The Ball is an indie singleplay action/puzzle game, on Unreal Engine 3, for PC. Innovative physics driven gameplay. The game will be released in fall 2010 and is published by Tripwire Interactive.
Status update! It is September, and we have a mere five days to go until our Gold Master delivery. Things are going quite ok. Here is an update on the list of problems we posted two days ago:
Having trouble adding Steam DRM into the game.
We received some help on this and managed to find, and fix, the source of the issue. Steam DRM is up and running!
Game freezes on exit sometimes.
We implemented a somewhat hacky solution, but it seems to work well. Fixed!
The Save/Load menu takes seconds to open.
Fixed! One of the widgets in the UIScene was doing all kinds of weird stuff in the background. We redid it and everything is working well now.
No Gore still doesn’t work 100%.
Fixed.
Game crashes during Survival if you swim over the Ball.
We haven’t been able to fix this, but we modified the level a little so you can no longer swim over the Ball. We have not had any new crashes since.
However new issues popped up:
Last minute addition, we are adding a setting that will always and ever render the Ball transparent. There was demand for that, and we feel it should really be included before we go GM.
Survival is having issues. Sometimes rounds do not end. When the player reaches the end of a round monsters stop being spawned (as they should), but the round just continues, leaving the player wandering around forever. Very bad.
We intent to have both of these issues fixed by tomorrow evening, so we got four days left to do a number of final playtesting rounds.
The sixth. A part of an article from the late fifties. It should be pretty obvious where this week’s secret word is hidden, but the question is, can you solve the puzzle?
A special Monday update. We got Mystery Monday coming up later today but first some other news!
We got a new logo! The original logo was too simple and didn’t really do the quality of the game justice so we’ve remade it. We hope you like it.
We have updated our Press Directory with these new logos and new very high resolution artwork.
In other news, exactly one week left to finish and deliver the first Gold Master. The build of the game we built over the weekend is the first build that we feel is a really serious release candidate. Couple of issues popped up though, but we seem to have most of those under control or expect to get them under control within the next few days:
Having trouble adding Steam DRM into the game (Steam DRM = not being able to run the game without running Steam in the background)
Game freezes on exit sometimes.
The Save/Load menu takes seconds to open.
No Gore still doesn’t work 100%.
Game crashes during Survival if you swim over the Ball.
Those are the critical issues that we are aware of at the moment that we really need to get fixed. It will take us a couple of weeks to go from Gold Master to getting it out on Steam and in the stores, so you are looking at release somewhere in the first half of October. The exact date will be announced later!
And lastly, Tripwire Interactive will be presenting The Ball at the PAX conference later this week, so if you are going there be sure to stop by their booth!
The interview of this week’s Developer Friday is from Oliver Gam. As one of our 2D Artists he has worked on most the enemies in the game, texturing and concepting them.
Who are you and what did you do on “The Ball”?
My name is Oliver Gam and I’m a student of Medicine from Vienna, Austria. I worked on the game as a concept and texture artist. I was involved in the creation of almost all of the enemies, either texturing them (mummy, worm), or concepting them (mummy, bird, bug). I also did the German translation.
When and how did you join the team?
Hm, the first thing I did for the game was re-texturing the original “King” model, which a friend of mine had made. That was about two years ago. Some time later I started doing more work for the mod and I became a member of the team.
How did you start out with art?
Well, as a child I started drawing, like practically everyone, but the difference is that I never stopped. I started texturing when I worked on an unreleased mod for Doom 3, out of boredom.
What has been the most challenging thing you have done on the game?
I have to say, the translation. Some parts of the secret stories were really difficult to understand, and much harder to translate than I anticipated. In the end, I’m quite happy with it though.
In texturing, most problems can be solved by trial and error. You just need to know how you want it to look, and you’ll get there eventually. Concepting is mostly about meeting expectations. If you know the purpose of the design and how people want it to look, it’s easy. The hard part is communication I guess- you have to find out what people want. Sometimes this could come quite unexpected- while doing my first job for the mod, I also designed a lance for the king. My first design was quite simple, a balanced lance with two crossed guards. They didn’t like it because it was overdesigned and looked like it had unnecessary details. I then did the most horrendous design possible, an unbalanced lance/club hybrid with a skull and a glowing crystal on it. And it was taken. I’m really glad they replaced it for the commercial release now.
What do you like the most about the game?
The puzzles and atmosphere. Usually puzzles become boring after you have sold them once, but some of the puzzles in the game really have a replay value because their design is so good. My favourite has to be either the second puzzle in Teotl II or the marble like puzzle with the rails later on in the same map, although I liked the harder version from the Teotl beta more.
Less than two weeks to go until the delivery of the retail GM! We only got a few very small things left to do (Steam implementation aside), we expect to have a Release Candidate ready tomorrow or on Friday. So what is up in these final days?
