Rolling Ball Game

Do you have the controls set up so that ‘W’ moves you forward to whatever direction the camera is pointing? Like similar to FPS controls.

I’m having an absolute nightmare achieving this. I just cant get the right torque vector atm.

it got me thinking about the old game marble madness

[=Lazy Games;73230]
Do you have the controls set up so that ‘W’ moves you forward to whatever direction the camera is pointing? Like similar to FPS controls.

I’m having an absolute nightmare achieving this. I just cant get the right torque vector atm.
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Yep, I do. I don’t use torque, as I found that to be not really that productive. When the ball bumps up, it starts spinning at ridiculous rates. Thus I just have a force vector that, for example for pressing W, is 1 0 0, and then I rotate it by the camera’s orientation.

[=DrLuke;73371]
Yep, I do. I don’t use torque, as I found that to be not really that productive. When the ball bumps up, it starts spinning at ridiculous rates. Thus I just have a force vector that, for example for pressing W, is 1 0 0, and then I rotate it by the camera’s orientation.
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I’m now using a add impulse function to the ball which seems to be doing the trick. Though I’m calculating the vector a bit differently, I’m getting the cameras yaw rotation first, then doing cos(yaw) which becomes the X in the vector, sin(yaw) which becomes the Y in the vector. Multiplying it by 50000 because why the hell not then sticking it in the impulse.

To get the strifing left/right it’s the same thing except sin and coz are swapped round and the X value is made into a minus.

Last post is probably confusing so heres a video :slight_smile:

https://.com/watch?v=o9xHhdQcims

Great work! I’ve been trying to make gravity shift mechanics myself, and this will be very helpful. Oh, and do I spot a Big Rigs Reference?

The gravity wall is awesome. Completely alters the way you look at the game. Great work an can’t wait to see more!

More Progress!

I was building a level that started out without any lighting, and when I added a light, I had to drag it towards the ground. When that light descended like that, an idea for creating an artistic intro to the game hit me. At first I wanted it to play in a sphere so the player can move around and learn the controls without falling off of things. In combination with a small, short ranged light, it would create a dark, claustrophobic athmosphere, which is something I want to play with.

But it turns out that a sphere doesn’t work so well with my control scheme, and I would like to keep my scheme for the rest of the game.

Introducing a different control scheme in the first level is very contraproductive though, so the sphere had to go.
I was contemplating on using infinitely looping cylinders, when it hit me: I should use a Torus! It also creates a claustrophobic athmosphere, while also providing an infinite, falling off tunnel. Fantastic!

https://.com/watch?v=9RB_4orS7mE

Great work man! Hypnotising)

[=DrLuke;74651]
But it turns out that a sphere doesn’t work so well with my control scheme
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Um, why not? Using the hairs example as gravity vectors, all the hairs would be normals to the surface and the problem wouldn’t exist, wouldn’t it?

[=Zeblote;75044]
Um, why not? Using the hairs example as gravity vectors, all the hairs would be normals to the surface and the problem wouldn’t exist, wouldn’t it?
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I also have to provide a forward vector (X-Vector, where gravity is the Z-Vector) for the camera rotation. In most cases, using the global x-axis would work, but where the x-axis gets very close to or equals the gravity vector, problems with floating point precision arise.

I read up top how you created the floor moving up to the ball but I didn’t know exactly how to set that up. would you mind explaining that more or showing how to setup that up? That’s such a cool thing!! Thanks!! :slight_smile:

Hello guys,

I wanted to create a little update. No videos this time, sorry about that!

I’ve teamed up with someone and started reworking the entire game, which is what we’re currently working on. So really, there’s no new content to show yet, but this project is definitely still alive.

This type of stuff is awesome! If you could please make a simple tutorial or something I would really appreciate it. The gravity wells are something I haven’t seen any where else.

Hi DrLuke,

I was wondering if you had any updates recently, I’ve been looking forward to seeing more of what you’ve done with the project!

[= ;205033]
Hi DrLuke,

I was wondering if you had any updates recently, I’ve been looking forward to seeing more of what you’ve done with the project!
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Hey ,

it’s great to see that you’re still interested in my project. I had to put everything on ice as University was getting really demanding (I’m studying Electrical Engineering), and I couldn’t quite afford the price on the engine aswell. Now that it’s free though I’ve decided to pick it up again and I will work on it when I need a break from studying.

I’ve made a short screencast of my progress after one day: http://a.pomf.se/tazepf.webm

Is there any way to embed webm-videos here?

Made some progress on the checkpoints. I’ve tidied them up a lot and made them more modular. That way I can easily create new kinds of checkpoints. I should probably create a dedicated checkpoint manager blueprint though, otherwise I’ll have to reimplement checkpoints in every gamemode I create.

https://.com/watch?v=Uatu3dr0kkU

Quick video showing some gameplay, because we all love gameplay videos!

https://.com/watch?v=fGVvYkxKzxc

I’ve added rails on splines

https://.com/watch?v=ZOcKQ4LrSkE

Hey DrLuke, it’s really cool to see you back and showing off some of your work! :slight_smile: This was a fun project to watch you develop way back when, even more awesome now seeing that it’s on Linux! :slight_smile:

Keep the updates coming!