Welcome to Helix Play Games
The studio website is live, and this is where we'll be sharing everything about BallOrcs and BallOrcs Battle as it's built.
Dev Log
Progress, experiments and the occasional disaster, straight from the team building BallOrcs and BallOrcs Battle.
The studio website is live, and this is where we'll be sharing everything about BallOrcs and BallOrcs Battle as it's built.
A quieter fortnight for the war game, mostly about plumbing and fit and finish.
This was a week of new ground. Level 2 stopped being a short hop: a long gauntlet of patrolling enemies, fire-spitters and geysers now turns it into a ten-minute level.
Orcs now find their way around walls of fire and barricades instead of getting stuck, plus a skirmish menu and health bars for hurt units.
Two weeks of fixing what the first full playthrough turned up.
Somebody who is not a computer finally sat down and played BallOrcs, and the report was blunt.
Until this week you could move your orcs and that was very nearly all.
All five playable tribes now have a unit and a spell that only they get. The Cinderkin field a walking bomb and lay a line of fire nobody may cross.
Last week a single bug produced 129 separate crash reports. The bug was fixed then; the reporting got fixed this week.
BallOrcs got its permanent phone name, touchscreen prompts that name the real buttons, and a PAUSE button. Plus 129 crashes that were one bug.
Until this week Battle's orcs could walk. That was it. They had no way to feed themselves, no way to fight, and no reason to be anywhere in particular.
BallOrcs has sound. Rolling, jumping, landing, picking up an orb — and a piece of music for each level, fading into the next one as you move between them.
Two new places to be.
No new battlefield this week — this was a week under the floorboards.
Your orc lets you pick colours for almost everything — but not its eyes.
Last week we hand-checked that the Windows and Linux versions play out an identical battle.
No new orc hats this week — this was a week of fixing the machine that assembles the game.
A Windows build and a Linux build were given the same orders and finished with exactly the same battle, which fair online play depends on.
Last week the orc you built finally turned up in the level. This week there is a way to build one.
Two questions got real answers this week. First: can this thing actually run an army?
Until this week the wardrobe and the game were strangers.
Last time, BallOrcs Battle was an engine with no picture — a war simulated purely in numbers. This week it got a face.
A BallOrc is whatever you bolt onto it.
A week ago BallOrcs was a few test steps in an empty room.
Our second game, BallOrcs Battle, just got its beating heart.
We played the Windows build like real players and wrote down every 'why can't I…' — then fixed the lot. Arrow keys now work alongside WASD.
BallOrcs needs real 3D models — orcs, hats, founts, whole levels — and the placeholder art keeps reminding us of that.
Last week we built AI bots that playtest the game. This week we put them on the payroll.
Three nasty bugs in one day, all invisible on our Linux test rig. On Windows the game crashed instantly at launch. Fixed that — and got a window that stayed pure black.
When the game crashes on a player's machine, we want it to tell us what happened — automatically, with enough detail to fix it.
The game is now a game: a ball you can steer around a test arena, with rolling, jumping, a chase camera and a goal flag.
The game now builds itself for Windows, Linux, web browsers, and Android — automatically, every week, from one button.
BallOrcs got its story.
The BallOrcs Realm is loud, bouncy, and gloriously ridiculous — every orc a one-of-a-kind sphere of clashing parts and proud little noises. Then the Hollow King came.
BallOrcs has a 67-second announcement trailer, box art and an app icon, all drawn by code. They're placeholders until real in-game footage replaces them.
We hired playtesters who work for free, never sleep, and file perfect bug reports: little AI bots that live inside the game.
By the end of day one, the factory produced its first game package — and then produced it again, from scratch, byte-for-byte identical.
BallOrcs is a colourful 3D platformer about round little creatures. Day one went on building the factory that will make the game.
We built our own private build factory: a code-hosting site, an image warehouse and robot workers, all running on one modest Windows PC.
Game engines and their helper libraries update constantly, and 'latest version' today is a different program than 'latest version' next month.
Nothing here yet. Check back soon!