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Balls of Steel
Balls of Steel
| Name: | Magnus Blikstad | ![]() |
|---|---|---|
| Date Posted: | Mar 12, 2008 | |
| Rating: | 3.8 out of 5 | |
| Public: | YES | |
| Comments: | YES | |
| RSS Feed: | or Subscribe with . | |
| Profile Page: | View profile page for Magnus Blikstad |
Blog post

Working with Martin and Thomas...
Some of you may have read Martins blog about our little get together just a short month ago. The plan was basically to have something done in roughly two months, well, let's just say we're ahead of schedule!
While using unity have it's annoyances, it does allow you to very rapidly get your game up and running and very rapidly start fleshing out the gameplay (we had the first prototype of the game done within the first 24 hours).
Balls of Steel!
So, what is the game then? The game itself is a pretty simple concept. You have a puck, you have a gun... shoot your gun to move the puck over to the goal. Of course things are never quite that simple, now are they? There's of course an opponent on the other side trying to do the exact same thing!
Without further ado, some screens for you;

menu

Goal!

uh-oh
What's left to do...
Still some bug fixing left before the game is ready, but it's very rapidly approaching being done. We're looking into distribution options at the moment so stay tuned.

Recent Blog Posts
| List: | 03/12/08 - Balls of Steel 10/16/07 - IGC photos, Band Jam and The Procrastinators. 10/02/07 - When Orcs Attack artist post-mortem 09/05/07 - When Orcs Attack... 04/10/07 - TGB particles, and such... 10/12/06 - Back from Eugene, back to work... 05/03/06 - Website host moved. 02/12/06 - Minions of Mirth load test. |
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Submit your own resources!| James Laker (BurNinG) (Mar 12, 2008 at 11:20 GMT) |
Are you going to have more than one "table" to play on?
| Ramen-sama (Mar 12, 2008 at 11:45 GMT) |
| Chris \"C2\" Byars (Mar 12, 2008 at 12:02 GMT) |

Edited on Mar 12, 2008 12:03 GMT
| Martin Schultz (Mar 12, 2008 at 12:06 GMT) Resource Rating: 4 |
| Magnus Blikstad (Mar 12, 2008 at 12:46 GMT) Resource Rating: 5 |
Ramen-sama; yes, we're aware of it... and we decided to simply not quite care... ehm. =)
Chris; heh, yep. The original ideas more or less spawned out of strange memories of crossfire. (at the time neither of us could actually remember the name of the game though, but we ran across it at some later point).
Edited on Mar 12, 2008 13:03 GMT
| James Laker (BurNinG) (Mar 12, 2008 at 13:16 GMT) |
I guess someone has to ask eventually:
Quote:
While using unity have it's annoyances...
Would this have been easier to create in TGEA than in Unity or not?
| Magnus Blikstad (Mar 12, 2008 at 13:33 GMT) Resource Rating: 5 |
TGEA (and most definitely TGE) have it's uses, extremely short development times isn't quite a situation where it shines though. =)
| Martin Schultz (Mar 12, 2008 at 13:35 GMT) Resource Rating: 4 |
A little story for the answer: While I was driving home from the meeting in Copenhagen with Magnus and Thomas, they already started working on the prototype. Driving back from CPH to Hamburg by car took 4 hours. At home I openend my Macbook, fetched mails and got mail from Thomas and Magnus with the URL where to test the fully functional prototype...
From my point of view (without wanting to hijack Magnus answer): No, way easier in Unity. The annoyances from my perspective is the asset server (AS) that has some flaws. You can't really use SVN with Unity when you work in a team so you need the AS. For example the scenes in Unity are monolithic, so only one can change a time. And no update notification mails. Thomas has setup his SVN server that after each commit all team members get an update notification mail with the last checkin comments. I _really_ miss that in Unity although I heard from some guys that got it working (source is available!). Other than that I encountered for me no other annoyances in working with Unity.
Update: P.S. Found the link: See there the video of the guys that connected their asset server commit logs with a scrolling LED... :-)
Edited on Mar 12, 2008 13:37 GMT
| David Montgomery-Blake (Mar 12, 2008 at 13:40 GMT) |
| Russell Fincher (Mar 12, 2008 at 16:49 GMT) |
| Thomas "Man of Ice" Lund (Mar 12, 2008 at 17:13 GMT) |
Torque has its uses and strengths and Unity same, but different ones. Was fun to try a different engine after so many years of Torque.
I guess we will post a link to the game itself later for everyone to test drive. But there are some things we need to fix first :-) Want it to be "done" without known bugs.
| Affectworks (Mar 12, 2008 at 18:58 GMT) |
Fredrik S
| Phil Carlisle (Mar 12, 2008 at 21:29 GMT) |
I remember me and my brother playing crossfire, whats next, KOJAK? :)
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3.8 out of 5


