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titleSpielmechaniken

GAMEPLAY LOOPS




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Core Game Loop

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Meta Game Loop


TABLE DESIGN


The billiard table is modelled after a real billiard table in the default setting. The dimensions all correspond to the original.
However the size of the table can be adjusted for different scenarios. The width and length can be adjusted separately.

So that the length of the game does not drag on, the table size shrinks over time in the sense of a ballte royal. The pocket size remains constant.

MOVEMENT AND COMBAT


The ball can be moved in two ways. The ‘normal’ movement rolls the ball forwards/backwards and left/right. The input only rotates the ball, causing it to move indirectly.
The other option is a dash, which gives the ball a strong push in the current direction of view (horizontal).

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Dash

The dash can be used every 2 seconds. Due to the high force of the dash compared to normal movement, you lose control for a brief moment. To avoid putting yourself in a pocket, considered use is of crucial importance.

As well as moving quickly, the dash is also used to push other balls. The aim, as in real billiards, is to hit the opponent's ball so that it is pushed into a pocket.

The final use of the Dash is to dodge. If an enemy ball comes rushing towards you, you can use the dash to quickly get out of the way at the last second.

Since the dash is executed in the direction you're facing, and given that the round billiard ball makes it unclear to other players which direction that actually is, it allows for driving rolling exciting and tactical maneuvers.

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Pocketing / Scoring

Kills (points in Free For All mode) are achieved by knocking your opponent's balls into the pockets or off the table.
As soon as a ball leaves the playing field in this way, the last ball to make contact is awarded the point. This is reset after 5 seconds so that no undeserved points are generated.

Regardless of whether you have been pushed or have selfstroyed yourself, your own death counter goes up. This is decisive in deathmatch mode.

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Stun

As soon as you have been hit by another ball with a certain force, your own ball is stunned. The length of the stun depends on the strength of the hit, up to a maximum of 3 seconds.
In this condition, you cannot move or dash normally.
If you bump into another ball while you are stunned, the original bumper that stunned you is counted as the originator of the bump. In this way, as in real billiards, balls can be pocketed over other balls.

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Physics

The majority of the game tries to orientate itself as closely as possible to real physics.
The exception to this is hitting other balls. The impact force is significantly increased here, so even on a bustling pool table where all the balls are moving at the same time, you get the feeling that your own shots are having an effect.

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CAMERA


A third-person-ball camera follows behind the ball.

The camera is not blocked by other balls. However, as soon as you move closer to the side railing, the camera moves closer to the ball. If you get too close, the ball becomes transparent.

TABLE EVENTS


To loosen up the gameplay, random events occur at random intervals (between 30 and 60 seconds).

Each event has an announcement phase and a execution phase.

Jump

Announcement phase

A circle effect around the ball, which slowly gets smaller.

Execution phase

All the balls are ‘pushed’ upwards at the same time. For a brief moment, air battles ensue. One perfect hit almost certainly knocks the opponent's ball off the field.

However, if you miss, you will almost certainly be sent off the field. So it's a high risk/reward situation.

In rare cases, the event can save you by giving you a final boost upwards as you fall off the table, allowing you to dash back on.

Tilt

Announcement phase

The table starts to tremble slightly.

Execution phase

The table slowly tilts to about 45° in one direction and then in the other.

The table is tilted so much that you move very slowly in one direction, but much faster in the other. As a result, most of the balls gather on one side, creating a wonderfully chaotic and dangerous situation.

Black hole

Announcement phase

The light dims and a radius marker appears on the table.

Execution phase

A black hole appears in the centre of the marking, which attracts all billiard balls in the radius. The strength of the attraction decreases towards the outside. After a few seconds, the black hole ‘explodes’ and throws all the balls away.

More and more balls gather in the centre of the black hole, but they can save themselves with a clever dash or push other balls away. The danger of it exploding and the possibility of knocking other balls away provide the decisive kick!

LOBBY LEVEL


As soon as a game has been hosted and/or you have joined a game, you are in the lobby.
In the lobby, you can already roll around with a ball and give your ball a different look.

The lobby itself is a playground for billiard balls, with loops, jumps, parkour, etc.. All the players can use them to pass the time while they wait for the last players.

The many possibilities invite you to come up with your own little tasks. For example, a duel in the loop, long jump competitions, races, etc.

