Remove this Banner Ad

AFL Game Part 3

🥰 Love BigFooty? Join now for free.

Status
Not open for further replies.
So many posts, I can't keep up...Hopefully it has already been answered...

How is the kicking system in this game? is the quality of all passes based on a power meter type system, where you basically have to perfect it to make it look good, or is it a system similar to other sports games, where it's just a matter of directing and pressing a button?

I am deliberatly keeping away from the kicking side of things. I will say that there will be meter systems in the game but we are trying to remove as many of them as possible, I don't want this to be a "quick time" game.

Ideally, from my point of view, there would be no meters at all in the High dificulty mode, but this may or may not be the case in the final delivery.

Explaining a control system without anyone being able to see it/touch ii won't do anyone any good (IMHO), I'd rather the guys from BF that come in report back to you what they thought of it.
 
Sorry, I have been trawling through the threads looking for the screenshots everyone is talking about but I cant find them! Can someone please post the link?
 
I decided to check this shit out.

ffsd.png


Now I want to punch a ****ing wall.

Seems about right to me looking at your screenshot
 
Sorry, I have been trawling through the threads looking for the screenshots everyone is talking about but I cant find them! Can someone please post the link?

There is a sticky thread with all the key points and screen shots. Look up
 

Log in to remove this Banner Ad

Sorry, I have been trawling through the threads looking for the screenshots everyone is talking about but I cant find them! Can someone please post the link?

They aren't really screenshots as much as a small section of a screenshot (I'll have to think up a word for it!)... anyway, I can't keep them hosted so Ant is kindly puttiing them in the sticky thread.
 
A lot of the debate is centered around online and maintaining the online community that we beleive will be a huge part of the game.

Edit - if you can't get suspended or hit players high, then unlikely the AFL approve us running through umpires!

Ah k, so you're talking about whether or not to "level out" the ratings/attributes online?

Shattered about the no contact with umpires :D
 
Ross. is there any chance that there is an option that you can select to have AUTO rotations so you don't have to bother with any substitutions or anything. It's part of the game i really don't care about but in most games are forced to do.

There could be a system that lets you auto sub players, but it lets you choose which ones and how frequently they're subbed. I'm taking this idea from Madden 10, which has a bunch of slider settings where you can choose a certain position and how often the player in that position is subbed on/off. Then whilst playing, the game will automatically sub players on/off depending on your slider settings.
 
You know you'll have to go through every player now and find out who has socks up or down.:D
I know the socks have been done to death, but I'm late to this party so please bear with me.

2007 had a player editor, and - along with customising jumper numbers and the like - there was a socks down/up option: a nice touch that enabled Ling, Kelly, Chapman and the ruckmen to keep their old-school socks-up appearance. ;)

While I realise the 2007 game is irrelevant to BigAnt, this player customisation gave a little more authenticity and control to gamers. Will there be anything similar in the BigAnt game?

Cheers! And thanks to BigAntStudios for being so available to this forum. :thumbsu:
 

Remove this Banner Ad

Re: AFL Game Part 2

Dose AFL 2010 have the ability to create teams & players. Also is Gold Coast & West Sydney on the game. If not then I will want the edit mode to create the teams.

:)

By the way GOOD GRAPHICS
 

🥰 Love BigFooty? Join now for free.

Definitely think in terms of interchanges they need to be a toggled option. First and foremost I gather that BigAnt want this game to be a) Fun and b) Accessible and in doing so they won't want to be adding an option where your players are automatically coming off the ground without your choosing.

I think the only other issue I see with the interchange thing is that it'd need to work on a sliding scale as to how stamina drains. If it was on (on being auto interchange) it'd need to drain faster so that there's reason to interchange players from the ground. If it was off (off being no auto interchange) it'd have to drain slower so as you're not having to pause the game every minute to take someone off the ground.

Then you come to the issue of how long a match goes for, if someone selects 5 minute quarters as opposed to 10 minute quarters does stamina drain fast in 5 minute quarters or does it drain the same in both 5 and 10 minute quarters thus changing up the need for interchanges in what becomes almost 2 completely different games. And as Ross mentioned this will all go towards online as well which you don't want to differ up from the SP version of the game otherwise you are basically going to have a bunch of differently played games per a few different settings that shouldn't exactly change the game up.

I think it's something to put in further down the line when it can be properly balanced and work out both offline and online.
 
On the fly interchanges would be incredible for future games using the directional pad. Pressing start and having to cycle through every player would suck like it did back from 03-premiership.
Auto interchange would be really good, where the user groups like-players into a rotational system where when one player's stamina goes down to a point he is rotated for the benched player (s) and it runs in a group (as most sides do these days). So the user can choose to keep their stars on 90% of the time and rotate the rest. The more options for the user to define the better.

Would make a player's stamina a really important part of the game, as well as having a strong 22.
 
Have we heard anything regarding the keeping individual player statistics during games yet (kicks, handballs, player ranking, etc) or is this still under wraps?

Would be cool if stats popped up at certain times (i.e. goal kicking accuracy, goals kicked, points kicked - while taking set shots on goal.)
 
I think kicking for goal on the run should be done the same way as field kicking was done in Rugby League 1 and 2, i.e. slow motion to line it up, the harder the mode, the less time you have to line it up.
 
Status
Not open for further replies.

Remove this Banner Ad

🥰 Love BigFooty? Join now for free.

Back
Top