Testing testing testing


It's been a week since we kicked off planning for SkiBall King, and we've been busy!

This first week was spent prototyping and testing different mechanics to make sure the game is going to work out: 

  • Table size
  • Ball geometry and collision
  • Physics calibration
  • Is there a catapult?
  • What ISN'T skiball?


We spent a lot of time modelling and calibrating the physics for different curves, balls, and different scales for tables

It's Skiball all the way down

After testing extensively, between tiny tables, and tables so big the ball was the size of a car, we landed on "use the actual dimensions of a skiball table."  


Not every test worked out


We're still learning the final points of Unreal Engine, so figuring out collision and physics took some iteration, but we've figured out how to make a ball roll down the table, and decided on an angle for the ramp (actually not a simple question!)

45 degree wedge is way easier than the actual curve arcade tables use



TOUCHDOWN


After testing Lighting, particles, and alternate table designs, we're moving to more advanced prototypes  - and things are getting weird...

If it can be on fire, we're going to try to make it on fire


Skiball is whatever you say it is, really



On to the next prototype, and next: desining cranks to argue with you when you win!


Traditional Skiball catapult

Get SkiBall King

Comments

Log in with itch.io to leave a comment.

Everyone knows trebuchets are better than catapults!  Looks pretty neat, can't wait to see the finished product.