(PC) SIM Football THE VIDEO GAME (Development Stages)

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  • Dynasty League
    Rookie
    • Dec 2014
    • 56

    #1

    (PC) SIM Football THE VIDEO GAME (Development Stages)

    I am in the development stages of creating my own video game. I want it to be unique.




    Gameplay: My idea is simple, I want the controls to be the Counter Strike of football games. A completely new way to throw the ball in videos game. Take a look at the read and lead,



    Instead, you have a mouse and you can throw it to any area at anytime. No Letters for receivers, you aim you fire. No more, WHYD HE THROW IT THERE? Instead you have all the control. LEFT CLICK MISSLES THE BALL (RED), RIGHT CLICK LOBS (BLUE). And with the quickness of moving with a mouse, you can go sideline to sideline aiming in no time. (THE FAIL OF MADDEN VISION)



    Imagine, over or under throwing balls based off your skills. BACK SHOULDER THROWS. Time it wrong or throw it too close to CB and it could be picked. I believe if I can pull this off right, youll never want to pass in Madden again.

    Teams: Full customize teams. You can edit uniforms, names, logos, numbers, skin. The game will be all online, no offline modes. You select your team you created. All players are generic in stats with the customization you created. Then at game selection you choose 11 stars. 2 gold, 3 silver, 6 bronze, and there stats will change based on what you select. Wonder how I got that bases?

    Input: Now tell me what you think. Again to me, the passing mechanics of this game will be revolutionary. Thats my goal and focus. What would you like to see added? I am more focused on gameplay then any other feature.

    Thanks!
  • Hooe
    Hall Of Fame
    • Aug 2002
    • 21555

    #2
    Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

    Foremost, good luck to you!

    A few questions:

    - I'm assuming this is unlicensed?
    - What are you using to build the game? Unity? Unreal? Something else?
    - What are your target platforms (it sounds like PC at least, anything beyond that?)?
    - How many people are on your team making this game? Is there a company behind this or simply a group of motivated individuals?
    - Any release time frame in mind yet?
    - What's the scope of your game? Are things like season / franchise / ultimate team equivalent on the table?
    - How long have you been programming and/or designing games? Have you written any games previously, or is this your first foray into game development?
    - Is this game a full-time pursuit for you? If so, how are you funding this game's development (personal funds? investment? Kickstarter?)?

    Again, good luck to you! I'm interested in learning more about your project.

    Comment

    • ChirpyMango01
      Rookie
      • Jul 2013
      • 88

      #3
      Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

      Quick question: How will the accuracy of different QBs affect passing if you, the player, control where and how he throws it?
      New England Patriots
      Appalachian State Mountaineers
      Tulsa Golden Hurricane
      Boston Celtics

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      • Skyboxer
        Donny Baseball!
        • Jul 2002
        • 20302

        #4
        Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

        I'm all for a throw anywhere system ie Fevers Read and Lead system. Bests system ever IMO that just needed a few tweaks.

        AS far as different QB's ratings playing a factor:
        QB's with high accuracy would be pretty much right on the spot you pick.
        As you go down the pass can be a +- yards away from intended target area.
        Experience could affect the speed of cursor maybe plus seeing the whole field vs a "seen area" around the cursor..
        The more experience the less you have to move throw cursor to see that area.

        Just some thoughts.
        Joshua:
        "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
        a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


        Skyboxer OS TWITCH
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        • 23
          yellow
          • Sep 2002
          • 66469

          #5
          Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

          Originally posted by tjspeaks
          No platform info? No date? No details? I suggest closing this thread immediately.
          The trolling is something you should not type at all knowing you can't just hide it.

          Fyi that's a definite strike for you.

          Comment

          • Dynasty League
            Rookie
            • Dec 2014
            • 56

            #6
            Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

            Originally posted by CM Hooe
            Foremost, good luck to you!

            A few questions:

            - I'm assuming this is unlicensed?
            - What are you using to build the game? Unity? Unreal? Something else?
            - What are your target platforms (it sounds like PC at least, anything beyond that?)?
            - How many people are on your team making this game? Is there a company behind this or simply a group of motivated individuals?
            - Any release time frame in mind yet?
            - What's the scope of your game? Are things like season / franchise / ultimate team equivalent on the table?
            - How long have you been programming and/or designing games? Have you written any games previously, or is this your first foray into game development?
            - Is this game a full-time pursuit for you? If so, how are you funding this game's development (personal funds? investment? Kickstarter?)?

