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titleUser 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



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

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Skins

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.

Exemplary billard skinImage AddedImage AddedImage Added


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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titleTech

Overview


Billgard is developed with the Unreal Engine with Windows as the target. Special mention should be made of the integrated Chaos Physics Engine of the Unreal Engine, of which the physics-based movement makes great use.

For the local multiplayer you need standard gamepads, which is also the focus of the development. However, it can also be played very well alone with a mouse and keyboard. An adaptation for other platforms fits into the concept, but is not planned.

MULTIPLAYER


In Billgard it is possible to play locally, online and a combination of both.

This means that up to 4 players can play on each client and the server itself. However, the total number of balls must not exceed 14.
This limit is restricted for gameplay reasons (size of the map, etc.) and because of the historical proximity to real billiards (7 fulls + 7 halves).
In terms of performance, we were able to support over 30 players in tests.

SOFTWARE




Game Engine

Unreal Engine 5.3

Version Control

Git auf Github

Programming

Jetbrains Rider, C++

3D Modelling

Blender

Texturing/2D

Affinity Photo, Krita, Inkscape

Audio Middleware

Audacity, Cubase

Project Management

Codecks

Documentation

Atlassian Confluence

Communiacation

Discord

Unreal Tools

FCTween, Multigard, Utilgard

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