Ball World 3D 👾

#27

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;
     }
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#28

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 -
image

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!

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#29

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

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#30

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!!

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#31

…no problem!:wink:

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#32

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:

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#33

Cool that you’re using waypoints now!!

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#34

~Update!~

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!)

image

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:

3 Likes
#35

Since fhe enemies are sphere’s , you could make the enemies look like round skulls.
Or attach spike sprites around the sphere’s and turn the colliders off for the spikes so they don’t affect the sphere’s movement.

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#36

I have a really cool idea for the enemies but I want it to be a surprise til I show what it is :wink: it has to deal with the effects I mentioned! :grinning:

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#37

Like a fire-smoke trail or glow effect?

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#38

Something like that, but I need to find the perfect effect for the enemies. I will say that it will be pitch black.

They will be able to travel through obstacles so they have no issue reaching the player, making the game harder.

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#39

You remember a while back i told of the free 3d models of some massive buildings?
I’ll have to find the link again or check my downloads to see if i have it.
For a second game i think it would be cool to edit.

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#40

Oh yes I remember! That site will be super useful.

The game after this will be completely out of the ordinary for typical @Network5 games :joy:

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#41

Later i’ll disucuss more on a new game and ideas.
I won’t get any free time until a week and a half from now to even code anything.

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#42

Understandable. Yeah, school has completely gotten in the way of this game but I just completed the hardest 11 weeks of the year so I should have more time too edit the game, even after my spring break.

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#43

ENEMY UPDATE!

What’s New?

  • There are how 5 enemies in the map!
  • Enemies are now twice as fast as the last post, and are faster than the players normal pace (the only time players can be faster than enemies is if they were speeding down the map insanely).
  • Enemies have glow effects
  • Enemies have a point light system
  • Enemies have a “sphere of intensity” system

What is the “Sphere Of Intensity?”

Each enemy has their own sphere of intensity system. The sphere of intensity comes from the point like system that unity offers to objects in the editor. This is what the sphere of intensity looks like at the start of the game (this is only seen in the editor, not while playing the game of course):

When you are in the sphere of intensity, the player has a glossy effect and the area around the enemy and player gets much much brighter. This lets the player know that they are near an enemy and need to get away. Now that enemies are faster in some cases, this draws the player away from collecting certain gems.

How Does The Sphere Of Intensity Work In-Game, and In The Unity Editor?

As I said before, the sphere of intensity is from the lighting each enemy has. The sphere of intensity will always follow the enemy. By the way: Enemies never collide with each other!

In the editor you can see where each enemy is and when one enemies sphere is collided with another enemies sphere. This increases the intensity of the area the enemies are in and lets the player know there are multiple enemies near by.

Why is the Sphere In The Middle of The Map So Much Smaller Than The Rest Of The Spheres?

This is the fifth enemy. This enemy is found at the spawn point guarding the gates. This enemy is fast and when you’re first starting off, watch out for the enemy! This enemy also has a smaller intensity level so it’s harder to find! :wink:

KEEP NOTE: All these pictures are with NO FOG. This is what happens when fog is implemented:

The enemies aren’t as bright and the sphere of intensity almost becomes worthless at some points unless you’re super super close to the enemy. However, fog makes the game look more realistic and harder to see.

This is a big step up in the games development and I would really like a few of you guys to give your honest feedback on this. I’d love to hear constructive criticism on this new implementation. This is brand new and will be edited through development. This is also the first time it’s being completely shared out!

If you’d like to help me out, please answer these questions if possible:

  • do you think the game should have fog with this new feature? If not, what about decreasing the fogs intensity or how about completely removing fog?
  • what do you think about the sphere of intensity? Is this helpful or annoying to have?
  • what about the enemies design? Do you prefer the design when it’s brighter with no fog or less bright when there is fog?

Thank you!

Minor changes:

  • Text alignment fixes
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#44

That’s a solution that works instead of measuring distance from player to enemy.
I’d like to see a short vid or gif of your game currently

3 Likes
#45

Thank you for the reply! I’m glad you like the solution.

Is a camera recording fine for right now? I don’t have a screen recorder at the moment :sweat_smile:

3 Likes
#46

BIGGEST UPDATE EVER!!

What’s New?

  • Game Over scene
  • Main Menu
  • Official Winning Scene
  • Mini Win Scene has been removed from the game
  • Fog has been implemented again but is not as dense
  • Restart button on the game over scene
  • Main menu button on the winning and losing scene
  • You can now lose from enemies
  • Start Button on the main menu
  • you can now load to different scenes
  • 4 soundtracks now play in the game (one for the main menu, losing scene, winning scene, and the gameplay scene)
  • soundtracks loop
  • a new “collect” text appears above the gem that spawns by the player. This was in the game before but was later removed, but is now here to stay! It gets removed as well if you collect the gem.
  • Gems appears on the losing scene and rotate
  • loading text appears when switching scenes

(The main menu, losing scene, and winning scene are not complete in design, they’re just layouts for now).

image

Main Menu:

Winning Scene

Losing Scene

What’s Next?

  • Settings Scene
  • Mute Music
  • Credits to soundtrack artists
  • Complete design of the new scenes
  • Game Icon

After all this is complete, Spanish translation will be put into the game. Once complete, a beta build will be sent to the @Network5 team.

The game is coming to the end very very quickly. I’ve accomplished sooo much this week and I’m really excited for the future. I hope this level of productivity stays up.

By the way! I coded a bunch of that stuff myself without the need of tutorials! I’ve started learning a lot about unity code and everything seems to be successful so far!

Note to Ready users who are coming to unity: I was a ready user for 11 months and then I switched to unity. If you’d like source code from this game for reference, shoot me a DM and i would be glad to help you. Of course I’m not a professional whatsoever and I still rely on tutorials myself, but I can help with what I’ve learned so far! :heart:

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