(The WebGL version has some issues. It only saves the character temporarily, and the main menu background is all pink, but it disappears when you start a level and quit it or the match is over. So to get the best experience, the standalone version is the best)
AI’s are pretty stupid sometimes (Don’t know a lot about making AI)
Controls
Hold Left Mouse Button = Charge throw.
Space = Jump.
WASD = Walk Around.
Mouse = Look Around.
Left Shift = Sprint.
To pick up the ball, just walk through it.
Changelogs
Changelog (v0.09)
Character progression, like leveling and increase some stats when level up
Match start countdown
New ball model
Effects (ball impact)
AI improvements
Code optimizations
Better looking scoreboard (The one in version 0.08 was just a quick one, I didn’t like it much, so I made a new one in v0.09
Changelog (v0.08)
Dodging
Stamina (Consumes when jumping, dodging, and sprinting)
Character Creation
Complete UI overhaul (Again… but it looks better this time)
Sounds
Changelog (v0.07)
New GUI,
ported to Unity 5.3,
Improved AI,
Added Scoreboard,
Added Timer,
Added Pause menu,
Added combo system(hit combo)
Added super ball(Fully charged, more force. You get it if you hit 2 opponents at before the combo goes out)
Plans for v0.10
Shop, spend in-game cash on new colors and other items for your character
Team selection
…
I try to make the HUD when playing, as minimalistic as possible
If you find a bug or if you have any ideas, please post them
Alright, i know it is a very long time ago since i last updated, but i started from scratch and it now got a cleaner code and pretty good optimization i bet, anyway.
So i will probably release a update someday soon, when i have all the features back in again, like allies, combo, sprint, pretty sure alot of bug fixes too, and another feature that wasn’t there before, like if the AI can’t find any balls then it tries to get away from player.
Also this time i add so instead of a timer till when you can pickup again, i will do so it is more like real, which is if the ball touches the ground or a wall before it hits a enemy then it doesn’t count as a death, but if the ball didn’t hit anything before, then it counts as a death.
Probably easier to see it with your own eyes when i release the update
So you can already pick the ball up again when it hits something like the ground, can’t wait to release the update
Added alies
Added sprint
Added combo
Also there’s not as many bugs as there’s in the old version, but there’s one thing and that is i’m not sure how to make the AI’s super smart but they’re alright.
I will probably release the update soon, maybe today, or maybe tomorrow but hopefully today
WASD = Move
Spacebar = Jump
Left Mouse Button = Charge throw force
Left Shift = Sprint
P = Pause.
If you have a combo of 3 then you get a super ball on next pick up which is already charged 100% and have more force, also if blue team got 25 score then you win or if the red team got 25 then you lose.
If i forgot to add something and you find a bug, please tell
And sorry for it being a standalone build, but i couldn’t find any free hosting services that allows you to upload files bigger than 10mb, so sorry i couldn’t make a web version of the game
Also i’m sorry if some gui is offscreen, and if anything’s wrong with the link then tell
New Version(Standalone build, sorry guys i couldn’t find any free web hosts that allows upload more than 10mb so i couldn’t make a web version): Dropbox - Error - Simplify your life
Yeah the AI’s i’m not sure how to make them like crazy smart, if you could tell me where i should look to learn more about making AI’s then please give me a link or a tip or something(Yeah, i already have been looking in the scripting reference, that’s where i learned basic AI )
It’s an original game You could add special balls (explosive ball, homing ball…) and some power ups (speed, invulnerability…). By the way, I didn’t hear footstep sounds
Ah, well i’m going to fix that then, but footsteps should work It works when i play in the editor, but i’m going to take a look at it, thanks for telling ^^
I will take a look at power ups and special balls
PS. Added a webplayer version for those who don’t want to download standalone version,
someone wanted to host it, so that’s great
After a very long break, i’m back and made quite a lot of changes.
Changelog (v0.07)
New GUI,
ported to Unity 5.3,
Improved AI,
Added Scoreboard,
Added Timer,
Added Pause menu,
Added combo system(hit combo)
Added super ball(Fully charged, more force. You get it if you hit 2 opponents at before the combo goes out)
I will begin to add more and fix stuff. I will add a build to dropbox, and i’ve put some new screenshots of the new stuff. The levels are just simple test levels.
Added the new version v0.08 to standalone download and WebGL, and if you find any bugs please post them
You can see changelog in the first post or in-game
The WebGL version has some issues. It only saves the character temporarily, and the main menu background is all pink, but it disappeares when you start a level and quit it or the match is over. To get the best experience, the standalone version is the best
v0.09 has been released, standalone is in the first post
I will maybe add a WebGL version of v0.09. The standalone version is best though
The changelog in the game is more detailed than the one in the first post
How to get experience:
You get 25 experience when you kill an opponent,
You get 50 experience if your team wins
You get 25 experience if it’s a tie
You get 15 experience if your team is defeated
I will of course increase the experience you win, are defeated or tie, in a later update. Right now the max level is only 8 and you get 1 point per level.