Markus P. is doing Box art and the design for the DVD. Manual coming up after that for him, and he has also been doing high res art work for the PAX conference.
Sjoerd fixed dozens of small issues found in an internal playtest earlier this week. And he just implemented new splash and loading screens. The old ones used Bink video and we had some serious trouble with that.
Markus A. is onto Steam. We need our first full Steam build entirely up and running by early next week. We will give the press access to that build.
James made the new transparent ball automatically fade out as soon as it attaches to your weapon.
Number five. Something new! A video! A piece of a newspaper along with a video of the weapon. Early fifties.
Remember we are looking for a single word or name. Something that is related to the story or the theme of the game.
Kevin Cytatzky is one of our level designers. He made one of the Survival levels (Amini), and various bits of the Campaign levels. At least one or two rooms of every level but the first three were made by him, including the Fan Room in Cahua II, large parts of Teotl II outside section, and one entire pyramid in Hueca.
Who are you and what do you do on “The Ball”?
Hello, my name is Kevin Cytatzky, I’m an 18 years old student from Germany and a Level Designer for The Ball.
When and how did you join the team?
I joined the team at the end of 2008, after playing a very early version of the game and being really excited about making levels for it. I made a couple of small test rooms and sent them to Hourences, and after some further talks with him I was invited to join the team.
How did you start out with level design?
Ever since I can remember I have been very enthusiastic about video games, and during 2006 I somehow became really eager to do some levels for Unreal Tournament. I started using the Unreal Editor and never got away from it again.
What has been the most challenging thing you have done on the game?
Nothing in particular caused me difficulties, but in general it can be very challenging sometimes to work with deadlines when you have to reconcile The Ball and school, for example. It was tricky in some cases to find enough time for both things.
What do you like the most about the game?
I absolutely love how the The Ball got that retro feeling and still offers all the things a modern game needs.
Another week, another status update. Retail Gold Master delivery is set for September the sixth, which is (somewhat) frightening soon. We had the final external playtest last weekend and found another 30 or so issues. Our internal testing brought forth another few dozen problems. The large majority of those we’ve already fixed in the past few days, and we feel pretty confident that we’ve now found and fixed pretty much all the class A and B bugs. In other news we just added in German and Swedish voice acting, and Russian! Russian is the 9th language our game will be released in. Akella is taking care of the Russian distribution.
Markus P. is working on a new logo for The Ball together with Sjoerd. We are redoing our logo as we are not happy with the quality of the current logo. It is too simple, and we think we can come up with something better and more polished. We hope to have it ready soon!
Robert just added save game encryption. Our save files were quite easy to edit, and we didn’t want people to abuse that possibility so we’ve added encryption.
Markus A. is onto fixing whatever code problem pops up, as well as finishing Steam integration, and he is also going over all the levels to improve the AI pathing and such.
Anton is continuing to fix all the problems that are related to Kismet.
Martin, one of our writers, is working on next week’s Mystery Monday. We intend to do something new next week.
Sjoerd is fixing whatever level and content issue that pops up.
#4. A magazine from 1948. Who really built the pyramids? This one is a little harder than the one from last week. We will slowly begin to raise the difficulty from hereon.
Remember we are looking for a single word or name. Something that is related to the story or the theme of the game.
Will is the guy who wrote all the in-game stories, he came up with most of the level descriptions, and he has also been involved in Mystery Monday. The Mystery Monday letters that were released on August the 2nd were from his hand.
Who are you and what did you do on “The Ball”?
My name is Will, and I wrote all the in-game stories you will get to read in The Ball. I also wrote some of the promotional story material and some sections for the website.
When and how did you join the team?
I’ve known Sjoerd since the early days of UT. We met on a deathmatch server, playing one of his maps (DM-Sion). We hit it off and I joined a mapping team he was already a part of at the time. We worked on the popular singleplayer mod Xidia together and maintained a friendship since. I helped The Ball earlier on as a non-team member, helping to clarify some level descriptions and things like that. When the mod won second place in MSUC and Sjoerd declared the project was moving on to UDK (and then retail), I joined as an official member of the team to write all the in-game logs and to articulate the story.
How did you start out with writing?
I’m a writer in my private life. I do not remember when I started doing it.
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There is talk of the forbidden place. The people mumble in huddled masses at the ends of every street. It is the device they speak of. All along the Tepetl Nation, from the great Teocalli through the jungle beneath the sky to the edge of the smoldering gates, whispers deafen the air with talk of dreams. We all feel what is coming.
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What has been the most challenging thing you have done on the game?
