Erica threw a surprise birthday party for Andrew a couple of weeks ago with family and friends. It was an exciting time, being the first mass use of our Carpetball table. We spent some time demonstrating the game and many, many people played. In fact, from the time the table was set up until everything started to wind down, the table had very little time of inactivity. We also shared a number of our game modifiers such as Five Star Drop and Darts as well as some of our prototype rules. Unfortunately our Battleship modifier didn’t make it because we had not yet assembled an easy to use barrier. More details on the improvements to our Battleship modifier to come!
Getting familiar with some new development tools: Check out Carpetball 3d: The Game!!!
The goal is to provide a realistic Carpetball experience in a 3d game. Hopefully, after research conducted in this week’s C.O.C.S. meeting, we can further refine the physics in this proof of concept. Keep in mind, this game will most closely match play on our table, which has rather heavy pile, thick carpet. The ball tends to leave the table fairly easily and the carpet probably provides quite a bit of friction.
Currently in the game demo, the player can throw the ball fairly accurately with collisions and sounds. My initial goal was to mock up the game with simple primitive objects and basic user interaction to prove play-ability.
I think we can move forward from here and refine it into an actual game.
- Player controls: Throw launch angle and velocity
- Improved sound effects
- Refined physics and improved textures
- Scoring, turn-based multi-player (will also prevent affecting own balls)
- Touchscreen support
- Networked multi-player
Left-click and drag to move own balls on table
A,S,D,F – move through scene
Space – throw ball, press again to return ball to throwing position
Note: Jump control has been disabled