Data Ball cover
Data Ball screenshot
Genre: Racing, Strategy, Indie

Data Ball

Patch 0.210.06



Additions



  • In-game hints: No more scratching your head.
  • Enemy death: Hit 'em enough times and they go dead now.


Changes



  • You can now control the spin of the ball in mid-air.
  • Camera "Auto-Align" setting now aligns camera to your Data Ball's trajectory when not in magnet mode. Engage one-handed, lazy-mode game sesh.
  • Changed the placement of the "Action Score" UI so you feel more cool now.
  • Changed look of the level bottom. Falling to your death, now with more style!
  • Slightly alter the look of the Data Ball.
  • Changed the scroll speed of the binary on the "Goal Block". What's it say tho?
  • Drastically improved projectile path-finding.
  • Changed particle fx for Data Ball.
  • Improved camera smoothness and reduced/removed visual stuttering.
  • Decreased size and frequency of network calls, creating smoother gameplay and happier routers.
  • Tweaked the size of split-screen windows to make things a bit more even. I still call first controller though.
  • Removed vignette post-processing effect.
  • Changed naming scheme for split-screen players.
  • Upgraded to Unity 2019.2.8f1.


Fixes



  • Fixed player name sizing issues in main menu.
  • Fixed issue with targeting retical in split-screen.
  • Fixed issue which occasionally prevented visual charge state from syncing over network.
  • Fixed issue which cause the game to default to the lowest resolution and quality.
  • Fixed misplaced action score UI in split-screen.


Known Issues



  • Joysticks will cause issues if not plugged in before starting game.
  • Drain blocks are draining through corners.

Patch 0.205.03


This patch includes major updates to several game systems including level generation and combat. It also includes bug fixes and some behind the scenes changes to improve performance.

Additions



  • Projectiles targeting system.
  • Look in 'Changes' for more info*
  • Animated emission textures


Changes



  • Overhaul of projectiles/combat system

    • Player projectiles now launch straight in the direction the player is looking, only conforming to the height of the blocks in the path of the projectile
    • Added targeting system, activated by holding the fire button, which allows player to lock onto a target and find a path through the level for their projectile to follow to the target
    • Complete overhaul of projectile path finding

  • Lowered max level generation size to 512 to reduce performance issues
  • Improved the look of several particle systems
  • Data ring no longer resets on death/reboot/reset
  • Data packets now provide a small amount of charge
  • Drain and breakout blocks no longer spawn in clumps which sometimes made completing levels near-impossible
  • Breakout blocks now flash for a second before breaking
  • Goal blocks and power ups now only spawn on default blocks
  • Reduced and clumpiness and other general improvements to level generation
  • Alter size and wrapping of player names in menu and in game
  • Update PostProcessing system and tweak parameters to create a better balance between fidelity and performance
  • Updated Unity
  • Updated Facepunch Steamworks


Fixes



  • Goal blocks no longer generate inside other blocks
  • Dead zone for gamepads changed to prevent unintended input
  • Fix deprecated Unity methods
  • Fix issue where ball impact was not always registered properly
  • Fixed UI issue preventing saving in slot 8


Known Issues



  • Gamepads will produce unexpected results if plugged in before starting game. WORKAROUND: Wait to plug gamepads in until after the main menu has loaded.
  • Drain blocks sometimes drain through corners
  • Player can place multiple blocks in the same spot in Creative mode

Patch 0.110.18


This patch aims mainly to enhance the visuals and improve networking.

Additions



  • FX for jumping/boosting
  • FX trail in air
  • FX for landing/impact
  • FX and camera hold for destruction
  • FX and camera hold for level completion


Changes



  • Tweaked Depth of Field settings to improve visuals on close zoom
  • Reworked network movement for smoother and more accurate syncing of velocity, rotation and position across the network
  • Tweaked FX trail and charge/magnet FX


Fixes



  • Other players charge is now synced properly across network while waiting for game to start

Patch 0.107.31



This patch focuses on revamping the level generation system as well as a few bug fixes. I will be continuing to improve the level generation and this update provides some fundamental changes (custom random scripts, better placement logic, etc) that provide a solid foundation.


Changes



  • Created custom Random Number Generator and custom methods for greater control over procedural generation.
  • Improved level generation method to create more interesting, challenging and aesthetically pleasing levels.



Fixes



  • Game mode UI now properly syncs when joining a party.
  • Fixed issues with Sloped Blocks that were causing problems with level generation and building.
  • Fixed rare bug that would allow you place multiple blocks in the same space.
  • Fixed issue that was causing level generation to be inconsistent with level and seed.

Patch 0.107.11



This patch contains a few tweaks to game mechanics and quality of life additions that, while subtle, offer marked improvement to the feel of the game.

A quick note on when to expect updates: during the summer (from now until the end of September) I will be releasing updates sporadically and mainly focusing on improving current features and bug smashing. Going forward into October and beyond you can expect more frequent and regular updates with more content.

As always you can get a very good idea of what to expect by keeping track of the Official Dev Board. This is the very same board I use internally to keep track of things.

Additions:



  • Added checkpoints to Cooperative/Multiplayer version of Ascension.


Changes:



  • You now gain half charge almost immediately after level start and reset.
  • Charge rate slightly increased.
  • Charge now gained from smaller impacts.
  • Now only the Host can start a rematch in Race and Battle modes.
  • You can now tell where another player's camera is facing while in edit mode.
  • Changed some text so object names are consistent.
  • Added obvious "How To Play" button.
  • Added links to discussion page and the dev board to make it easier to access the community.

Patch 0.106.30



I present to you, the first patch for Data Ball. In general, I plan on releasing smaller patches semi-regularly rather than infrequent large updates. This update adds checkpoints and a few fixes. See the patch notes below for the full run down.

Features:


- Added checkpoints: In single player Ascension mode you will get a checkpoint every 5 levels. If you lose all your lives you start at your last checkpoint with no lives and your score is reset.

Fixes/Changes:


- Joystick camera movement is no longer affected by frame rate.
- Improved V Sync. Significant reduction in frame stuttering.
- Temporarily disabling "Find Other Players" button. Will re-implement with improved matchmaking once there is a larger player base.

Data Ball Released to Early Access

Data Ball is now available on Steam Early Access! Launching with four game modes and multiplayer support it already offers plenty to keep you entertained. I'm looking forward to working with the community to develop this game into something even more wonderful.

Head to the official development Trello board to see what's being worked on and what to expect next: https://steamcommunity.com/linkfilter/?url=https://trello.com/b/JIjGy8GT

I'll be standing by to tackle any issues that may arise so don't hesitate to reach out on the discussion boards. Have fun!

Data Ball is in the Steam Store!

Today Data Ball goes live in the Steam store to build anticipation for the June 27th release. After many months of hard work I finally feel the game is in a state where I'm comfortable releasing it into the wild. I can't wait to share it with the community and expand the development process. Many thanks to all my friends who have helped me test through the bugs and gave me some good ideas along the way. I'm looking forward to working with the community to make this game as delicious as possible.