshair that shrinks onto the target before the gunner starts shooting.

Svet entering the trigger volume and the AI destroying the respective hazard.

These changes to the gunner have gone somewhat under the radar but were first debuted at the recent playtest at greenlight comics. It may not have looked much different from what we had at AVCon but know the gunner is a lot smarter now. Keep an eye out for them in future levels, they’ll be back and in greater numbers.Signing off,
George Martin

Greenlight Comics Playtest Retrospective - March 2019

Patrick Webb - Monday 6 May 2019

Comics and video games, a great pairing!


There’s a common problem that video game developers suffer… after staring at the same game for a year, it’s really easy to lose sight of what does and doesn’t work about it. I can’t tell you the amount of times Frosty has told me a level is too easy, only to then try it on a newcomer and have them be utterly defeated by it!

It had been 6 months since anyone outside of the office had played rooftop renegade, and there had been a ton of new changes and mechanics added in since then. We needed fresh players to try out what had been added, and make sure we’d taken the game in a direction fans could agree with!

AVCon July 2018, a lifetime ago…

Our team is really passionate about our industry, and always looking for ways to get more people interested in game development. We saw an opportunity to catch up with, and meet, not just our friends but also fans of games and development in general, all while getting some valuable feedback. Instead of inviting some friends around to play our game, we decided to make a public event, where anyone could walk in, play the game, and learn a bit about how we put it together. So we booked a venue, set up an invite, and started building up a guest list, easy right?Well here’s where agile development gets a little messy. During the build up to the event we brought people from around our office at GamePlus to test out the game, hoping to iron out any major bugs before the big event. Here we ran into two main issues. The levels were too hard, and a lot of the new mechanics were unclear. Another result of us working on the game too long, we needed to drop what we were doing make some new additions, and fast!

The team hard at work, unaware of all the new tasks that are about to come rushing in!

As the game’s designer, it’s my job to work out solutions to these kinds of problems, prototype them, and then pass them off to be implemented by either artists or programmers. The unfortunate reality of this job is that often I have to add to my own and the team’s already large workload. I remember less than a week before the event, tapping Alex on the shoulder, him already bracing for the bad news, “Hey Alex… we don’t have a score screen layout yet”.We managed to pull off a very strong week of fixes and additions in the lead up to the event. Using my new level building system I managed to build up a tutorial, and a much more friendly first level, which brought us to a total of four playable challenge levels at the event. Combined with Alex’s amazingly complex new version of the Cyber City environment, we had a great selection of playable content ready.We’ll be posting up blogs that go into the nitty gritty about these changes, so look out for those in the weeks to come!

Cyber City looking wonderfully grim!

Finally, it was the Saturday morning of the event. We’d faced a lot of challenges along the way, and as is common with game development, we’d left too much work and bugfixes until crunch time. Exhausted, nervous and excited we packed up our equipment and rushed over to Greenlight Comics. The rest of the day is a blur for me, but some great photos, excellent feedback, and excitement from players, made the event absolutely worth the effort. I can’t wait for the next one, and I hope to see you all there!Much Love,
Patrick.

Everyone managed to get a turn to play, just!

Patrick Webb

Rooftop Renegade, The origin story

Rooftop Renegade Dev Team - 21 Feb 2019

The Rooftop Team (L to R) Alex Ferrabetta, Samuel 'Frosty' Frost, Patrick Webb and George Martin.


It’s 2am in the dark of a parent’s loungeroom. AVCon 2016 opens in 6 hours, and a barely working game is compiling for deployment. Pat leans over the dark table, lit only by dim monitors, “Hey Frosty, let’s do this again but with a full game, we’ll be prepared now”. Sam takes a minute to process in his half-asleep state, “Yep, let’s find a team”.

Melonhead Games began with a simple drive. We love working on games and we love unique experiences, so let’s make some! Pat and Frosty started pitching to other student developers at their course, soon enough we were a team of four. First joined Alex, a great artist with a keen eye for style and detail, then George, who's technical mind has pushed our blueprints much further than we could have hoped to achieve on our own.After working on some smaller projects together we entered the 2018 Global Game Jam. A challenge to build a playable game prototype in 48 hours. By the end, while completely exhausted, we had our first build of Rooftop Renegade. A party game with one player running through a level while others shoot the track ahead of the runner to stop them.

Melonhead Games presenting Rooftop Renegade at AVCon 2018.

We managed to grab a great office at GamePlus Adelaide, and over the next few months experimented with various directions to take the idea. This included a mobile endless runner, and an online multiplayer experience. Quite by accident we found a single player challenge mode was just as exciting as the multiplayer (Pat needed a way to test without distracting the rest of the team). Rooftop Renegade pivoted to a challenge-based platformer, with the party mode still included for local fun.

George, Alex and Pat showing all the emotions involved in moving into an office.

We managed to get both singleplayer and multiplayer builds ready for AVCon. This was the first time anyone had seen it since it was a Game Jam prototype and we were incredibly excited to get people playing. The reception was amazing, the enthusiasm from players was exactly what we needed to keep motivated after a huge semester. Not everything was perfect though, we somehow managed to end up in the wrong carpark after a rushed pack up. Pat and Frosty waited impatiently for Alex to come rescue them and get them home. Thankfully, he came through!

Frosty and Patrick about to crash after the AVCon weekend.

Since then we’ve taken Melonhead Games through NEIS, a government program to help small businesses get started. We’ve established a company and have been chipping away at the backend of Rooftop Renegade, making sure the gameplay is as tight and fun as possible.

Keep a lookout in the near future for our Rooftop Renegade banners at events!

We're plugging away at a build for our next playtest event and can't wait to show you all how far the game has come! Get your kicks!Much Love,
Rooftop Renegade Dev Team