It’s always a challenge when you’re telling someone else’s story. By the time I joined the team officially, The Ball was already released as a mod and had been played by a lot of people. Sjoerd already had his game. He had all these really talented people, but there was really no one to pen the storytelling. I had the general “plot” that encompasses the game already laid out for me. I just had to expand the outline, give it life and all that fun stuff. I enjoyed the writing I did, especially the in-game logs because that was pretty much where I was given the most freedom to “do my thing.” But it’s different writing for someone else. Different still to write for a product. I’d write a 700 word section and Sjoerd would tell me, “this is really great man, but can we have it down to 360 words?” It was a learning experience.
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The revolt began in the early morning the day after the twelfth execution. The golden gates were swarmed and the God King’s guards overwhelmed. Eager hands pried open the locks to the sanctum and nervous feet stormed the forbidden place. A thousand palms touched the device and brought it away from where the ground burns.
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What do you like the most about the game?
I haven’t actually played it yet! I probably won’t get a chance until it hits the shelves. But I’ve seen a great deal of content; both the videos available to the public and the behind-the-scenes development stuff. I love the look of the game. It’s very distinct. There’s a refreshing atmosphere to it beyond the obligatory Indie gameplay hook, but Sjoerd was always great at that sort of thing so it’s no surprise that the end product is so rich with detail.
Getting really close to the end now, just a few weeks left before we intend to have a Gold Master ready! Steam integration is giving us some trouble but otherwise we are in good shape. Almost everything else is either done or under control.
We had our sixth external playtest last weekend, and found roughly 30 new issues. Once again, mostly small things that take just a few minutes to fix. We also got our new transparent Ball in, and it is looking much better than the one we had (the old one is shown in the First Few Minutes of the game video). We will show the new one later, when we showcase the new Survival levels!
Markus A. is multi-tasking like mad. Doing Steam implementation and various other fixes and features at the same time.
Arthur is working on finalizing the achievements.
Mario just finished work on our 4th Survival level Amini today, Sjoerd will take over tomorrow to do the final polish and cleanup.
Markus P. is doing all kinds of artwork. He is currently doing next week’s Mystery Monday piece, and is looking into touching up our The Ball logo.
Sjoerd just finished fixing all new issues and bugs found in all levels. He is now moving on to Amini, the manual, and he is going to try and fix two very time consuming bugs.
Robert is finishing up, and polishing, the interface.
Number three of our Mystery Monday puzzle. This one is easy.
Remember we are looking for a single word or name. Something that is related to the story or the theme of the game.
Robert Nagy is one of our four programmers. He joined the team over half a year ago and took care of some of our most biggest challenges such as the save game system and settings system.
Who are you and what do you do on “The Ball”?
My name is Robert Nagy. I have mostly been doing user-interface programming such as the settings menu and hint system, and I implemented save games and achievements. I work part-time as a System Developer for the Swedish Television, with a specialization towards graphics and real-time systems. At the same time I’m also studying for my masters degree in Software Engineering at Chalmers University of Technology. In my spare time I work on “The Ball”.
When and how did you join the team?
I joined the team in February 2010. I knew of of the developers and he recommended me to join the team. After a few mails, some face-to-face discussions, and a couple of small programming tasks I was able to join the team for real.
How did you start out with programming?
I got into programming during my first year in high school and I had as goal to create a graphics engine for my graduation project. I worked on it during pretty much all my spare time for three years long, and I learned a lot about graphics and programming. My project became a success and because of it I was offered a job right after graduation. I believe it is also thanks to my project that I was given the chance to join “The Ball”.
What has been the most challenging thing you have done on the game?
The settings system. Most of the settings functionality of the UDK is not very well documented and some of the things that we wanted to implement weren’t well support. We would not have been satisfied with limited user configuration, so we wanted a settings system that had all the features one would expect of a high quality game. It took a lot of reading through the UDK code and experimenting to figure out how all the different settings and required functionality could be implemented.
What do you like the most about the game?
The graphics! The modelling, effects, lighting etc. are great and as a graphics developer at heart it is something that hooked me up right at the beginning when I first saw “The Ball”.
We had yet another playtest this weekend by someone from outside the team. It was our fifth external playtest session, and we found about 80 issues. More than last week’s playtest, but the large majority of these were “I can get stuck between some rocks” kind of bugs, so really easy to fix! We also implemented more aggressive culling of geometry, giving the perfomance an additional 5 to 10% boost.
Markus A. is working on implementing Steam features into the game. Achievements and such.
Mario is wrapping up the new Survival level. Just the big bird left to add.
Markus P. has made or reworked a couple of meshes in the game. We got new lamps for the last level now, and we now finally got proper Survival pick-ups rather than abusing the Secret model for Survival.
Sjoerd just fixed all of the bugs found in the last playtesting session and is going to start a few playtesting rounds on low end hardware from tomorrow on.
Robert is fixing a few UI things and improving our stat system.