            Again, good luck to you! I'm interested in learning more about your project.
            Thanks for the support and all the intriguing questions. The game is backed by virtualcoachfootball.com and vigilsoft.net ... over 15 years of experience in making games. Nothing close to this! VC already has a 3D software for play making for coaches. We will simply add AI and gameplay to the already ready simulation. We are using Unity and Blitzbasic, though we are in the discussion to convert to Unreal. It will only be for PC as seen in the title TJSPEAKS.

            VC will be finishing its 3D coaching software by this weekend. We will then start coding gameplay & AI in our system for our actual video game starting in May. Thats my reason for coming here. Want to gather any and all of the ideas before we start working. I think we could possibly have a beta by Nov-Dec.

            Comment

            • Dynasty League
              Rookie
              • Dec 2014
              • 56

              #7
              Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

              Originally posted by ChirpyMango01
              Quick question: How will the accuracy of different QBs affect passing if you, the player, control where and how he throws it?
              See, you still thinking about it like madden with accuracy ratings. Instead, think of it like a 3RD person shooter. You aim you fire exactly where your mouse is. There is no accuracy rating, you are the accuracy rating. What will change with different tiers of QBs is the SPEED of the throw.

              Originally posted by Skyboxer
              I'm all for a throw anywhere system ie Fevers Read and Lead system. Bests system ever IMO that just needed a few tweaks.

              AS far as different QB's ratings playing a factor:
              QB's with high accuracy would be pretty much right on the spot you pick.
              As you go down the pass can be a +- yards away from intended target area.
              Experience could affect the speed of cursor maybe plus seeing the whole field vs a "seen area" around the cursor..
              The more experience the less you have to move throw cursor to see that area.

              Just some thoughts.
              I get what your saying, but it wont be like madden vision. You can see the whole field. You just have to aim at the right spot at the right time.

              I think all football games have never produced a real sim throwing game. Because of the easy press button pass mechanics, under and over throwing has never been accurately simulated. This has the chance to change that in the football gaming experience.

              One thing that has bothered me in football games is that stats always evened out because of all the dropped INTs. The dropped INT rate is unrealistic not sim, you throw it to a defender in SIM football and there is a great chance its getting INT, BUT its all in YOUR AIM.

              But one idea I have that I am not sure of yet, all thoughts appreciated. Again, reminding everyone the passing will be like a shooter. For lower tier generic QBs, should there be "recoil" where the ball is not always exactly thrown where you fire. But higher level QBs have zero "recoil"
              Last edited by Dynasty League; 04-22-2015, 12:25 PM.

              Comment

              • ultralow36
                MVP
                • Mar 2011
                • 1452

                #8
                Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                lol im working on one to im using the cryengine......i will keep my eye on this

                Comment

                • dxyyz1
                  Rookie
                  • Jun 2013
                  • 152

                  #9
                  Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                  Originally posted by Dynasty League
                  You select your team you created. All players are generic in stats with the customization you created. Then at game selection you choose 11 stars. 2 gold, 3 silver, 6 bronze, and there stats will change based on what you select. Wonder how I got that bases?
                  I think you should allow more star players ive played apf and 11 players doesnt allow you to be a balanced team you either have to be a great offensive, great defensive, or be ok in both. More star players would allow your team to be good in both without having to choose where you want to be really weak. Im thinking maybe (just a rough estimate) 3-4 gold 4-5 silvers and 8-10 bronze players imo.

                  Comment

                  • Hooe
                    Hall Of Fame
                    • Aug 2002
                    • 21555

                    #10
                    Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                    Originally posted by Dynasty League
                    Thanks for the support and all the intriguing questions. The game is backed by virtualcoachfootball.com and vigilsoft.net ... over 15 years of experience in making games. Nothing close to this! VC already has a 3D software for play making for coaches. We will simply add AI and gameplay to the already ready simulation. We are using Unity and Blitzbasic, though we are in the discussion to convert to Unreal. It will only be for PC as seen in the title TJSPEAKS.

