About this project
Inspired by a love for the older platform games of the 90’s, Forgotten Ball takes notes from Kula World and Marble Madness, working with old mechanics and adding the new technical enhancements of today to fine-tune a precise exciting concept.
Forgotten Ball immerses you in a towering maze of 2D cubes, yet the game unexpectedly comes to life through the unique use of rotating platforms that manipulate physics to determine where you roll along to next.
Current platforms supported:
Mobile platform controls have had a huge influence on the game and as a result, the game has been reworked to allow for multiple controls layouts. This includes customisable controls for Desktop machines, and two control options for mobile: Touch and Tilt. As well as supporting controllers such as Xbox 360.
Forgotten Ball is both challenging and captivating, creating a primitive story to build a dizzying, open game where it’s hoped that not all will have the same experience.
NEW GAMEPLAY VIDEO
PLAY THE PRE-ALPHA DEMO
This demo is a small sample of Forgotten Ball, to give you an overview of the look and feel of the game. This demo is not polished, there are a couple of bugs. I'm slowly bringing objects in game into my optimisation folder, but some (a few buttons, and lifts) are not quite there. Also, the darkness section is sometimes working, sometimes not. ...releasing a buggy demo, eurgh.
Builds are dated from a build of Forgotten Ball as of 01/09/2014; New build coming.
Although lonely and cautious, Ball begins its journey spiraling upwards through an overwhelming structure, a derelict shadow of what used to be Ball’s homeland, desperately searching for it’s missing friends. Through sheer determination, Ball overcomes dangerous obstacles and enemies hoping to understand just what happened to his former home.
Of course, this story isn’t directly told. There are glimpses into its content but it is anticipated that you, the player, discover and interpret the story that is given to you, leading to a more personal and unique game playing experience.
The gameplay is inspired by the old school gems of the 16-Bit era and takes nods from current trends and genre refinements, you can see influences from games such as Thomas was Alone, and Monument Valley. Forgotten Ball allows for some newer platforming trickery by having Ball move along 3 axis, instead of the conventional 2.
Forgotten Ball is set in an open (world) level, that allows you to travel all over the game, unhindered by the end of levels, timers or loading sections. There are intentional escapes and hidden areas, with rewards in the design for those who look for them.
There are no quick time events but be aware, there are choices to be made. How will you outwit your enemies and, more importantly, will you be brave enough to take a daring leap of faith?
Forgotten Ball is based within a freestanding tower, inspired by the contemporary architecture of apartment blocks you often see in larger cities today.
The massive structure has no pre-defined direction, it is open and multi-routed to allow the player complete freedom to move around how they please. However, the tower is as malicious as the enemies inside. It houses many obstacles, puzzles and sudden drops and traps that could either set you back or open up new areas.
WHY I NEED YOUR SUPPORT
I have dedicated a lot of hard work to saving money so I can make this game the best it can be. So far I have saved around £1000 for current and future hardware but I need your help to continue in bringing Forgotten Ball to life. Your help will give this project a professional input, funding new tools and expertise.
Your support with will be used wisely to improve the game, giving you the best player experience possible.
I have 3 main areas I would like to cover with your help:
Purchase a full license for Unity3D – Unity Pro The benefits of working with Unity Pro far outweigh the free software. There are 3 key reasons why the future of Forgotten Ball’s more advanced designs rests on a software upgrade: Profiler, Occlusion Culling and Image Effects
The first two will help optimize this project and maintain the 60fps that is currently being achieved. This will free up some memory so I can include more advance AI and designs.
Image effects will allow the further addition of some beautiful visual effects.
As working with local talented people is very important to me, it is also important that I return their brilliant contributions with appropriate pay.
As a ‘Thank You’ for your contributions to Forgotten Ball, I will be repaying pledgers with unique rewards related to the game (see full list under pledges). The rewards themselves obviously cost to produce, however, the more that is pledged the cheaper they are to produce!
The money raised will be broken down as planned:
CURRENT STATE OF AFFAIRS
This is a zoomed out collage of screen grabs from a single 2D perspective of the game, showing the sheer scope and ambition of this project.
This doesn't show what is missing. Currently Forgotten Ball is needing AI development, animations (ball and enemy) and sound as well as the additional worlds (however 3 have been implemented since). This development is time consuming and is something that I wanted to make you aware of.
And I made this too; both images are out of date now. The world has got bigger.
