Unreal Table Ball Demo releasing NOW!
24/01/2025
We were originally meant to go live a few hours ago, but I had to quickly make a new build and I've been having internet trouble so things have been taking longer then expected. It's taking like a couple minutes just to upload a single MB of the build to Steam... Australian internet go brrrrrrr.
Unreal Table Ball Demo releasing NOW
I did it, I pressed the button, now let's talk about the differences between the current Unreal Table Ball version and Table Ball Unity, and my plans for the future of Unreal Table Ball, including a full release eta.
Differences between Unreal Table Ball and Table Ball Unity
Unreal Table Ball is completely remade in Unreal Engine, unfortunately I hadn't finished porting all the features from the last Unity build, however there's some cool new stuff that I've added.
Completely redesigned main menu
The new main menu looks AMAZING, it took me way too long to figure out exactly how I wanted it to look, but I think now it looks amazing! Wait... what's that button do...
New AI Randomness Slider
One of the features I've wanted to include for the last (almost) three years of developing Table Ball was AI Randomness, this effectively means that the AI has a random chance of moving in a random direction. There are currently three "base" values for this rate, Easy - 50% chance Medium - 10% chance Hard - 0% chance There's also a Custom difficulty selection that allows you to select ANY number.
More indepth customization
Unreal Table Ball contains slightly more indepth customization, allowing you to change the colour of the Background, Left and Right score display, and Generic Text (Currently only the text used in Debug Mode) Speaking of the customization system, it's now available exclusively within the regular game scene (Pause Menu), this was originally due to how the customization system worked, but I'm working on bringing it to the main menu too.
Ingame achievements system!!!
In addition to the regular Steam achievements system, Unreal Table Ball also includes an ingame achievements system, this will allow the future DRM-Free build (that'll release on itch in the future) to also include achievements.
Missing Features
Currently the game is missing a few majorish features, that I hope to have finished and ready over the next few updates. Currently missing is; Skins system. Some advanced game settings. 3D Setting. Powerups in the Table Ball game mode. Saving System. Discord Integration. SCPC Game Mode. Split-Screen Multiplayer. Pings System.
Extra features that will be coming
Part of moving to Unreal Engine is working on and adding features I couldn't add in the Unity version. There's also a few things that I'm experimenting with that I want to add. Extra Features; VR Mode - Yes a VR Mode, it's currently only accessible to VR Testers, you'll be able to apply on our Discord Server Online Multiplayer - I cannot confirm when this'll come, I'm working with one of my partners on potential server infrastructure, and working on the game to allow for multiplayer. Voice Integration - With an online multiplayer I also want to allow you to talk with people you're playing with, however I haven't fully figured out how I want this to work and am being VERY careful in regards to privacy and child safety (child safety issues being the main reason I'm iffy about adding voice integration) Sound Packs - these will allow you to alter the audio within the game. I know HOW I want them to work and what the first few Sound Packs will contain, but I don't know how I want them to be acquired. Ball speed up mechanic - I announced this in a Devlog a while ago, however a bug caused me to temporarily remove the feature before launch. I'm hoping to have this feature finished and added in Update One, but I cannot make any guarantees right now. XP and Levelling System - This is something I still need to fully figure out. For example I'm trying to work out if I want it to only work in the online game mode and have it be used to figure out what players you randomly match with (so a ranked matching system), or have it be based on points earnt in the games Medium and Hard difficulties against the AI, along with the online game mode. Once I get closer to actually working on this system I'll be revealing a document I'll be using to create this feature to give you guys an idea of how it'll work. (Possible) Challenge System - I'm thinking about a challenge system, this'll basically create an auto-generated challenge every 24 hours that if completed, earn you XP and/or pings depending on the difficulty.
Changes that'll be made to existing features when added
Pings System
The way the pings system works is being completely refactored. For starters I want to move away from earning x amount of pings per x amount of ingame points, and move towards it being based on the future XP System. I won't EVER put a real world price on pings. I mean I'll offer extra pings for people who purchase the games Season One content DLC, but that'll be it.
Save System
Instead of an entire game mode dedicated to the saving system (Endless Game Mode), I instead intend for the main game mode to use the save system, the improved save system will also save the location and heading of objects in the game. I also want the save system to track powerups and debuffs.
Release for other platforms?
Right now the game is only available on Windows machines (and Steam Decks when using Proton.) This is because I don't currently own the hardware to do Mac or Linux builds. I intend to setup Dual-Booting on my PC so I can create Ubuntu builds (or setting up a second machine to do Ubuntu Builds) but I cannot make any guarantees or give any possible time frames at this time
Full Controller Support and Steam Deck Verified when?
I don't currently own a controller and so cannot currently test controller input. I'm aware of issues interacting with menus, and intend to get a controller so I can fix these issues. But I cannot make any guarantees at this time. Steam Deck Verification is a little harder... I don't own a Steam Deck so I cannot make changes on the fly to increase the games Steam Deck Verification. There's also the aforementioned controller support issues. I'll be making a proper post on the Unreal Table Ball Blog in the future about Steam Deck and controller support in the future!
Current full release eta
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