Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Table Ball Deluxe Edition UpgradeEventsUnreal Table Ball Devlog - October 2024
Community

Unreal Table Ball Devlog - October 2024

Table Ball Deluxe Edition Upgrade · published 24 Oct 2024, 05:38 UTC

All eventsPlayers around this dateRead on Steam

Well, it's been a while...
Unfortunately my personal life has been hectic so I have been unable to focus on keeping you guys updated on Unreal Table Ball. Anyway, lets talk about what HAS been done, and how close we are to actually releasing the first Unreal Table Ball Feature Demo.

Classic Game Mode Complete


The entire featureset needed for the "classic" game mode is complete, this means that now you can play the game that Table Ball is based off of, bouncing the ball off of bumpers and all that.

Redesigned Main Menu


We've completely redesigned the Main Menu, if you're in the Lockyz Media Discord Server, you've seen some of the renditions of the new Main Menu, and now I will show you four different versions I had, just before showing off what it now looks like. They're all fairly similar layouts but it very quickly evolved into what I envisioned.


The original main menu. I felt like having the left bar stop where it did didn't look great so I changed it to...


The buttons in this version of the menu and the lighting just weren't it for me, the buttons wouldn't change on hover and that's really bad if you were playing on just a controller.


I had changed the material used throughout the game for the ball and bumpers to make it glow a little, I also removed the reflections... But I thought that having the reflections there made it look better (and allowed me to more properly use Unreal Engine 5.4's capabilities). The placement of the objects in the game had also been modified in this version.


In this version I FINALLY updated the "floor" of the scene, I also brought back the metal feeling of the bumpers and ball on the main menu, but overdid it a little.


And now, we have the final one. The current main menu. I felt like it was more "artsy" to have the objects be within a field, it also gave me a chance to insert a new Easter Egg since I had to remove the original Main Menu Easter Egg in the transition to Unreal (In Table Ball Unity, sit on the main menu for I believe 5 minutes, and then watch what happens)

Customisation System Experiments


When making the change to Unreal I didn't know how I was going to make it work, nor how I'd make it look. The old customisation system in Table Ball was so... well messy... in how I made it work. The good news is that the new version is MUCH more modular where some of the different sections are different "widgets". I still haven't fully implemented this (You could probably tell since I greyed out the button on the current main menu), but the logic behind it works, and I know how I'll implement it. Basically there'll be a text file on your local hard drive with values for the Left Bumper, Right Bumper, Ball and Background and you will be able to change any of these four values ingame. I've decided against a regular DLC check for the save file as I still fully intend on a DRM-Free version of the game, which would cost the same as the Complete Collection Bundle on Steam, and a free version without any access to the customisation system ingame. Below are a couple concepts on how it may look in the final game.


This was the first version I made, obviously I was going to bring back the right sidebar and bottom bar, I had just wanted to get the look of the colour selection buttons down first.


And this is how it currently looks, It's still unfinished, I'm debating decreasing the size of the grid to put in a "preview" of what it'll look like. The background of the scene now also changes.

Other Changes


In the current dev build of the game, I've started implementing ways of testing various ingame functions, for example the AI Randomness scale can now be played with in the games main view. This will eventually be moved to the settings page, but I'm focusing on making sure the player can change these settings while the games going. I also haven't fully implemented a pausing mechanic so right now the UI is very cramped... Those buttons on the right of the menu are being used to test the customisation system and see how easily I can implement it. I intend to work on skins once I finish the work needed to finish other basic stuff within the game.


Part of development requires knowing what everything is doing, for example you can see that as the right bumper changes where it's moving to the X value changes, same with the Left Bumper


And now you can see that as the colours for each asset has changed, so to has the Hex value displayed. This is what I'm using to help me test the customisation system, in the future I'll also be able to see things like the current skin name, active powerups, how long until the active powerup is unactivated, etc.

Closing


Unreal Table Ball is very close to being "Demoable", heck I could even implement a few of the games achievements and Steam stats already, and so I think I'll be opening up to Public Testing within the next few weeks while I polish up some issues within the game. While not everything I want done is done yet, I still feel it's best to do beta testing as early as possible to allow myself a better understanding of what you, the community want. I'll first be announcing this future Feature Demo in the Table Ball Discord Server, please join there if you'd like to be notified for the first Feature Demo,

More from Table Ball Deluxe Edition Upgrade

Other announcements

All events
Major update3 Oct 2025Critical Security Update for Table Ball FUnity!​Lockyz Media has been made aware of a critical vulnerability within games made in the Unity Engine dating back to Unity 2017.1. ALL Lockyz Media games made within the Unity Engine are affected by this and a patch will be created for Table Ball FUnity. Please make sure to update AS SOON AS POSSIBLE. We highly recommend all of our friends that do or have used Unity in the past to update their ga…Community21 Aug 2025Unreal Table Ball Devlog August 2025Hi all, it's been a while... About 5 months at that. The most recent patch for Update One was released in that time. So you may be wondering, what's going on with the games development? Unfortunate News May the 15th I released the LAST build for Table Ball FUnity, and unfortunately, my enjoyment of game development has started to wane, I've seen it as more of a chore for a while. So I'm having…Community6 Jun 2025Clarifying your legal rights to our games!(Ironically, this is the first time we've used the Lockyz Media branding on an announcement) Hi All! At Lockyz Media we firmly believe that when you purchase content for personal use, you should OWN that content, not a license to that content, but the content itself. With this, we've officially updated the Terms and Conditions for playing games we've published, along with games that are created…