Joshua Croft. As the developer of Forgotten Ball, I have coded, designed, sketched, and prototyped many test versions of the game. I began this project early into my Undergraduate study of Computer Games and Animation and continued its development, and my own, through to now. During this time, I have worked with Sony Computer Entertainment, working professionally as a Production Assistant at Guerilla Cambridge, developing an award winning title Killzone: Mercenary for PlayStation Vita. As I was optimising and testing the game coupled with working directly with the team, I gained great experience and knowledge of project life cycle and development practices. I am now a Postgraduate student of Advance Computer Science at the University of East Anglia (UEA), continuing my study (more code) and practicing to deliver and develop video games.
Over time, I have built a small network of people who I am proud to also include in the ongoing development of Forgotten Ball.
Joshua Buck - Audio
Robin Silcock - Ball Textures
Pledge £1 - Supporter.
and be credited as a supporter on website.
Pledges of £3 upwards include being credited in game, and on website as supporter.
Pledge £3 - Digital Copy
and receive a digital copy of Forgotten Ball for your choice of platform (Windows, Mac, Linux, Android, iOS).
Pledges of £6 and up will have monthly access to Forgotten Ball builds.
Pledge £6 - Early Access
and get early access and receive a digital copy of Forgotten Ball for your choice of platform (Windows, Mac, Linux, Android, iOS). Access to monthly builds of Forgotten Ball.
Pledge £8 - Physical Release
and receive the Physical bundle which is a physical copy of Forgotten Ball for Mac, Windows or Linux. In a beautiful recycled cardboard case. Access to monthly builds of Game.
Pledge £14 - Physical Double Disc
and receive the Physical bundle + soundtrack whhich is a physical copy of Forgotten Ball for Mac, Windows or Linux. In a beautiful recycled cardboard case. Plus! a Special edition print.
Pledge £21 - Unlock Naming.
In Game there are lots of unlockable skins, the skin will be named by you. First name only, nothing rude. Includes digital copy of game.
Pledge £43 - Builder
There's a 18 x 7 area for you to craft within. You can design the area, and then it will be featured in game. Credited as Designer.
Pledge £50 - Special Edition
Physical Copy of Game for PC, Mac and Linux inc. soundtrack. A2 glossy poster of your choice, & an A3 Poster. Credited as Super Supporter.
Pledge £60 - Crafter
There's a 42 x 20 area for you to craft within. You can design the area, and then it will be featured in game. Credited as Designer.
Pledge £95 - Cube Crafter
There's a 12x12x12 area for you to craft within. You can design the area, and then it will be featured in game. Can not add new abilities to character. Credited as Designer.
Pledge £200 - Executive
Your company logo/twitter/etc as a splash screen. Includes a beach ball cushion, and a copy of Special Edition game. Access to monthly builds of Game + Credited as Executives.
As I get my prototpes back, I will upload images, I envision nice things.
LONGTERM STRETCH GOALS
If I surpass my funding target, any additional funds will be used to develop Forgotten Ball further, including new platforms to play on, additional in-game areas and modes and collectables.
At £2000 I will attempt a port to Windows Phone; attempt to release on Steam. at this point onwards I would also arrange some live stream demos on a weekend evening to talk about what I'm doing and probably stream some dev.
At £2500 I will include a set of postcards with every Reward above £7. Digital images will be sent to those below £7. A port to Ouya will be available.
At £3750 Forgotten Ball will try to release for WiiU. (buys dev kit, begs Nintendo) I am a registered WiiU developer, so this is not a large hurdle.
After £4,250 Forgotten Ball will gain three additional areas and modes. That's another 30% more than planned.
At £4,500 I look towards PS Vita (I do love the PS Vita) and hope to release Forgotten Ball on PlayStation Vita too.
At £5,000 Forgotten Ball Alpha will be released (for free to those whom back this project). This isn't an alpha release of Forgotten Ball, its an isometric version (Monument valley + old school Resident Evil fixed camera angles).
Kickstarter is an amazing avenue to pursue this goal. I love the fact that I can get funding to create a game of my own through community support. It will open the project up for feedback and suggestions, another advantage that I believe is one of Kickstarter’s greatest strengths.
Risks and challenges
I feel as though I’ve proven that the game is viable, showing you the content and describing the technical aspects, and verifying it’s ability to run cross platform. However, I am a student and at times some study will take priority, though I have factored this into the game development and schedule. Regardless, you will always be aware of any issues that may occur.
I am asking for £1800 as I believe this is the minimum amount I need to bring the project up to the standard that I believe it must be.
Time is my biggest challenge but, as I mentioned before, you will be the first to know of any problems that could possibly occur.
If anything does go stray, you will be the first to know, but this project is almost 3 years old and the end is very much in sight.
Thank you lending your support to Forgotten Ball.
- Joshua Croft
Support this project
- (28 days)