Cool, seems like a solid base!
properlydecent
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I'm happy it helped you! I do find it hard to understand what exactly you want me to explain more about, and also text is a crappy medium to explain things that should be explained visually :( I'll try..
The formation rectangle is more of a result, than an actual 'object'. For example, the striker might be at coords (1, 0) in the formation setup: the most forward position, and in the middle. But during a match, they're only there while their team is attacking, and the ball is close to the opponent goal. While defending, this player might end up at (-0.5, 0) - halfway it's own half (but still the most forward of their team).
So, the original formation might have players positioned from (-1, -1) to (1, 1), but during a game, this rectangle is compressed. For example at the start of a match, both teams are on their own halves, so the players of team 1 would be between (-1, -1) to (1, 0), which you could visually see as the formation rectangle being compressed in the 'depth' axis. then as the ball moves forward, this rectangle moves up.
Again, this is not an actual rectangle, but just a result of the player's positions moving up and down with the action, while still retaining the formation's 'form'.
I hope this helps.. (but it could also be that you already understand this, but have a problem with translating this to actual code/math?)
Thanks mate, I appreciate that! :))
I do most things in code, I rarely use the Unity editor. So in this case, the formations are arrays of structs, that have a coordinate in them, as well as the player role per entry, etc. Then on starting a match, I Instantiate() objects on those positions.
So I'm not sure if that's very helpful for you if you work in a different way! I come from a background where there wasn't a thing like an editor, so I still do most things in code lol, but that's maybe not the best idea for most people so not sure if that helps!
Thank you so much! I'm using Unity.
It's kinda hard to explain all the details of the possession and the dribbles! I did write an (unfinished) document with various details if you're interested http://properlydecent.com/blog/soccer_game_development_concepts I hope it can be of use for you :)
I'm not working on this game anymore (sorry!), as I'm busy now with a follow up game that has a league mode with player transfers and such!
I found your football game on Steam, looks so cute! Good luck with development :)
Thanks man! I have been thinking a lot about sharing the knowledge I gained over the years, but I find it really hard, I'm not a teacher type at all. I've tried some blog posts in the past but I really hate writing them lol. I hope someday I can force myself to document some stuff.
Either way I appreciate your kind words <3
Wow, I'm really impressed. Almost perfect for my taste.
If I had to change anything I would like a little more oversteer, and same for brake balance, as in that braking and steering makes the car slide a little. This is not really a problem since the handbrake can force the car into a slide anyway, but I prefer the normal steering/braking to do that a bit more already, too.
That's just nitpicking about my taste though. All in all, I would love to see a finished game with these graphics and these driving physics/feel. So please keep up the good work!
hiya, thanks!
the way I do dribbling is:
when player is not touching ball, walk into direction where ball is (actually, prediction of future ball position)
when player is touching ball, set ball velocity to be a combination of the player movement direction, and the direction of input/stick (these are not always the same if your player has momentum/sluggishness, after all)
I hope this helps?
I really like the concept, but I have problems with the execution.
The steering system is great, but you can't see forward very far, so it's random whether you'll hit something. That's my biggest issue.
The rhythm element could also be a bit better, maybe allow for some margin, and then have the biggest acceleration when you press at the right time, and a medium acceleration when you press it *almost* right.
Also, for some reason, the game gets choppy, not sure if that's just me?
Either way I think this has potential if the issues are addressed, and could be a very addictive game!
A great effort for a 3 day project! Things get pretty frantic, but I managed to stop the team from scoring.
A few criticism: it took me a while to understand that low score == good, maybe it could have said; opponent score:, or have a score counter for yourself for every time you 'out' a runner. Also, when you 'win', there's not message that you won, so that's a bit of an anticlimax :P
It took me a while to figure out I had to repeatedly tap the keys displayed on screen :)
I would have found it nice to use the cursor keys with my right hand so I could type with the left. Or maybe it's deliberate WASD to make it harder?
I did very much enjoy the graphics and the special moves made me laugh :D
This game looks really good, but I wonder if all art & programming were done in the minijam window? The assets look a bit 'too good' for such little time.. but who knows :P
The moving around feels really good, with the wobble and everything.
I do miss a bit of gameplay though, like, it's pretty casual and there's little sense of tension.
I'm not sure if it's just me but I just fail to recognize what glove to use per robo-glove. Not sure which is left or right, but also they look too similar to recognize in the hectic situation. So I end up just button mashing in frustration and failing :P
The game looks really nice though. Clever to use the game jam color scheme :P
Very nice looking game! I also like good boys and skating so that helps!
I think it would be way more fun though if it was like 5 times as fast from the start. It just feels so frustratingly sluggish and I can't get past that start because I keep on miss-timing because that slow speed is unintuitive.
Also it would be cool if you could land on some objects like benches without penalty, mario style :P
Either way, still the best looking game I came across so far, well done!
This is my favorite so far. It's pretty complete as a game.
I did bump in to some annoyances, for example, when clicking around in panic while dying, I accidentally clicked the button that restarted the game because there's no pause between dying and that menu :P Also, once I found and caught the key but somehow I couldn't get through the door in level 2? Maybe some collision boxes that are a bit off? (could just be me though).
Either way, I give it high ratings because it's a playable game from start to finish, and every aspect of feels 'well done', which is rare for a jam game!