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Posted (edited)

In my spare time I make games for mobile phones and I've started making an Australian Rules football inspired game and I just wanted to get some feedback from people to see if you think it's a good idea or a complete waste of time.

Edited by Clint Bizkit
  • Like 1

Posted (edited)

No probs, just after feedback on the concept atm then?

Exactly.

The concept is hardly original in that there are lot sof top-down style sports games, but I just wanted to apply to Australian Rules football.

The challenge as always is finding that balance between simplicity, performance and high detail. Also, making the AI for the players has been a lot of work and I'm only a fraction of the way completed with this as there is so much refining along the way to improve the game or improve performance and frame rates.

Edited by Clint Bizkit
Posted

Sounds like a good idea to me.

How does the actual kicking work? Do you swipe backwards from the player with the ball angry birds style? So the longer the swipe the bigger the kick?

And then what determines if the next player marks it? I reckon I'd be cool to be able to pick an individual team, so a player with a high "marking" stat has a better chance of grabbing the mark. Similarly, the better "kicks" will follow your swipes more closely, the crappier ones don't.

From a personal standpoint, my interest would be in team building and management. Trying to unlock the best players and have them all in one team or something. Then my team evolves and gets better and can play against better AI team as I add better players and remove bad ones. Maybe even a trade system?

How awesome would it be trading players with other coaches! Sort of like dream team I guess.

Anyway that's just what would attract me to a game like that. Of course the gameplay itself would have to be solid and polished as well, to give me an incentive to build a better team.

Posted

Sounds like a good idea to me.

How does the actual kicking work? Do you swipe backwards from the player with the ball angry birds style? So the longer the swipe the bigger the kick?

And then what determines if the next player marks it? I reckon I'd be cool to be able to pick an individual team, so a player with a high "marking" stat has a better chance of grabbing the mark. Similarly, the better "kicks" will follow your swipes more closely, the crappier ones don't.

From a personal standpoint, my interest would be in team building and management. Trying to unlock the best players and have them all in one team or something. Then my team evolves and gets better and can play against better AI team as I add better players and remove bad ones. Maybe even a trade system?

How awesome would it be trading players with other coaches! Sort of like dream team I guess.

Anyway that's just what would attract me to a game like that. Of course the gameplay itself would have to be solid and polished as well, to give me an incentive to build a better team.

Kicking at this stage is based on holding down a button, the longer you hold it down the further you kick it. However, like old golf games it reaches a maximum (power bar) and then starts to go back down if you hold it too long.

Marking is based on how "high" (remember that it is a 2D game) the ball is in the air when the player collides with the ball. I have included individual marking attributes so good markers of the ball can mark it when the ball is higher in the air as compared to players who are not so good at marking.

The way I have built the game so far I have factored in other attributes so that hopefully you can develop and improve a team based on speed, marking (as mentioned) and kicking accuracy.

Becuase this game is quite complex (especially the player AI) I'm finding that I'm getting framerate issues so I've had to go back and clean things up a bit and that's without having AI in all the players yet so fingers crossed I can make it all work.

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