Pumping Work Out Before x.5000
Hello indie game lovers, competitive gamers, retro style lovers and those into learning game development. This is a part of our series where we discuss the development of Ballland: World, our adventure/battle multiplayer world.
It’s a game and set of experiences where you play as smiley characters named after their colors and go through adventure levels in single player mode, and some of the most exciting battles in multiplayer mode, featuring offline and online play. Here’s our game page.
Regarding development, we’ll touch on some of our progress done for the release of the so-called “0.00.100.5000”, or x.5000 for short. The updates we’re working on are so big, that the “1” may change to some higher number as the multiplayer is almost done with its base framework.
In the above video, you can see where we’re at. We’ve added several new colored players to the roster, though they aren’t yet all selectable. Before x.5000 rolls out, we’ll need to create a new character select screen which gives room for all of the characters plus 1 or more custom characters. The layout of this screen will have the selected character on the left with their stats, including a second player for 2P mode. The team selection will remain localized at the bottom of the screen. The stats will animate and there’ll be the ability for potions to boost stats upon entering the battle.
A lot of times, it’s marketing that takes up more of our energy. This game is meant to be played, and it has a very versatile platform to keep players entertained.
The level editor is undergoing testing for multi-layered tiles. This will allow for players to make elevated, ceiling, or floor tiles onto a level. In order to do this, we add amplifying information into the level file that tells the builder “this is now our current tile layer, tiles from here on go on this layer,” and does so for each layer. Meanwhile, the layers are handled by the builder to establish the height of the layer above the characters. This is where the hangup is, because while it supports the multi-layer tiles, something’s happened to the saving mechanism.
Above, you can see that some tiles and collisions were destroyed in saving the level. It seems to be random, but in these sensitive formats where floating point numbers can break a level, there is nothing left to chance. Thus, the same tiles and objects are not saved over, especially the 1x1 solid blocks.
We were able to test the level locking feature successfully in the current public version thanks to community activity. Now, if a person creates a level, other players aren’t allowed to steal it and make a copy in the level editor unless the level is unlocked. This allows Level Builders (a special role in our community) to create a level, sell it, control the distribution, etc. for their players, without the chance of just anyone taking credit for their work.
In the battlefield, we’re testing out multiple non-visible functions to extend what we can do with the game. Like BBDeluxe, the major success in the series, there are plans to build a complex economy on the game.
We start with 8 currency units, each gathered from different actions when playing on certified courses and arenas. These currency units have different values but can be traded for the base currency, the gold coin. Upgrades and shop items can be purchased exclusively with their native currency or with gold coins.
The economic system is very a delicate concept to work with, but we want this to remain flexible and give possibilities both within and beyond the battlefield or adventure course.
Now, focusing on the online mechanics. We’re working with features that allow for a more connected feeling with others. This has led us to a basic chat feature in online lobbies. While waiting for a room to start, players can choose from pre-selected messages to discuss the upcoming or previous battles, decide on stages, and keep each other updated in between sequences.
Along with this we’re testing a feature that allows for players to see what others are choosing. In the play select screens in a room, player boxes will illuminate the stage of their choosing. This can nudge player choices and show activity others were not aware of in the past versions.
The spectator mode is stable, but needs tweaking. The UI is looking to get a minor update to showcase the chat log and player voting.
We have to build at least a new official stage. This’ll get us to the milestone of half official stages complete. We’re looking at BBD The Dark B as its large, versatile, and themed well. This stage would take about 2 or 3 hours to make. We’ll be using the new level editor features such as flexible collisions which will simplify and speed up development a ton.
With these levels, a large part of time is spent translating the exact layout from BBDeluxe. It uses the 32x32 grid for ease, and much of the tiles are the same or slightly modified. A big thing to note is that BBDeluxe supports 8x8 tiles, something that we’re limited in BWorld with for now (it’d be complicated for 8x8 tiles, having to “craft” the smaller formations and using a script to shrink the formation from 16 -> 8 upon loading a level, possible but not on the radar).
Luckily, the Dark B is quite 16x16 supportive.
Speaking of stage-building, MikeTheDigiGoia, a player in our community, remodeled his custom stage with outlines, and this is how it’ll look in the next major update:
If you like this kind of content, let me know. If you like the idea of the game, come join us in the Discord or forum. We can discuss the mechanics more, play some matches, etc.
Get Ballland: World!
Ballland: World!
Play fun matches online and share your own levels.
Status | In development |
Author | ATH Connect Productions |
Genre | Action |
Tags | 2D, battle, competition, Indie, items, mario-kart, Multiplayer, party-game, playful |
Languages | English |
Accessibility | Color-blind friendly, Configurable controls |
More posts
- Halting Game Events to Develop More? #devupdate7 days ago
- From Gaming to Competing17 days ago
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