BlackHole Bowls – Scoring a Strike [lighting sequence]_V4










I can’t leave it alone, added ‘STRIKE’ text and change of color.

[(<more to come>)]

BlackHole Bowls – Scoring a Strike [lighting sequence]










I worked on this last night, so need to now code a color sequence for when a player gets a STRIKE. The lighting effect is Volumetric Lines free from the Unity Asset Store.

Next job is sound and background music. I found this (free) on the Unity Asset store  SoundManagerPro 3: Next-Gen Audio and Sound Toolkit. Looks amazing can’t wait to use it.

[(<more to come>)]

BlackHole Bowls – Development and Process – Part 5


The time it takes a lonely developer – my little rant

I know that this is something that I’ve heard a number of times, but really working a game is such a lengthy process. When I started this process I decided that I wanted to create a quality game and not just publish for the sake of publishing. However, being the only person working on this project and working a full-time job it’s a hard road. I also have the title of learner, so the process is slower, but I do wonder if everyone is always on a learning curve. I must say I have high standards and attention to detail, I just can’t let things go without review and fine tuning.

Saying this, BlackHole Bowls has filled me with a wealth of knowledge and understanding about the process of developing games.

Even though, the project at times feels like a blackHole, I have loved the process but do feel a little lonely sometimes. 😦


BlackHole Bowls – Development and Process – Part 4

Game Mechanics – Throw the ball













This has been an on going process, I didn’t realize how difficult it is to create a throwing ball. The idea and hope was to allow the player to throw the bowling ball and at the same time set the speed of the ball down the lane. I’ve been using the simple formula



This still requires fine tuning but it’s getting there.


Got to love coding on the hop


[(<more to come>)]




BlackHole Bowls – Development and Process – Part 3

Game Mechanics – impact on pins


Finding this code in the Unity3D community forum was total joy and happiness, I know I’m a lame newbie.


To date and from a newbie perspective, I think it rates as the coolest bit of code for unity physics. It actually works out the impact of the collider (ball in this case) and then calculates the impact force to the attached game object (the pins) to simulates the collision effect.

This will be in the code tool box for a while 😉


[(<more to come>)]




BlackHole Bowls – Development and Process – Part 2

Game Mechanics – Bowling ball hook


This was trial by error at it’s best. This problem kept me up at night and step by step I coded until the solution was had. As seen above the player can rotate the ball on the Y axis between a clamped amount of -45 to 45 degrees.





This influences the amount of hook on the ball as it travels down the lane. The magic is all thanks to a editor extension called PathMagic, no punt intended.

The code below shows how the 4 waypoints in lanePath are moved in proportion to the amount of ballSpin.y




Maybe not the most elegant looking code at this stage but I am planning on further refinements.

[(more to come)]

Catch up on the development process – BlackHole Bowls

So this project started with a Udemy course  “Learn to Code by Making Games – The Complete Unity Developer” about 8 months ago and I loved it. A simple bowling game was a part of the learning content.

So BlackHole Bowls has been adapted from this and improvements include

  • A Redesign of the UI
  • Redesign of lane, ball(s) and pins
  • Implementation of how the ball is bowled – giving a more throw/bowling affect
  • Spin and hook ball abilities added – implemented a waypoint system/path
  • Choice of 4 different balls – including weight, diameter

Being more of a visual person I will post current screen shots tomorrow 🙂