Monthly Archives: October 2014

Forgotten Ball Control updates

I have had a tremendous amount of feedback on the controls of Forgotten Ball, and from that I have taken some small steps to make Forgotten Ball more in keeping with what players expect.

Forgotten Ball’s physics are the most discussed feature when I share and show Forgotten Ball builds, and this pre-alpha is no exception. The most discussed and debated aspect is that you can change your direction/momentum whilst in a jump. This is something that normally is only brought up by those whom have programmed game controls in the past, but other have also queried it.. I’m not planning on changing the controls, regardless of how easy or difficult this change could be for me I really like how the Ball feels in the air.

Forgotten Ball in a later section gives you the ability to invert gravity, but really this is just letting you float; It is kinda hard to explain as I don’t invert gravity, I just apply an upwards force and then cap how far from the ground the ball can float to. The set height was the lesser of two evils I encountered about a year ago; I either designed the game fully around gravity inversion (which I didn’t want to do) or I allow the ball to do this bobbing thing. For later reference the balls ability is still called gravity inversion, but its more semi buoyant as such.

The main thing I got back from the Kickstarter pre-alpha backers was that the gravity system was erratic/cutting out etc. I know this to be true as I programmed it this way (badly). In short the Gravity Inversion of Forgotten Ball used to work pretty simply, I apply a force to the ball, and control it by some simple rules: if the ball is witinin 12 units of ground allow the ball to float; if the ball is within 24 units of ground, bring the ball down to 12, if the ball is over 24 units from ground turn of Gravity. Turning off gravity inversion is where the erratic behaviours comes in.

I have made a lot of changes to the Gravity Inversion system in Forgotten Ball; it’s weight is slightly different, it’s more responsive and Gravity will only now cut out if there is nothing beneath the ball.


Inversion of Gravity Fix/Update from Joshua Croft on Vimeo.

Worth noting is that in air the ball is not held back by friction. So I’ve noticed people just flying or jumping around to get from A to B quicker, this is a problem but it’s something I do in other games so I need to think carefully before making late changes. I will however be adding enemies and blocks to slow down that sort of progression.

Fixes, FAQ, mumbles.

I released the pre-alpha 002 earlier this week/last weekend, and since then I have fixed 4 game breaking issues, to the backers of the pra-alpha game I’m sorry these sneak through. Some were obvious, others not. Forgotten Ball has become a very large game, or at least it is now a game that I have forgotten about code/gameplay in some areas – that is kinda scary. It isn’t growing anymore though.

I’m slowing implanting the last gameplay before the final sections; it’s all coming together well, but I have scrapped CPU intensive AI. So, sadly ‘freddy’ will never make it to the public release, or at least won’t be on mobile platforms. I am kinda sad about this.

I was playing Castle of Illusion this week, you know, the Sega Game Gear ‘port’ I think it’s a port built from the ground up for the platform, but that doesn’t matter. Caste of Illusion has some lovely ideas, it’s a little late to incorporate any inspirations, but still… one of the later level memories does have a direct influence.

I want to answer a few questions raised to me in person and in email…

Q “Forgotten Ball should have collectibles”

It does, and it will have more. Previous ball memories will allow you to unlock their skins, and there is a trick up my sleeve incoming. I should say though, I don’t want to make the game mario-esque, going all over the place trying to collect coins/fruit/cubes etc just doesn’t really appeal, maybe that’s another mode.

Q “Where if Forgotten Ball’s audio?”

JB is working on audio, lots of this needs to be implemented; there is a lot of game and until we’re satisfied that we’ve got enough audio in game we will be holding off sharing. I personally don’t want the music to be repeating to often. The audio is very interesting, is dynamic, minimal and layered. Currently tracks are saved at around 2 minute length and looped/ changed/layered, but it’s not quite there, but it is coming.

Q “Where is the story”

Okay, I lie, only one person has asked this – Forgotten Ball isn’t meant to be an epic story, it’s a minimalist interpreted story, which for the most part is turned off. You know, when you’re developing these things it’s kind of difficult to say “right this is good enough to release”. As I don’t think it will be until near release. It’s told in small sections where Ball has a moment. I kind of like that, interpret these moment as you will. I believe these tell a story, but they also tell yours.

Q “How do I exit”

As a ‘computery’ person, to exit an application I use cmd+q, to ctrl,alt+delete. So with that in mind, I haven’t really thought too much about ‘quitting game’. You will be able to exit relatively easy when you wish to quit Forgotten Ball, without these shortcuts, but I’m a way of from adding that to Forgotten Ball. It’s the cross platform bits that I need to think about.

Q “How do I save”

Right now, you don’t have the option to save, but that code is incoming.

I’m fixing lots of bugs, the erratic behaviour of the player dying and respawning is slowly being fixed, I believe it is fixed – but you know how these things go. Testing, testing, testinggg.

Sadly, this weekend is going to be devoted to uni work… I’m not behind on uni work, but I’m aware of it. I need to get a working prototype running, then I won’t worry so much. I met a lovely backer of Forgotten Ball by chance at university, and I think that is worth sharing. I mentioned on FaceBook, but it was the highlight of my day, albeit the lady only reported bugs!

A new build coming this weekend, probably Sunday. Lots of fixes that have been fixed.
- Josh