[PS4Blog.net Interview] tinyBuild On SpeedRunners
We’re currently playing SpeedRunners for a review, so we got in touch with tinyBuild to talk about the game’s journey to Sony’s PlayStation 4.
PS4Blog: Hi! Thank you for joining us at PS4blog.net Would you mind getting us started by introducing yourself to your readers and letting them know a bit about yourself and your work?
Hello! My name is Yulia Vakhrusheva, and I’m PR Director at tinyBuild.
PS4B: SpeedRunners has been released on Sony’s PlayStation 4. What is the game about?
SpeedRunners is a 4-player competitive platformer with superheroes, grappling hooks, power-ups and interactive environment. You can race against your friends locally or online, or play against AI opponents. It’s very easy to play, but hard to master.
PS4B: How long did it take to bring the game to PS4? Where there any hurdles that had to be overcome during the game’s development?
We started porting the game to consoles in 2014. Why did it take us so long to bring it to consoles? SpeedRunners was initially built in XNA, so it took us almost a year to create a script that takes XNA code and compiles it in Unity.
Then, we encountered another technical hurdle: SpeedRunners’ networking was heavily dependent on Steamworks: matchmaking, lobbies, user data were all created in Steamworks. So all these processes had to be disconnected from Steamworks and connected to consoles.
After that, the certification and final game release seemed like a breeze. 🙂
PS4B: With SpeedRunners out there in the wild, is there more DLC planned for the game on top of what is available in the deluxe bundle?
Any new additional DLC will depend on players interest and what is currently in demand.
PS4B: And now it is time for us to go. Would you like to add anything else before we end this?
Four years ago releasing the game on PC, PS4 and Xbox One was our goal – but now we see that the game has more potential – such as DLCs and new markets. Thank you for reading and happy speedrunning!