The second piece of our Mystery Monday puzzle. A little more difficult than the first one! Remember we are looking for a single word or name. Something that is related to the story or the theme of the game.
Theodore Wohng is our composer and sound designer. In this weeks Developer Friday we discover where he found his inspiration for the music of our game!
Who are you and what do you do on “The Ball”?
My name is Theodore Wohng, I am the composer and sound designer of the game.
When and how did you join the team?
I joint the team in September 2008, the game was still at its initial stage, it has changed a lot since then. Sjoerd and I exchanged some correspondence in regard to the art direction and the overall atmosphere of the game, armed with some screenshots and concept drawings, I set to work.
How did you start out with music?
I started writing in the late 90s, my mother used to be a luthier and a piano tutor, music has always been around in some kind of form or another. At the beginning I wrote tunes just for fun to replace the music in certain scenes that I didn’t like in the films I watched, that was how it all started.
What has been the most challenging thing you have done on the game?
The most challenging thing was creating the sound of our game, Aztec music that you hear in present day simply would not suit the game; ancient Aztecs did not have a notation system that could be written down, their music was handed down through generations and next to nothing survived after the Spanish conquest. Nowadays their instruments are locked behind museum glass, with more of an archaeological value rather than a musicological one. It was certainly a challenge to do the research with no music to look at and listen to. So I redirected my focus on the symbolic nature of Nahuatl language and the artworks that they produced, trying to imagine what would the painted scenes in the pictographs sound like as if I had a scope looking through time. Then I realised that if I go back far enough in time, there are universalities that all ancient cultures share, as various civilizations have their very own musical interoperations and textures to describe earth and desert, yet they shared some resemblance, same as the cave paintings around the world, so I started studying those musical similarities, they became the building blocks of the music, based upon that I constructed with those elements for our game, the result is quite symbolic and shamanistic, which suited the game’s mysterious atmosphere.
What do you like the most about the game?
I enjoyed working with the team, although we did not work in the same building, their works are very inspiring in every way. I like the world we created in every detail, as you venture through the game, it almost feels like you have a different measurement of time where clocks tick differently, it is a very unique and instinctive adventure.
Last weekend we had another very fruitful playtest. We invited someone over who had never before played anything “The Ball” and watched him play through the entire game. A great way for us to get a fresh look on things. We found about 40 new issues during that playtest, and another ~40 from our own internal playtests.
Markus A. is working on Steam implementation, and he is adding a charge attack to our armored Tlalocs. Hongman is working on the charge animations, and Theodore is doing a few new sounds for it.
Markus P. just had his birthday! He turned 28!
Kevin is done with his work on the new Survival level “Amini” and Mario has taken over. He is adding a big new cavern around the level, and he will start scripting the level in a couple of days. The level will probably be finished by mid next week.
Sjoerd is working on fixing the majority of those ~80 new issues.
Robert returned from vacation and upgraded our save game system a bit. The save/load menu now shows a unique screenshot for every checkpoint.
The first piece of the puzzle has just been posted on our Official Game Group on Steam. It is a scan of a local newspaper, issued today. It is an easy start!
We are proud to announce Mystery Monday, and its accompanying contest! Mystery Monday is all about the story behind The Ball. Where does this adventure take place? When did it take place? Who is the player?
What happened to him after he discovered this mysterious hidden world? How did the world react to his discovery? Is history as we know it truly what happened, or is there more to it? Who really built the pyramids of Giza? How come the Maya had such an accurate calendar? And how does the Ball tie into all of this? We will be revealing a tiny bit of the puzzle every Monday from today all the way to the release of the game!
Tied into Mystery Monday is a contest. In every piece of the puzzle a word has been hidden. Find all the hidden words, and you may win an Ipad and several other awesome prizes! It is a treasure hunt!
In this week’s Developer Friday we have a talk with Hongman Leung, who has single handedly animated pretty much all the enemies in the game!
Who are you and what do you do on “The Ball”?
Hey, I’m Hongman Leung, 28, from the United States, and have been an animator in the game industry for about 6 years now. I’ve contributed some free time outside of work to help out the team with rigging and animations.
When and how did you join the team?
Early January of ‘09, I begged and pleaded to Hourences to see if I could join the team when I saw a posting on BeyondUnreal that he was looking for an animator.
How did you start out with animating?
Back in high school, I thought I was going to be a game programmer. I tried teaching myself C, C++, Basic, UnrealScript, etc for a while… but the programmy concepts never stuck with me. So when it was time to choose a college, I said eff it, and went to an art school to pursue the art side of gaming.
What has been the most challenging thing you have done on the game?
Indirectly on the game, I found rigging and animating in Max challenging. When animating in Maya for so long, it’s hard to switch back to Max!
What do you like the most about the game?
The animations
More seriously, I love the art direction. Just look at the screenshots! The game looks fantabulous.