Inspiration
Well-polished and simple games tend to be very fun, often taking standard, proven ideas and using them in ways not done before. That's what I am doing with Knightball, taking the simple rules of volleyball and applying them to a 2D platformer to create something wholly unique.
What it does
It creates an entirely new way to experience 2D platformers, a genre that is over 40 years old, with a new fun idea; you can play alone or with your friends!
How we built it
The code was written in GameMaker in GML (a C-based language required for GameMaker); Art was created in Aseprite by me; sound effects and ambience were sourced from sound effect databases, and music was made by me in FL Studio.
Challenges we ran into
The biggest challenge was being confident that the idea would be fun; after all, it's as simple as a 2D sports game, but with the feature of spikes and sets based on the height of the player, multiple hits per side, a ball with increasing speed based on hits, and notable levels of polish for a Hackathon, this proved to be more than a possibility.
Accomplishments that we're proud of
The clean transition between gameplay and the main menu is my favorite implementation; you can have the right side of a cloud in the background in the gameplay room, and then see the other side of the cloud when you transition back to the main menu! This, along with single-player features, which enable people to play no matter the circumstance. Not to mention the gameplay is fun, smooth, and easy to learn, meaning it's a game anyone can play!
What we learned
Taking something simple, changing a few rules can easily create something very different and just as exciting. This is an idea I knew I would have trouble fully realizing in a team, which is why I decided to make it a solo hack. Having faith in your ideas, despite how simple they may seem, speaks on the importance of caring about what you're creating. Would this game be as fun if multiple particle effects didn't occur when you spiked the ball? Probably not. Would I have included multiple particle effects if I didn't really believe in my idea? Probably not.
What's next for Knightball
I could see Knightball getting online multiplayer in the future, as it would not be very hard to implement considering the offline multiplayer mechanics are pretty simple, and it would just be an issue with server response times. It's worth noting that Knightball is a fully developed and polished game with, music, effects, simple and enjoyable navigation, and, most importantly, fun gameplay. That being said it is possible I could sell Knightball into partnership with an online games website, so even more people can enjoy Knightball.



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