|
Quote: |
|
|
|
|
Originally Posted by majesty95 |
|
|
|
|
|
|
|
|
Interesting. Thanks for the insight.
Let me ask you this: would something like the CPU hurrying to the line in the 4th quarter and then killing the clock not be something that affects both play now and dynasty?
The Demo is about 1.8 GB while the entire game is 6+ GB. That's a huge chunk of AI programming/logic missing. Think of it this way, Fatigue is there, but we don't see it in the 3 min we are given because it is programmed to be seen later in coded logic that says (ex "A's 100% animation rate will decrease to 80% animation rate [based on this predefined measurable] and so on, so forth). There's logic for hurrying to the line and running this play in this circumstance (who knows how many variables they've coded just for 4th down). There's yardage, time, score etc... that the "hurry-to-the-line" logic must be presented against and with 1.8 GB, not all variables can be included in a Demo so we can see the affect (similar to Fatigue example).
As far as Play Now vs Dynasty. I would say that the basics of the logic/programming is given to Play Now with the understanding that the Hum gamer will take control of the player at some point during a play, voiding AI logic. Play now is not geared towards User vs AI, but User vs User.
So put in place the bare bones for even User controlled team AI with the anticipation that the User may/will take control at any given point.
How about the zig zag running by the CPU,
Game Speed + Player Speed rating [0-127] dictate how fast/slow animations are driven. Put Game Speed on Very Slow and it looks/feels odd because our eyes are used to Madden and NCAA rendering fast animations during gameplay.
We are given 3 min qtrs in Play Now, so most of the programming/logic that trigger animations are not there because of the Demo size.
Speed ratings over 70 simply push animations to render too fast over the ratio of the field size. (this is calmed greatly with Coord Cam, which is why players look to render/move in a more fluid maner)
We don't have access to player's Speed rating, but because Player Speeds are always on the high end of the scale and the Game speed most like to play at, there is still some zig-zag rendering instead of a fluid running motion.
the lack of effectiveness shutting down the read option and the overall AI in regards to recognizing your play calling tendencies?
To give you and others some hope in this area, there are separate/additional Awareness fields that will improve the AI across the board, that we must use Xan's editor to get to. Don't know the affect for Online gaming as I don't play online.
I guess what I'm asking is why is the gameplay experience so much different for play now and dynasty and how much of a correlation is there?
The quick and dirty is in the first very short explanations
Also, I'm assuming that testing sliders in play now for dynasty use is pointless for the most part?
If you look at most of the YouTube Breakdown vid's that folks have done over the years, most arrived at their conclusions from testing in Play Now and Practice Modes when the greatest experience of what the AI can/will do, is through Dynasty Mode.
|
|
|
|
|
|
This is not to say whether someones testing or what they see is right or wrong, but that there are a lot of variables that are often times left out as to why "this issue" may be happening. (ie so we say there's a bug, a glitch, it's broke, they don't know what they're doing etc...)
Much of it has to do with that there is so much that must be linked together just for one given instance, as well as a manually input value that helps to trigger into the next "whatever"....
The last thing I want to do is come off like some grand wizard of game programming/developement (far from it) but all I can say is that there is a ton of animations that programming logic must link together for the many aspects of this game play out right.
Much of what we want is pretty much there, it's just a very large amount of data/animations that must come together with very little room for error or miscalculation.
I couldn't imagine what the entire game would look like uncompressed.
It's beyond a lot to bring together what we (me included) often think is such an easy thing to do.
Look into the files, it will give you a better understanding on how to accomplish what you want to happen during gameplay with what's there.