Ball World 3D 👾


Looking good!!
Messaging u now.


Thank you!!! :heart_eyes::heart: Can’t wait to see what this game turns into in another month! It’s growing quick!


Hey everyone,

The new biome is going to have to be changed.

The new biome was going to be called “Grasslands” and many grass assets were going to have to be placed.

I’m no longer liking this idea, so I’m going to have to come up with a different area that is quite open and free. I’ll keep you updated.

If I were to make it a biome, possibly over 1,500+ indivual grass assets would have to be placed. It’s been 17 days.

I’ll try to come up with something better!


This game has taken a pause for a while. Collecting some ideas and gathering inspiration!

Going to be contacting our music producer for an official soundtrack very soon :+1: - having this worked on months in advance will be a great idea. Remember Show Your Talent? We didn’t discuss an agreement til weeks and weeks before it was released!


Cool, we are waiting the new awesome projects from You and Your great team!:slightly_smiling_face:


Hey guys,

So so sorry for my absence! Been very busy and haven’t had time for game development or anything. HOWEVER!

I’d like to FINALLY announce that the Ball World 3D amp is officially COMPLETE!!

Here’s what we have! -

  • Spawn area
  • City
  • Old Ruins
  • Village
  • Farm
  • Graveyard
  • Tower Defense
  • and now: Open Settled Fields!

Open Settled Fields is the new part of the map and is basically self explanatory: it’s open! There’s so much space to explore and see, and you can freely roam around. However, there are fences in many places, road signs, and rocks that may get in your way- that way this part of the map isn’t so completely flat.

Check it out:

Here’s a checklist so far:

  • player movement :white_check_mark:
  • player jumps :white_check_mark:
  • camera follows player :white_check_mark:
  • 100% map completion :white_check_mark:
  • Gems :x:
  • Gems rotate :x:
  • Win/Lose Scene :x:
  • (“secret obstacle”) :x:
  • main menu :x:

I’ll also be doing events for the game! Remember when I said I was looking for inspiration? Well, I was thinking of events to place in the game when this game was complete! Some events may be:

  • Christmas event
  • Halloween event
  • reggae event
  • sport event
  • ocean event
  • party event
  • and much more!!
    Each event would be monthly.

So what do you think so far? What are your opinions of Ball World 3D? This game will now get into basic gameplay instead of just design now!


Gems are now implemented! This is the only one for now to be tested on, and I also added text to make it clear that you need to collect the gems. They rotate on their y-axis - just the way I wanted it!


  • player movement :white_check_mark:
  • player jumps :white_check_mark:
  • camera follows player :white_check_mark:
  • 100% map completion :white_check_mark:
  • Gems :x: (will check this when complete)
  • Gems rotate :white_check_mark:
  • Win/Lose Scene :x:
  • (“secret obstacle”) :x:
  • main menus :x:


Gems can now be collected!

I still need to figure out how to hide that text though…


That’s some good progress now after coming back!

Hey @Ready, do you know how I could hide that “collect” text via C# in Unity when that certain gem is gone?

(NOTE: the position of the “collect” text is going to change until I’m okay with where it’s at)


Hi @Dravins! As you know, we do not provide support in developing applications for the Unity, but for an old friendship :wink:, try this use the this example:

using UnityEngine;
using UnityEngine.UI; //It is important
using System.Collections;
public class DateGUI_script : MonoBehaviour
  public GameObject guiTextLink; //Object reference if the script is not on it
  void NewConditionForTheYour Function()
      guiTextLink.GetComponent<Text>().text.enabled = false;


Thank you @Ready!

I typed the code exactly. What should I change?

I attached the code to the text

EDIT: fixed the brackets


This line you need to add to the script where you hide the square (Point)

And also this: “using UnityEngine.UI;”, at the beginning of the script


Cool! Thank you! Really appreciate the help :grinning:

Edit: hmm… I tried it but there are now compiler errors. What should I fix? This is where I added the text to be hidden. The void is talking about if the ball hits a gem- that gem would be hidden.


You need add the link for the your text(Name Text object) in the script, example:

  import UnityEngine.UI;

  function myFunction() {
  var textShow : GameObject;
  textShow = GameObject.Find("MyObjectWithText");
  textShow.GetComponent.<Text>().enabled = false;


Thank you Ready for this information!

New updates -

  • 50 Gems have been scattered all across the map

  • Some gems are hard to hide to find. Each place hides gems differently, and some places are harder to find gems than others. (Example: it’s harder to find gems in the Tower Defense area than in the village area since there’s much more obstacles.)

  • A counter has been displayed and lets the player know how many gems they’ve collected.

  • A new “mini” win-scene has been implemented, however is quite buggy. Sometimes the win scene is displayed on start, but I’ll fix this ASAP! The mini win scene is a placeholder til the official win scene is implemented.

Here’s a preview of the game and collecting gems (this was before the counter and mini win scene were implemented but is still basically the same) -
image image

Now, the hardest part of development is about to happen. This part goes wayyyy beyond my knowledge and is going to be extremely hard to implement but I will try my absolute best on this.

Remember the “secret obstacle” on my checklist? Well… 2 of my favorite games have this “obstacle” that roams around the map by themselves and I want my obstacle(s) to do that as well. And if they’re caught seeing the player - the ball will have to quickly escape that obstacle before being “killed” or so, broadcasting the “lose scene.”

Granny is my absolute favorite game and Granny roams around the map herself- you must escape her and hide. She will run after the player after seeing them.
image image

My other favorite game - Yandere Simulator - has teachers who will end the game if you’re caught doing something bad. I like the gameover scene and found a lot of inspiration from it -

I won’t say what the secret obstacle(s) are exactly, but that’s what I have to say for now! :grinning:

What do you think? What suggestions do you have for the game? Let me know your thoughts!


Hi @Dravins! To do what you need, study these topics in the forums: “Waypoint system” and “NavMesh”.


Thank you @Ready! :grinning: that really helps me a whole lot! I didn’t know about these, and I found a lot of very simple tutorials over it. When I try it, many tutorials make it simple- so I’m excited for that. Thanks again!!


…no problem!:wink:


Hey guys! I am now on break from school and development is now back up and running again.

I am creating enemies in Ball World 3D, however- I have not competed the enemies just yet. There’s minor improvements I want to make to the game and I want to edit the main player as well, and I need to add cool effects to the enemies. If you want to know what’s going on with the secret obstacle, they can only go to their first waypoint so far but I found this great tutorial if anyone is using unity and wants to use the waypoint system to create enemies in their games where they walk by themselves:


Cool that you’re using waypoints now!!



Minor Improvements:

  • Player now has a grey material instead of having no material whatsoever (very similar color- just a tad bit different)

  • Minor Improvements to the “Minor” Win Scene!

Bug Fixes:

  • The “Minor” Win Scene had a bug where you would instantly win the game once you started the game, this no longer happens.

Waypoint Update:

  • Enemies now have the ability to transport themselves to different waypoints AND loop their movements!
  • Enemies design is not complete
  • Enemies need effects

(Enemies are spheres, but hey! It’s called Ball World 3D for a reason!)


What’s Next?

  • The Player will be having a hat!
  • Enemies design will be complete
  • Enemies will have effects

Will post another update when those 3 are complete!

What’s Next For The Game As a Whole?

  • After Enemies are fully implemented and complete, the lose scene will be worked on.
  • After the lose scene, the win scene will be worked on more and completed
  • After the win scene being complete, the main menu will be worked on & soundtrack will be implemented shortly after
  • Spanish translation
  • PUBLIC Beta Testing!!

I hope you’re enjoying these updates! :grinning: