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This not only brought a more direct sense of control to the vehicle, it also enabled some changes that made 'aerials' much more achievable on touch screen." "One major change was shifting away from the 'flight controls' Rocket League uses and instead mapping analog/joystick input to the direction the vehicle points its nose. "The shift from 3D to 2D brought a lot of interesting changes," Garza tells us. The team had to work to find the balance between keeping Rocket League's trademark high-octane gameplay, but in a way that is playable on mobile. Rocket League's traditional design and controls as they are don't quite translate to a smaller, touch screen device. Sideswipe didn't host any public betas to test the waters of its live service before a global release, but the game did have one really limited technical test in the Oceania region which ran for around five days, in order to test the custom networking, and gain insight into how players understood the core loop and gameplay controls. Keeping up with all the changes and doing this all as a tiny group of developers in a pandemic "We had to keep the design of Sideswipe flexible, and at times nebulous, in order to be in a position to pivot if the player's expectations changed in the post F2P world. "This meant we would have to balance development priorities across multiple projects, and be ready to handle the design paradigm shift that Rocket League as a brand underwent," Garza says.
![2d rocket league mobile 2d rocket league mobile](https://imag.malavida.com/mvimgbig/download-fs/rocket-league-sideswipe-31372-15.jpg)
While Sideswipe was in its initial development stages, the wider Psyonix team was busy with turning Rocket League from a premium title into a live game. Rocket League Sideswipe swaps 3D for 2D to accommodate mobile controls Garza says that the game ended up launching with a core team of about eight developers, with "hard to quantify support" from additional people in marketing, community development, QA and customer support, among others. Once the concept was officially greenlit by Psyonix, the group was allocated more resources to build out a stable development team. "We all wore multiple hats and made a couple of prototypes to try and find a version of this concept that was fun." "The early premise we explored was 'can we take the foundation of other 2D soccer games and merge in Rocket League mechanics to make something fun, unique and playable on touchscreen, but still feel like Rocket League,'" Sideswipe designer Robert Garza explains. The idea for a mobile version stemmed from Psyonix founder Dave Hagewood, who, after playing through a number of phone-based football games, wondered if Rocket League could be transferred in the same way.ĭespite living under the Epic Games umbrella, the conception and development of Sideswipe's early prototypes were handled by a modest team of between three and four people, some of which were splitting their time between the main game and this new idea. Enter Rocket League Sideswipe - a mobile recreation of the Psyonix's hit, fine-tuned to be played on smaller devices. Its infectious combination of rocket-fuelled driving and straightforward football rules created a fusion that has since entertained millions.īut despite its prowess across every other platform, one market remained untapped.
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In 2015, Psyonix's Rocket League took the world by storm.