                    VC will be finishing its 3D coaching software by this weekend. We will then start coding gameplay & AI in our system for our actual video game starting in May. Thats my reason for coming here. Want to gather any and all of the ideas before we start working. I think we could possibly have a beta by Nov-Dec.
                    So, I certainly don't claim to know everything, but as someone who's worked with Unity professionally for the better part of five years this post isn't adding up.

                    First off, Unity and BlitzBasic as far as I know is a flat-out invalid combination. So is Unreal and BlitzBasic, though that wasn't explicitly mentioned. Unity doesn't compile code written in BASIC, neither does Unreal. However, the Blitz3D game engine requires code be written in its BlitzBASIC variant, as far as I can tell this is the only thing anywhere that uses BlitzBASIC. Neither Unity nor Unreal natively support importing Blitz3D's .B3D mesh file format either.

                    Vigilsoft doesn't list any expertise in Unity Engine or Unreal Engine. Either of these would absolutely be listed on the Resumé page in today's indie game development client. Rather, the developer there appears to specialize in web page construction / web application development, which isn't really applicable for game development beyond UI / UX.

                    The web demo for Virtual Coach is a Flash app; Unity only very briefly supported export to Flash as a beta feature, sun-setted the feature in 2013, and this feature is no longer available in Unity 5, and I don't think Unreal ever has. The current 2D implementation has strong appearance similarities to a standard Windows Forms application. Most importantly, the subscription features for Virtual Coach also don't mention any access to source code or support for modding.

                    I'm willing to give you the benefit of the doubt, and I very well could be missing something - maybe you are directly affiliated with Virtual Coach? - but you may want to double-check your tool chain before you get too deep into this.

                    Comment

                    • Skyboxer
                      Donny Baseball!
                      • Jul 2002
                      • 20302

                      #11
                      Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                      Originally posted by Dynasty League
                      See, you still thinking about it like madden with accuracy ratings. Instead, think of it like a 3RD person shooter. You aim you fire exactly where your mouse is. There is no accuracy rating, you are the accuracy rating. What will change with different tiers of QBs is the SPEED of the throw.



                      I get what your saying, but it wont be like madden vision. You can see the whole field. You just have to aim at the right spot at the right time.

                      I think all football games have never produced a real sim throwing game. Because of the easy press button pass mechanics, under and over throwing has never been accurately simulated. This has the chance to change that in the football gaming experience.

                      One thing that has bothered me in football games is that stats always evened out because of all the dropped INTs. The dropped INT rate is unrealistic not sim, you throw it to a defender in SIM football and there is a great chance its getting INT, BUT its all in YOUR AIM.

                      But one idea I have that I am not sure of yet, all thoughts appreciated. Again, reminding everyone the passing will be like a shooter. For lower tier generic QBs, should there be "recoil" where the ball is not always exactly thrown where you fire. But higher level QBs have zero "recoil"
                      As long as ratings play a part in the accuracy etc.. then I'm all for it. If Joe Blow is as accurate and "smart" as Brady or Manning then.. ew
                      Joshua:
                      "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
                      a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


                      Skyboxer OS TWITCH
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                      PSN: Skyboxeros
                      SWITCH 8211-0709-4612
                      XBOX Skyboxer OS

                      Comment

                      • Skyboxer
                        Donny Baseball!
                        • Jul 2002
                        • 20302

                        #12
                        Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                        Originally posted by CM Hooe
                        So, I certainly don't claim to know everything, but as someone who's worked with Unity professionally for the better part of five years this post isn't adding up.

                        First off, Unity and BlitzBasic as far as I know is a flat-out invalid combination. So is Unreal and BlitzBasic, though that wasn't explicitly mentioned. Unity doesn't compile code written in BASIC, neither does Unreal. However, the Blitz3D game engine requires code be written in its BlitzBASIC variant, as far as I can tell this is the only thing anywhere that uses BlitzBASIC. Neither Unity nor Unreal natively support importing Blitz3D's .B3D mesh file format either.

                        Vigilsoft doesn't list any expertise in Unity Engine or Unreal Engine. Either of these would absolutely be listed on the Resumé page in today's indie game development client. Rather, the developer there appears to specialize in web page construction / web application development, which isn't really applicable for game development beyond UI / UX.

                        The web demo for Virtual Coach is a Flash app; Unity only very briefly supported export to Flash as a beta feature, sun-setted the feature in 2013, and this feature is no longer available in Unity 5, and I don't think Unreal ever has. The current 2D implementation has strong appearance similarities to a standard Windows Forms application. Most importantly, the subscription features for Virtual Coach also don't mention any access to source code or support for modding.

