Top Run UI: Embarassing Truth

Remember how easy it was to show adults colorful drawings you made when you were a kid? Not anymore. We are adults and we are making a G A M E. Of course, it’s our first game and we had no idea how to do anything, including UI (and we still don’t), but it’s nevertheless embarrassing to show earlier versions. There’s a good side though – someone might find it helpful and feel great because their UI is better. Here we go!

January: In the beginning we thought that VHS-like font is totally cool and used it everywhere until we realized that we will localize the game and the font doesn’t support any languages other than English. We wanted Top Run to work in all languages. So we said goodbye to that good looking font.

February: Same thing happened to extremely hardcore post-processing, ugly and too demanding for smart-phones. At that point we’ve added skins and that’s how buddy and Kevin appeared on the main screen. We wanted players to see that they can change skins!

Beta: We realized that square buttons are definitely not okay, but we didn’t know what else we can do yet. Thanks to similar-looking square buttons, many players couldn’t even find how to start the game! For same reasons skins and upgrades were completely unseen and forgotten by players.

November: We’ve got dad’s approval of the start button, threw away the rest of squared buttons and pixel counter (you don’t buy anything here so you don’t need it). iPhone X tests have shown that top-left icons were obscured by notch, so we rearranged them horizontally.  Also, we gave up on our idea to show Kevin and Buddy in the main menu.

January: To be honest it’s still our favorite color scheme, it’s the real 80s. The idea was to give players a feel of an old computer. We showed it to our sisters and they found it depressing:(

February:  80s grid background solved depression problem.

Beta:  Eureka moment: aaaaah icons were invented with a purpose! It solves localization and recognition problems (should’ve realized it way earlier, don’t judge us). Background is now even less depressing and we threw in a calling-to-action header.

November:  We realized that our back button is more like a next button – it’s on the right, it kinda leads forward. Now it’s a home icon, in the upper-left corner. Also, meet new rotating powerup icons. Oh, and we decided to be more consistent and make all buttons blue and non-buttons pink (hope you get the idea). And it’s a game, it can be more vivid and fun!

We’ve added transparent grid background to all pop-up menus and a cool “now playing” panel. Also replaced those boxes with bullets to make it easier to read objectives.

January: Same story with depressing background:(

February: Obviously a bad decision to make that huge “1 token/restart” button with token counter under it. Background is not depressing anymore though!

Beta:  We’ve added one more menu and restart button moved there, so it was replaced by next button. A huge and ugly next button.

November:  Now players can share a screenshot of their score and send it to friends! That brings back the idea to show Kevin and Buddy skins (only now you can even show them to other people) and bye-bye square button, hello icons!

Beta: We’ve added temporary boosts and that’s how this menu appeared. Our goal was to show players that skins and boosts exist. Then we threw in statistics and upgrades buttons to fill the screen.

November:  Game modes. We realized that a player should be able to change them before restarting the game. Boosts were changed to cheats, because cheating is something each of us did in games. At least once. And we made our restart button look very similar to start button. We checked with Dad, it’s cool. Overall, less square items and less clutter.

Conclusion: We still have no idea how to UI and no way current UI is up to any standards. However, it’s still better than it was (even dad could navigate there).

Here’s what we’ve realized during this time:

  • Fonts should support all languages (it’s really bad when the game looks nice in English but when you change the language it’s just all ugly Arial)
  • Buttons shouldn’t be same and square. Icons are great.
  • Show your UI to your dad and your grandma and your little sisters/brothers and to your cat.
  • UI is incredibly hard and that’s why UI/UX designers earn a lot. They deserve it.
  • Forget everything we said and hire someone to do UI for you.
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Nothing’s Gonna Stop Us Now

We’ve been silent for quite a lot so it’s time for us to finally tell you what have happened to Top Run and us in the past few months.

Part 1. Beta

We started the beta and those were probably the best days of working on the game! Feedback, feedback a lot of valuable feedback and suggestions.

People have sent us very detailed reviews.
And what we didn’t expect (but wanted to) is that they were positive and people actually enjoyed playing our game.

It is still hard to believe it, because after so much time working on our game we have a quite complicated love/hate relationship with it.

Part 2. Publisher

While the beta was going on, some people suggested that we should show Top Run to a publisher. Hmm. Hmmmm. That’s what we thought and after some doubts we decided to give it a go.

Part 3. Waiting

We decided not to make drastic changes to the game in case the publisher will tell us the game is good and that they want some changes, or that it’s bad and we need to change everything. We were waiting for an answer for almost 2 months and at this point developing has slowed down. This was the most challenging part because we were constantly thinking: what should we do? When will we get the answer? It was the first time when we couldn’t plan our workflow.

