Last week was a big week for Caromble!. For the first time since last October we would be showing the game to an audience. And not just any audience. Caromble! would leave the Netherlands for the first time, and travel all the way to EToo London.

Doesn't this make us look like very real and serious game developers?

Doesn’t this make us look like very real and serious game developers?

It wasn’t  just showing the game though, Pascal and me were set to make our first ever appearance in a live stream. So yes, there were some nerves, but all went well. I always enjoy to be able to explain something that I’m passionate about, so I enjoyed being interviewed together with Pascal about Caromble!.

The next day we hooked a laptop to a big TV and had people play Caromble! all day. Collecting feedback from players who never played the game before is very important,  and we definitely learned a thing or two about how we can make the game even more fun. It was also a great chance to meet a lot of very nice people from the UK gaming scene. All in all, I think the nicest thing about showing the game on such an event is just watching people play and enjoy it. Having people enjoy and play Caromble! is the whole reason we are making the game after all.

Showing the game and talking about it is much fun and very important, but most in all it got me all psyched and eager to work on Caromble! even more. So when I had nothing on my hands on Saturday, I figured it would be a great time to do some development.

One of the things I’ve been very eager to improve for quite a while, is what happens every time a ball hits a wall. Since Caromble! is a game, and games are supposed to be fun, all things in the game should be fun. Especially the things that happen all the time. Balls hit walls a lot in Caromble! (sorry I had to write that). We have been trying to make hitting the wall more fun for a while now. Adding nice particles helped a bit, but it never felt quite right.

Last Saturday I finally sat down and wrote a shader that should help. The effect is inspired by the helicopter crash from The Matrix. Or maybe just inspired by throwing a rock in a pond.  Where the ball collides with a wall, I move bits and pieces of the final rendered image back and forth to make it seem like the whole world is kind of rippling. Maybe I should stop talking and start showing. We are very curious about feedback you may have!!





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