                        I'm willing to give you the benefit of the doubt, and I very well could be missing something - maybe you are directly affiliated with Virtual Coach? - but you may want to double-check your tool chain before you get too deep into this.
                        Good info man
                        Joshua:
                        "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
                        a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


                        Skyboxer OS TWITCH
                        STEAM
                        PSN: Skyboxeros
                        SWITCH 8211-0709-4612
                        XBOX Skyboxer OS

                        Comment

                        • Dynasty League
                          Rookie
                          • Dec 2014
                          • 56

                          #13
                          Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                          Originally posted by CM Hooe
                          So, I certainly don't claim to know everything, but as someone who's worked with Unity professionally for the better part of five years this post isn't adding up.

                          First off, Unity and BlitzBasic as far as I know is a flat-out invalid combination. So is Unreal and BlitzBasic, though that wasn't explicitly mentioned. Unity doesn't compile code written in BASIC, neither does Unreal. However, the Blitz3D game engine requires code be written in its BlitzBASIC variant, as far as I can tell this is the only thing anywhere that uses BlitzBASIC. Neither Unity nor Unreal natively support importing Blitz3D's .B3D mesh file format either.

                          Vigilsoft doesn't list any expertise in Unity Engine or Unreal Engine. Either of these would absolutely be listed on the Resumé page in today's indie game development client. Rather, the developer there appears to specialize in web page construction / web application development, which isn't really applicable for game development beyond UI / UX.

                          The web demo for Virtual Coach is a Flash app; Unity only very briefly supported export to Flash as a beta feature, sun-setted the feature in 2013, and this feature is no longer available in Unity 5, and I don't think Unreal ever has. The current 2D implementation has strong appearance similarities to a standard Windows Forms application. Most importantly, the subscription features for Virtual Coach also don't mention any access to source code or support for modding.

                          I'm willing to give you the benefit of the doubt, and I very well could be missing something - maybe you are directly affiliated with Virtual Coach? - but you may want to double-check your tool chain before you get too deep into this.
                          Thanks for the input, but I am not really here to discuss how I am making the game. VC was originally done in BB alone, and now we are updating to 3D in Unity. Thats why I answered what I did. That is how VC was created and thats where we are at right now. In May when we start adding gameplay, we will have a blue print and add members to our team and get what we need to make this game.

                          For now, I just want to take in ideas!

                          Originally posted by dxyyz1
                          I think you should allow more star players ive played apf and 11 players doesnt allow you to be a balanced team you either have to be a great offensive, great defensive, or be ok in both. More star players would allow your team to be good in both without having to choose where you want to be really weak. Im thinking maybe (just a rough estimate) 3-4 gold 4-5 silvers and 8-10 bronze players imo.
                          That is, however, is what made APF unique. The matchup in teambuilds. I am not apposed to expanding the numbers. Will be something we play with.

                          Originally posted by Skyboxer
                          As long as ratings play a part in the accuracy etc.. then I'm all for it. If Joe Blow is as accurate and "smart" as Brady or Manning then.. ew
                          If I create this how I have it visioned in my head, that could never happen. Joe Blow will have Joe Blow arm strength meaning he cant fit it tight in-between defenders because his ball wont get there fast enough even with the right aim. The longer his throws, the greater chance his ball will be deflected because it will have to travel farther and defenders will have a longer time to react. Gold stars however, will have Tom Brady like ball speed down the field. If you are Tom Brady accurate depends on your aim. Make sense?

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                          • Skyboxer
                            Donny Baseball!
                            • Jul 2002
                            • 20302

                            #14
                            Re: (PC) SIM Football THE VIDEO GAME (Development Stages)

                            Originally posted by Dynasty League
                            Thanks for the input, but I am not really here to discuss how I am making the game. VC was originally done in BB alone, and now we are updating to 3D in Unity. Thats why I answered what I did. That is how VC was created and thats where we are at right now. In May when we start adding gameplay, we will have a blue print and add members to our team and get what we need to make this game.

                            For now, I just want to take in ideas!



                            That is, however, is what made APF unique. The matchup in teambuilds. I am not apposed to expanding the numbers. Will be something we play with.



