- All illustrations are updated for the last two cutscenes - Sangfroid Clutch will have an additional effect - Not-on-landing Charge Attack will deal more damage. - Fixed some typos.
Changed the planting window display type so it won't be closed accidentally when the font size is set to large. But now it can only be closed by the close button and the ESC key.
Now batches mixed by grapes from more than three blocks will shown as "MB" for the block numbers to avoid UI display errors.
Hi all, Today I have a VERY important announcement regarding the development of Table Ball. Coming this year, Unreal Table Ball, a continuation of the Table Ball project made entirely in Unreal Engine.
What does this mean?
This means that work on the 2.4 update of the Unity version is being discontinued effective immediately. Though I do plan to release the games source code and the last build on itch.
What are the differences between Unreal Table Ball and the Unity version?
The game is being completely remade in the Unreal Engine, this means that a LOT of the tech debt the game has built up over the last year or so will be cleaned up.
The launch build will NOT contain a lot of the game modes from the current Unity build, for example Space Game and the Endless game modes will not be included. The game will also be missing features such as the customisation system and DLC content.
What about the DLC I purchased?
Unfortunately the launch build won't contain DLC content, however it will be released as a Beta Branch on Steam once it's done. I'm considering creating a brand new store page for Unreal Table Ball, but I also don't want to make people have to purchase the games DLC all over again.
However, you can be assured that if I do release the Unreal version as an update to the regular game, it won't be released to the main branch until such a time that it includes DLC content.
When can we expect this to release?
Not sure, I hope to have the launch build release before the games original delisting date, but I may release it earlier depending on when I get this done. I hope to have a beta build active through Steam Playtest by the time I go on holiday in June.
If you would like to participate then please go to the store page and select Request Access. I am also planning to take the demo down in about a week so if you have some unfinished business there then now is your time to finish it.
I would strongly recommend playtesters to play the tutorial. I would love some feedback on it. There have also been new mechanics added that the tutorial will teach you.
Fix shooting outside to reload: Shooting outside the screen now triggers reload.
Add black Sinden border: Gives more accuracy to Sinden Lightgun screen detection
Add more inputs and remove screen buttons: Now common shooter buttons like TAB, Q, 1, 2, mouse scroll change weapons. R reloads the wepon and ESC pauses. All button clicks were removed to improve shooting at the screen.
Summary A little bit of polish and quality of life improvements based on initial feedback:
Cloud Saves The game now syncs your progress across different devices using Steam Cloud Saves.
You can run up shorter walls, now There used to be a minimum wall height required to run up walls, but the feedback was that this felt a bit arbitrary and unfair. I definitely agree and there's no gameplay reason why you shouldn't be able to run up any wall, regardless of its height, so this has been updated.
Fixes Assist Mode's "Auto run up walls" setting Some previous changes to how running up walls works broke the Assist Mode functionality for automatically running up walls as you approach them. This has been fixed.
Ability to rebind shortcut buttons The shortcut buttons for viewing controls and retrying were a much-needed improvement. However, having these inputs permanently mapped gets in the way of mapping other gameplay actions to them. So now you can rebind the shortcuts for Show Controls and Retry, allowing you to more conveniently use those buttons for other actions if you want.
Ability to disable shortcut buttons Related to the change above, if you don't want to use the shortcuts, you can disable them.
Adjusts time in 8-6 8-6 had a layout change during development, but the goal times weren't updated accordingly, leading to some impossible goals for the level. These have been corrected and should automatically update your score without needing to redo the level.
Adds settings for day/night cycle You can now adjust some settings related to the day-night cycle. For those who felt blinded by the sun during certain times of day, you can now disable the intense sunlight effect. You can also manually set the time of day and adjust how quickly the day-night cycle progresses (even pausing it if you want to play at a specific time of day all the time).