Part 4. Yes or No?

It was a no. The publisher didn’t approve our game. Of course we were sad, even though we’ve been expecting this. We’ve spent one evening being completely destroyed, eating fast food and talking if it was really worth it from the beginning.

Part 5. Back on track

We woke up broken and sad (and feeling guilty about the amount of junk food we ate). And we started to talk again.

Should we stop everything, forget about game developing – No way!

It all started like a small no name game with a naked man collecting bananas and ended up being a big project for us that became an essential part of our lives. We can’t imagine ourselves working on something else anymore.

We’ve met amazing people along the way:
Beckett – a talented musician who’s music we fell in love with;
Alan – amazing artist who made us the best game cover we could’ve imagined;
John – awesome voice actor who gave Kevin his voice!

And all of you who supported us along the way.

All that waiting and the whole publisher idea was totally worth it! We’ve got a lot of feedback and it’s the best gamedev courses we could’ve found.

Part 6. Plans

We were planning to release our game in 2017. February 2018. Spring 2018. Seems we need to work more on our time management skills.

Right now we’re adding a lot of new cool stuff to the game. And as we’ve already missed all the deadlines we could spend one more month on it.
Maybe two. Because we don’t want to release our game at the same time with E3.

We knew that making games is hard and challenging and the market is oversaturated. What we didn’t know is that the community is incredible and open to newcomers with zero experience. Thank you all for supporting us!

Now we are working even harder to make our game something that we didn’t expect it to be in our bravest dreams!

Mark and Lena

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Top Run Closed Beta for Android/iOS

Hot news! Top Run closed Beta is launching this week for Android & iOS! Want to be among the first to try it? Shoot us a message via contact page or an email at contactkatata@gmail.com with your social profile (anywhere), platform of choice and your App/Play Store account!

Can’t wait to hear what you think!

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Top Run: Soundtrack by Beckett

What is an 80s game without proper 80s music? Nothing, that’s why today we are happy to announce that Top Run will have an awesome soundtrack by Beckett, one of the best synthwave artists out there!

Here’s a link to his website were you can listen to all of his music:
http://www.projectbeckett.uk/

He also has a Twitter and a Facebook page:
https://twitter.com/ProjectBeckett
https://www.facebook.com/ProjectBeckett/

Finally, the most important thing. Check out the video to see (hear!) how Beckett’s awesome music feels in Top Run!

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Top Run Visual Style: Then and Now

Today we’re sharing the visual progress of Top Run – how the game’s appearance have changed from the very first try back in June all the way to the latest build we have.

 

Back then it wasn’t Top Run. Even in the slightest. We were trying to create a simplest endless runner possible and this is what we had somewhere in the middle of it. Nothing, to be honest.

June 14, build 7

 

This was the moment when we decided we want it to be an 80’s game. We’ve changed some colors and felt that we have to start from scratch now. So we did.

July 2 build 13

 

The very first build of Top Run. The guy just ran there, couldn’t even jump. It was a start though! How do you like these 80s houses, by the way?

July 11 build 1

 

It still wasn’t really a game here (even though the guy could actually jump now), but we were starting to understand in which direction we wanted to move.

July 21 build 5

 

We’ve skipped a few months because we didn’t have time to work on Top Run, but we were back in the game! We’ve added Buddy (he wasn’t called Buddy at that point, but he had a hoverboard) and some enemies. They were all just walking around, you couldn’t shoot, but it was beginning to look like something.

October 7 build 11

 

Finally, enemies worked like they were intended to (you can see Hack right here), you could jump, you could shoot, even the menus were more or less good. Obviously there were no animations yet. You may also notice that we didn’t go for the synthwave look back then.

October 24 build 17

 

This was our third Buddy (and a final one!). Around that time we realized that you could basically run forever on the ground level. We fixed it by adding a new running enemy. We didn’t know how they would look like, so we just threw an old Buddy skin there. The buildings here are the actual buildings we use now, even though their looks changes 12 more times.

November 19, build 25

 

We tried to make it look like 80s, but didn’t know how. At this point we needed to explain in which era the game was set in. Then it striked us: there is a look that always reminds of the 80s, that we all love and adore. And we switched to  a synthwave-ish purple colors.

December 2 build 36

 

We’ve tried a lot of things before we got to this look. We’ve even tried post-processing, but turned out phones are not ready for it yet.  It took us quite some time to get that post-processed look without actual post-processing. This is what we ended up with and we’re happy about it!

December 18 build 53

 

This is our current build. We’ve changed thousands of things between this and the previous one, but you can’t really see it. The look was almost finalized back in December. Now, a thousand more of little invisible changes awaits!

February 12 build 94
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