                            If I create this how I have it visioned in my head, that could never happen. Joe Blow will have Joe Blow arm strength meaning he cant fit it tight in-between defenders because his ball wont get there fast enough even with the right aim. The longer his throws, the greater chance his ball will be deflected because it will have to travel farther and defenders will have a longer time to react. Gold stars however, will have Tom Brady like ball speed down the field. If you are Tom Brady accurate depends on your aim. Make sense?
                            Even crap QB's can have strong arms. It has to be about accuracy and ability to read field should come into play also.

                            Sort of like JM16 I'll just wait until I see something tangible and then will get more into it.

                            Thanks
                            Joshua:
                            "D.O.D. pension files indicate current mailing as: Dr. Robert Hume,
                            a.k.a. Stephen W. Falken, 5 Tall Cedar Road, Goose Island, Oregon"


                            Skyboxer OS TWITCH
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                            SWITCH 8211-0709-4612
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                            • Boilerbuzz
                              D* B**rs!
                              • Jul 2002
                              • 5154

                              #15
                              (PC) SIM Football THE VIDEO GAME (Development Stages)

                              Originally posted by Dynasty League
                              See, you still thinking about it like madden with accuracy ratings. Instead, think of it like a 3RD person shooter. You aim you fire exactly where your mouse is. There is no accuracy rating, you are the accuracy rating. What will change with different tiers of QBs is the SPEED of the throw.
                              But this is no different. Instead of strength and accuracy, you're just strength. The most important position in the sport basically becomes a nameless avatar. You say it will be customisable. Great. Now, we all know everyone will replicate the NFL. How do you make Drew Brees what he is?. Just completely agree with and would expect it to work as he said.



                              I think all football games have never produced a real sim throwing game. Because of the easy press button pass mechanics, under and over throwing has never been accurately simulated. This has the chance to change that in the football gaming experience.
                              First, many games have done a direct pointing style passing system. Going back as far as Joe Montana if not further. And even games without it have implemented scenes that introduce over and under throwing mechanics such as maximum passing in 2K. Not to mention Fever. But I have to challenge the notion this would be more SIM especially when you've quarantined the viability of the individual's passing accuracy. That's makes it more video gamey imo.

                              One thing that has bothered me in football games is that stats always evened out because of all the dropped INTs. The dropped INT rate is unrealistic not sim, you throw it to a defender in SIM football and there is a great chance its getting INT, BUT its all in YOUR AIM..
                              You need to consider the fact that the user will tend to make riskier, bad throws than real life. Don't think for a second that tough love flies with the user. If he ends the game with 8 picks, he doesn't blame himself for making crappy throws. He'll accuse the game of cheating. That's why you see dropped picks.

                              But one idea I have that I am not sure of yet, all thoughts appreciated. Again, reminding everyone the passing will be like a shooter.
                              Why?. Why not be an evolution of what's best in sports games?. There are some great ones out there. I just have an issue where the mindset seems to be to make one genre like another. Yes, elements and concepts have been shared and should be. But if the core doesn't start with the sport itself, it's doomed to me. Makes me think of EA's NHL talk in their approach to making NBA Delete. Not saying you're doing this. Just a reminder that this IS a football game. That should be the philosophical starting point.

                              For lower tier generic QBs, should there be "recoil" where the ball is not always exactly thrown where you fire. But higher level QBs have zero "recoil"

                              This contradicts what you stated above. Now I'm confused. If this is the case, then all you've done is replaced terms and limited granularity. Instead of a "rating", it's now"tier".

                              I'm not trying to rain on your parade. I'm just calling out the red flags that I see and giving you, hopefully, constructive feedback. No offense is intended whatsoever.

                              If I create this how I have it visioned in my head, that could never happen. Joe Blow will have Joe Blow arm strength meaning he cant fit it tight in-between defenders because his ball wont get there fast enough even with the right aim. The longer his throws, the greater chance his ball will be deflected because it will have to travel farther and defenders will have a longer time to react. Gold stars however, will have Tom Brady like ball speed down the field. If you are Tom Brady accurate depends on your aim. Make sense?

                              Again, Brees and Brady are gold tier, but completely different. As a Brees fan, I see accuracy being devalued here and that's not good nor is it SIM.
                              Last edited by Boilerbuzz; 04-23-2015, 07:49 AM.

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