The first player on the host/server can also customise the game mode and settings here.

AI-Enemies




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For rounds with few players or for that extra bit of chaos, simple AI balls can be added.

These dash towards an opponent every 3-5 seconds. After every third dash, the currently targeted opponent is randomly reselected (this can also be the same opponent again).
AI balls have no “life” and always return to the playing field after a short cool-down. They cannot win the game. However, they score points for the human players if they are pushed into a pocket by them.

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title30 Seconds of gameplay

30 SECONDS OF GAMEPLAY


Context and Setup

You are fighting against seven of your friends. Four have already been eliminated, leaving only you and three others. You still have two of your three lives, as do two of your opponents. One, however, still has all three lives. You are just about to concentrate on this player when the table suddenly starts to shrink.


Player Actions

00:00 - 00:05

You roll cautiously across the billiard table, while three other balls zoom around nearby. The tablehas already shrunk a bit, and the pockets seem closer than ever. Your direction is hard to read, allowing for some tactical maneuvers. You spot the ball with three lives and plan a targeted attack.

00:05 - 00:10

Suddenly, a warning indicator appears on the table, and the surface starts to tremble. A Tilt Event is about to happen. The other players panic and begin adjusting their positions, while you quickly back up a few perimeters.

00:10 - 00:15

The table tilts! Balls roll dangerously toward one side of the table, and all players scramble to keep their balance on the slanted surface. You use a quick Dash to get to safety, but the ball with three lives collides with you, knocking you toward the edge.

00:15 - 00:20

You’re stunned for a second, glowing with a purple aura. Before your opponent can strike again, you shake off the daze and turn to escape.

00:20 - 00:25

A marker appears on the table, and the lights dim. A black hole forms in the center! All balls are slowly drawn toward the middle. You resist the pull, rolling away and pushing another player closer to the center.

00:25 - 00:30

The black hole explodes, sending all balls flying! You barely saved by the side rail of the table. But one of the other balls you push into the black hole flies straight into a pocket. One life less for this pork cheek. And one more point for you! With two lives left and an extra point, you roll back into action, ready for the next, possibly final, 30 seconds of chaos.



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titleControls

OVERVIEW




Action

Controller

Keyboard+Mouse

Roll / Move

Left Stick

W, A, S, D

Control Camera

Right Stick

Move Mouse

Dash

Right Trigger

Shift

Select Skin (Lobby only)

West Button, East Button

Arrow Key Left, Arrow Key Right

Show more Information

Select/Back Button

Tab

Game Settings (Server only)

Select/Back Button

Tab

Add Local Player

Y

E

Remove Local Player

B

R

Start Game (Server only)

Start Button (hold 1 sec)

Enter (hold 1 sec)

Open Menu

Start Button

Esc

Confirm (Menu)

A

Enter / Left Mouse Button

Back (Menu)

B

Esc / Right Mouse Button

Navigate (Menu)

Left Stick, D-Pad

Move Mouse / Arrow Keys

Scroll (Menu)

Left Trigger, Right Trigger

Mouse Wheel

Previous / Next Tab (Menu)

Left Shoulder Button, Right Shoulder Button

Use Mouse

More Information (Menu)

Select/Back Button

Tab

Close Window (Menu)

Start Button

Esc

CONTROLLER



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KEYBOARD


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User Interface
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User Interface

Menu Structures


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From the menu you decide whether you want to host a server or you select one from the list.

You can access and adjust the settings at any time both from the main menu and in the game (by pressing Esc/Start). As this is an online game, the game is not paused.

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HUD


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The HUD is kept minimalistic and should not distract from the gameplay.
Simple messages, together with small effects and sounds, provide information about events such as the pocketing of other balls or victory.

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titleArt

VFX

The VFX were made with the help of Unreal Engines Niagara Particle System.

Skins

The player can choose between different skins. There are the standard skins from real billiards, as well as a few extra skins.

Various techniques have been used here.

Texture Based

Textures were edited in external programmes (Krita, Inkscape), imported into Unreal Engine and mapped onto a Sphere.


Procedural Based

Patterns were generated procedurally using customised shaders. This was done with the Unreal Engine Material Editor.

Many of these resulting patterns are then also animated with the help of their procedural nature.

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