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Old 03-21-2018, 02:17 PM   #109
GoldenCrest Games
High School Varsity
 
Join Date: Jul 2016
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Quote:
Originally Posted by SirBlurton View Post
This is really interesting - is there a chance that people will be able to "break" the engine with play customization?


I'm a little worried about that, which is why I didn't design it in originally. There are a few areas I'll have to lock down in play design to keep things fair, and I'll have to do some enforcement on play importing, but it seems fairly straight forward now that the engine is stable.

The areas I worry about are:
  • weird pre-snap player positioning
  • unanticipated use of blockers
  • weird player packages

I'm not too worried about routes, coverage, or blitzes. I already did a ton to try and break those systems, and then designed the AI to adapt to what it sees. The obvious abuses I can see are things like FBPro type "all blitz" plays or "4WR hail mary" pass plays. As of now, the AI can already handle things like that. It's really the non-action aspect of play design that could break the engine. I'll lock most of that down pretty tightly to start with, and then loosen it up as I gain confidence in the AI's ability to adjust.
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