handing-in time


So, after a whole semester we made our beloved game Pursueball. It wasn't easy, but we did learn a lot from making it.

Setting up the players wasn't an easy task, we had to experiment with that a lot, like the multiplayers, the texture change during blackout, lots of bugs we had to fix, ..


We also struggled a lot with the pick-ups. We had to iterate a lot over it to make it look like this. We first had one kind of pick-up visual that had 3 possible effects: speed, enlarge, or swap, but this soon change to each pick-up having their own visuals, so we had to change the code of the pick-ups as well. Lots of time went into revamping our code and functionality, and of course, fixing bugs.


Then you had the obstacles. Boy oh boy, were they a headache. 
You see, the obstacles couldn't spawn into a place where the player is in its vicinity, so we first though about making the ground a grid where each obstacle and pick-up can spawn from, but it just wasn't that easily done, so we just made it spawn in a random place, which, of course, had one big problem: it had no way of recognizing whether there was a player or a pick-up in the place it wanted to spawn in. So after a bunch of days trying to solve this issue, our programmer finally figured it out; by giving each player, pick-ups, and obstacles an invisible sphere they couldn't collide with. And it worked! after a bunch of errors and bugs and stress. But it works!

Also an interesting part of our game is the blackout.
By having this blackout every half a minute, you make it harder for the player to survive because you can't see anything except your character and everything that is close to the ball. So this increases the difficulty but also the fun of it. 


So that's about how our game was made.

Here you can see our trailer. Have fun!

Files

PursueBall.zip 35 MB
May 26, 2020

Get Pursueball

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