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My Indie Dev Story – The Ball Guy And ‘Unstoppable’

Unstoppaball DX was my first major game. It’s interesting to look back at how I made it, and how it looked during the stages of development.

Unstoppaball

The final game looks like this:
But a long time ago before reaching that point, it was this:
I created this in a Unity-course at game-design-school. I have just learned the basics of the tool and was given the task to create a Pacman-clone in 3rd-person, within 1.5 days.
I experimented for half a day before coming to the conclusion that Pacman, without seeing the entire playing-field, would be no fun. So I “inverted” the level, turning corridors into catwalks and replacing my player-character with a physics-controlled ball. “Incrediball”, how I called it, was a blast. After a while people competed against each others to see who could get the better score, which was an amazing feeling.
Note how the very core of the game – moving a ball around a maze in isometric view – was already “finished”, and would remain the core of the game for the rest of the development.
Later I was given the assignment to create a full game in 4 months, and I chose to extend the prototype into a full game. Sadly the name “Incrediball” was already taken, so I fell back on “Unstoppaball“. I have an entire list of ball-puns.
Working in parallel to classes the game ended up looking like this after 2 months. The objects have been cleaned up and placeholders been replaced. The textures are still temporary.The original plan was to create 4 chapters á 10-15 level leach, with each chapter representing a dfferent art- and playstyle. I settled on “aqueduct”, “cyberspace”, “modern snowscape” and “crystal forest”, which all struck me as more interesting than “lava-world”. I shelved the latter two due to time-constraints and polished the first 2 chapters as much as possible for the last month, getting dozens of people to playtest it.
I also experimented with different gameplay-elements, such as jumppads, accelerators, wind-zones, crate-puzzles, enemies, shover-enemies, and several level-design-objects.
This is the release-version of Unstoppaball. Everything has been finalized and polished to a mirror shine. The 6+ weeks of playtesting have resulted in 30 unique, well-paced levels, which I have already culled from my initial 45. The game is fun, people laugh when playing it, and I am ecstatic.
After 4 months I handed in Unstoppaballand release it to the public. It got a grade of 100%, was the best game in class, and is still (one of) the biggest games created at the Design-Schule-Schwerin.I call that a whopping success!

Spin-Off: Metal Sphere Solid

For Ludum Dare 21 I created a small spin-off titled Metal Sphere Solid. It was a large level set in what was supposed to be the “modern snowscape”-setting, resulting in what is the best-designed level so far.

In addition to puzzles it also features characters, a story that weaves itself naturally into the gameplay and doesn’t interfere with it, stealth-based gameplay and battling enemies.

From the 599 games entered into the contest it ranked 42nd overall.

Unstoppaball DX

For my next step in my Indie-career I wanted to create a mobile-game. As luck would have it, I had one lying around, ready to being ported :)

In Unstoppaball DX (DX, because the HD-suffix is boring) you control the ball not by button or joystick, but by tilting the iDevice. This was massively fun, and improved the game a lot.
The new interface I created from scratch, making it more mobile-friendly. The soundtrack was extended to 8 songs in total. I threw out the mini-pickups, as they were rather boring. I also added a customization-feature (which I would later re-use in Badass Locomotive), with which you could customize the appearance of your ball, being able to chose between 6 cores and colors, ultimately resulting in 36 unique spheres.
I also had to adjust performance-wise. I removed a lot of polygons and changed all the materials to more efficient mobile-versions. I was forced to change the look of the second chapter, as the background-pillars were too cpu-intensive. I replaced it with an animated flat plane, which was much more efficient and visually interesting, and conveyed “cyberspace” a lot better.

Unstoppaball DX
has now been on the iOS AppStore for some time, where it fared quite well.

Features:

  • Made with no monetary budget (save for iOS-licenses)
  • 30 levels, all unique
  • 2 distinct art-styles
  • The largest ball-game made with Unity
  • 2-3 hours play-time
  • Soundtrack featuring 8 classical music-pieces
  • Ball-customization, with 36 unique combinations

 Achievements:

  • 25000+ downloads on iOS
  • 37th spot in the Kongregate/Unity-contest of February 2011, of ~600 entries
  • Still high ranking Unity-game on Kongregate
  • Nominated for an Unity-Award 2011 (student-game)
  • Presented at the Unite11 in San Francisco
  • Shown on the Unity-website as “good example of a Unity-game”, next to AaaaaAAaaaAAAaaAAAAaAAAAA!!! for the AwesomeRochard,Jetpack Brontosaurus and others
  • Appeared on Rock Paper Shotgun, Joystiq, IndieGameMag

Conclusion

For something that began as a simple prototype I have gotten an incredible mileage out of this. It was my first game, and I have learned a lot during it development, not only game-design but also business-wise. It has been the foundation of my portfolio ever since, and lead to multiple instances of me being referred to as “The Ball-Guy”.

This article appeared originally on Matthew On Game Design
Written by Matthew
Do YOU have an Indie Dev story you’d like to tell? We’d love to hear it! Send it to us at editors@indiegamemag.com.

Source: The Indie Game Magazine – My Indie Dev Story – The Ball Guy And ‘Unstoppable’


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Anime Way Please: Alien Ass Kickery In ‘Ashley Ao’

Ashley Ao

Honey Tribe Studios are working with Ryan Jackson to bring an anime-inspired sci-fi action experience to your mobile devices with Ashley Ao.

Someone told us that you lot like anime and quite a few of you like sci-fi. So, how about this then – we fuse the two together! Eh, that’s a good idea isn’t it? Honey Tribe and Ryan Jackson thought so when they joined forces to make Ashley Ao for mobile devices.

This is an action game in which you play as the titular mistress and run about kicking the ass of the aliens come to terraform the planet she inhabits. That obviously wasn’t a good idea. The aim of the gameplay is for a more combo-based combat future, by that we mean the challenge of the game is to keep linking attacks together without stopping for a breath. This will be a requirement in the game’s later stages.

There’s no release date for Ashley Ao quite yet but the developers intend to get it on iOS and Android devices. For now, you’ll have to make do with this gameplay preview.

width="560" height="315" src="http://www.youtube.com/embed/3C9gQ6YjPRk" frameborder="0" allowfullscreen>

You can find out more information on Ashley Ao over on the official website.


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Browser Pick: Unstoppaball

Unstoppaball001

I’ve always had a special place in my heart for marble-type puzzle games, beginning with Marble Madness when I was just a small child. I just love the physics behind them, to be honest. Unstoppaball is a similar physics puzzler to Marble Madness, but with a single caveat, it’s available as a browser game.

With the advent of the Unity Web Player, developers have been able to create browser games that far surpass what we are typically used to. In fact, they’ve gotten to the point where browser games can offer full PC experiences without the need to ever install anything (aside from the actual player plug in, of course). Unstoppaball is a showcase example of Unity’s ability to create fantastic games for the web.

Anyway, enough gushing about the technology, the game itself is actually quite good as well and controlling the ball is quite intuitive despite the fact that you’re only using the four keyboard arrow keys. I was actually quite impressed that the game didn’t suffer from worse controls, especially given most of my recent experience with rolling physics puzzlers have been with thumbsticks, which are far more accurate than any d-pad.

Unstoppaball is available right now via Kongregate. As always, browser games are free.

[Kongregate]