Posted on

Online Time Trial

An upcoming feature we are working on is Online Time Trial.

Like in normal Time Trial each player races alone on the track vs the clock. But since it is a network game you can also see other players as ghost balls. Not just ghost ball replays but live ghost balls.

Since there is no interaction with other ghost balls (no collisions or slip-streaming) all times can be posted to the same leaderboards as for single player Time Trial.

Each player is free to start or abort their race attempts at any moment without interfering with other players. (Just mind that when the host leaves, everyone is disconnected.)

For a combined race and Time Trial attempt anyone interested just needs to check “Auto-start next interval” and when the interval countdown reaches zero all players will start simultaneously.

Cheers!

/ÖyvindAtMindball

Posted on

Introducing experimental – with campaign sneak peek

Starting today a new beta-branch is available in Steam: experimental

As the name suggests it is meant to provide a way to share the latest of what is happening in development with those interested. If you want to try out the newest features then you can now switch to experimental. For those who prefer a more stable and bug-free experience I would recommend staying with the default branch. It is also possible to switch back and forth between stable and experimental at any time.

Some warnings about experimental:

  • Progress and setting are kept separate between stable and experimental, so any skins and stars you unlock in experimental will not be unlocked in stable.
  • Experimental and stable uses different time-trial leaderboards, so any fast times you set in experimental will not be visible in stable.
  • Experimental may be updated more often meaning more patches to download.
  • Experimental may contain unfinished, unpolished or broken features.
  • Not everything you see in experimental is guaranteed to make it into the stable branch.

To switch to a different branch in the Steam client, right-click on Mindball Play from the library page and select “Properties”. Among the available tabs will be the “BETAS” tab.
Select branch in the dropdown menu under “Select the beta you would like to opt into:”

Available now in experimental is a sneak peek at one of the campaign chapters we are working with. There is also a new focus-indicator for those of you with headbands, more advanced graphics settings and an option for in-game mouse-look.

If all goes well you should also have an updated stable version soon, but without the campaign sneak peek.

Hope to see you in experimental!

Posted on

Campaign plans

This week we have begun implementing the Campaign mode so I thought I’d take a moment to explain what our plan is.

The purpose of the campaign is to provide more content, play-time and progression for the single-player part of the game.

The plan for the campaign is to have a set of missions divided into chapters. Each mission is a race on a single track with a custom set of goals, rules and conditions. Each mission can give a number of stars and when enough stars have been collected the harder “boss” mission is unlocked. When the player wins the “boss” mission the next chapter is unlocked.

Some ideas for mission goals are:
Finish in a certain position.
Finish within a certain time.
Reset a number of opponents before they reach the finish.

Ideas for rules and conditions:
AI-opponents with different skills and styles.
Mission ends if the player ball is reset.
Balls can have power-up effects like Force-field, Lasers or Extra grip constantly active.
Pick-ups are given to the player at a constant rate throughout the race.
Balls have different sizes.
Custom physics like changed gravity or friction.
Extra track-hazards like more lasers etc.

Please let us know in the comments or forum what you would like to see in a mission to make the race special and challenging!

/ÖyvindAtMindball

Posted on

Less Slippery Oil and Bug Fixes

Changes in version 0.17.3

  • Fixed FPS drop near pickup-boxes.
  • Slipstream speed boost now works again.
  • Pick-up interaction changes and fixes.
  • Ball is in ghost-mode for 2 seconds after reset.
  • Ball in ghost-mode now ignores lasers and pick-ups.
  • Pick-ups can no longer be activated when ball is being reset.
  • Split-screen games now wait for both players to finish.
  • Resolution options added to graphics settings.
  • Fixed bug where the finish GUI showed the wrong position.
  • Oil is now a little less slippery.
  • Air-jump bug removed.
  • Fixed missing restart button in network games.
  • Fixed wrong camera rotation when restarting a level.
  • Fixed some network issues with minimap, moving lasers and pick-ups.
  • Misc menu fixes.

 

Posted on

Full Game Pad Support and Bug Fixes

Changes in version 0.17.2

  • Gamepad menu fixes. We now have full gamepad support.
  • Computer opponents can now use pick-ups.
  • Max number of computer opponents increased to 19.
  • Fixed balls colliding before start of race.
  • Ball falls off track less when playing with headband and focus is low.
  • Fixed bug triggered by bad bluetooth connection to headband.
  • Headband settings can now be changed while in a race.
  • Minimap now works in multi-lap races.
  • Fixed some issues on track Laser Control.
  • Fixes for ball AI on track Accelerator and Solar.
  • Jump-pad double force bug fixed.
Posted on

Bug fixes, Pick-ups and Menu Tweeks

Changes in version 0.17.1

  • New track Party On Pluto replaces track Pluto Infinity for non-headband play.
  • Party On Pluto is also available for network games.
  • Option to enable/disable all pick-ups added.
  • Friction boosts and ghost mode are now gained via pick-ups.
  • Pick-up type shown with icons instead of text.
  • Pick-up icons now work in split screen.
  • A few more split screen fixes.
  • More ball skins added. May become unlockable later on, but unlocked for now.
  • Game start countdown text has a new look.
  • Hide race position when there is only 1 player on track.
  • Ghost mode particle effects tweaked.
  • Some menu tweaks and fixes.
  • Minor menu background changes.
Posted on

Pick Ups and Control Mapping

Posted on

Hands free play with Mindball Play

Changes in version 0.16.1

A focused headband play update launched at Steam Early Access.

  • Dedicated headband menu added. All you need to know about playing with headband is now found under one button at the main menu.
  • Two new tracks;

Trainer (will be renamed to Warm Up Highway in the next version) is intended as a get-to-know-how-it-works-track. It’s straight forward and have no Power Ups.

Pluto Infinity is an infinity track, but for now set to four laps. A bit more tricky training before you launch to the standard tracks competing with ghost balls or other player – perhaps using a game pad to beat your focus.

  • New headband in-game help messages when you seem to need them.
  • Headband focus indicator improved, hope you’ll find it useful.
Posted on

Mindball Play Major update 0.16

Mindball Play escapes outside!

  • 2 new tracks – quite different in layout from the previous ones.
    Skyscraper up on the roof of a skyscraper and Solar in a hot race in the desert.
  • major parts of Conveyor is redesigned.
  • slipstream speed boost added.
  • we have also added a Speedometer.
  • the AI ball is harder.
  • specific headband update;

Major changes to the code that runs the (AI) ball’s response of the input (your focus).

Headband key is required. You’ll get the key if you buy the headband at our web site – only.

You’ll find a new focus/relaxation indicator down to the right by the new speedometer.