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Sim Sim update planning

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A basic action plan of a sim update if that's what we want at some point

1. Acquire a features list / site map of the current Qooty program - Mobbs to provide this at some point
2. identify some flaws within the program
3. suggest features that would fix these flaws or improve the sim in general
4. find volunteer with programming expertise - within SFA/BF preferably? Crowdfunding an option maybe.
5. they assess feasibility of implementing suggested features - necessary adjustments made
6. sim prototypes put together
7. rigorous beta-testing of the sim and adjustments
8. Once it is deemed satisfactory, officially change over

~~~~~~~~~~
1. Some useful albeit out of date info can be found here https://www.bigfooty.com/forum/threads/feature-requests-suggestions-bug-reports.717661/

2. and 3. Suggest in thread, so far:
- sim's treatment of after the siren goals
- some defensive stats such as spoils recorded in the output
- adjust Mobbs votes algorithm so that votes don't ALWAYS go to followers
- gender options

4. make an EOI thread later

5. 6. 7. 8. no action can be taken at this moment
 
4. I'd guess there's two ways to go with this? One way would be to maintain/correct the current program in its' current language (QB64?). The second would be to migrate it to another programming language, keeping the core of the current program but adding improvements/features to take advantage of a more common language. Not to mention it may make it easier for others to get involved with a language that a lot of people are more familiar with?
 
A "look of the game committee" for 2 & 3 featuring some of the long term members of the league might be a decent way to actually go through how things are currently done and offer suggestions on ways of improving/resolving minor issues.
 
2. and 3. Suggest in thread, so far:
- more around the ground stoppages (hitout numbers are really low compared with the real world counterpart)
- more events involving the forward and back line players
- more events overall (ie, less game time per event)
- extended stats (R50s, I50s, clearances et al)
 

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I think we already had this at one point Mobbs

Heard they got rid of it cos people hated it

Yeah the feeling was that people are here to play and it wouldn't be fun if a player missed 3 weeks of a fantasy game based on being 'injured' or 'suspended'.
 
I think we already had this at one point Mobbs

Heard they got rid of it cos people hated it
Injuries and Suspensions is still currently a usable feature in the sim. It doesn't respond to the play-by-play, it can just be run after a match and randomly singles you out if you're unlucky enough.

I guess people don't ever want to not be able to play. That's also why there was a non-player team in the AFL Allstars brought in when the league faced a bye in two seasons, and why seasons follow kind of quickly after one another, instead of one season per year and a decent off-season.

Edit:
Yeah the feeling was that people are here to play and it wouldn't be fun if a player missed 3 weeks of a fantasy game based on being 'injured' or 'suspended'.
The maximums were 2 players from a team, and 2 weeks for a player. Just for information's sake.
Injuries and Suspensions were identical to the code, just a separate dataset of "reasons".
 
Any chance we can make a version available for mac?
A new version by clever coders of the current era should be able to manage that, hell they can probably make a version for mobile!
- more around the ground stoppages (hitout numbers are really low compared with the real world counterpart)
- more events involving the forward and back line players
- more events overall (ie, less game time per event)
- extended stats (R50s, I50s, clearances et al)
Agree on the first two points but hell it was always robbing Peter to pay Paul to do this. To increase "transactions" (events, ticks), meant either silly high scoring, or a ludicrous number of turnovers ... it would be almost impossible to advance the ball (to stop overly high scoring). The new coders should have the answers.
I don;t know what R50s are, but I50s if you mean Inside 50s, those are provided in the after-match stats. From last week :

Rich (BB code):
            ROY   CIW
Hitouts   : 20   17
Kicks     : 136  162
Marks     : 43   57
Handballs : 141  119
Tackles   : 25   35
Frees For : 23   23
Frees Ag. : 23   23
Smothers  : 0    2
Ironouts  : 8    11
Inside50  : 24   23
Goals     : 17   25
Behinds   : 12   12
 
R50 = Rebound50, ie, the reverse of an Inside50.

Do these pop up in player stats?
Ahh, so a sort of BackOutside50AfterInside50. They don't, but the way the game plays, it would be possible to denote this.
The game runs on a 5x3 grid of set positions. I made a call and counted FP, FF, FP and CHF as within the 50. So whenever the ball crossed from not any of those positions, to one of those positions, it would be an I50. An R50 would definitely have been possible if I'd been on the ball (figuratively) back then.
 
Just as a heads-up, I just found two things I thought I'd lost. One is the my working (source) files for Qooty ... and the other being a checklist I had for compiling an updated version. These were two of the four things that prevented me working on the Qooty sim. The other two are time and inclination. I might be able to to push myself and sink my teeth into some improvements.

Definitely do continue pursuing a superseding fancy replacement. I am an amateur programmer and am using a nostalgic programming language that is popular only with old farts like me who have a soft spot for it and dont want to let it go. A java or python or whatever the right term is replacement would be massively much more awesome.

But I can look at gender-selection, Rebounds out of the 50, maybe even the shots at goal disappearing into the ether after the siren (the hardest challenge as I'd looked at it for years on end and struggled to fix it), and whatever other current issues folks are banging on about. No guarantees, my time is highly compromised.

At least the game I found works, and it is marked as version 10.7 which is 0.2 higher than the version currently in use. (I'm like my own patreon).
NjzQcLM.jpg
 
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Just as a heads-up, I just found two things I thought I'd lost. One is the my working (source) files for Qooty ... and the other being a checklist I had for compiling an updated version. These were two of the four things that prevented me working on the Qooty sim. The other two are time and inclination. I might be able to to push myself and sink my teeth into some improvements.

Definitely do continue pursuing a superseding fancy replacement. I am an amateur programmer and am using a nostalgic programming language that is popular only with old farts like me who have a soft spot for it and dont want to let it go. A java or python or whatever the right term is replacement would be massively much more awesome.

But I can look at gender-selection, Rebounds out of the 50, maybe even the shots at goal disappearing into the ether after the siren (the hardest challenge as I'd looked at it for years on end and struggled to fix it), and whatever other current issues folks are banging on about. No guarantees, my time is highly compromised.

At least the game I found works, and it is marked as version 10.7 which is 0.2 higher than the version currently in use. (I'm like my own patreon).
NjzQcLM.jpg
kdavva74 - this needs to go into the museum
 
Is this your first glimpse of the glorious SIM?
It is. My exposure to date is quite literally what we see on Sunday afternoon.
 
It is. My exposure to date is quite literally what we see on Sunday afternoon.

I have a copy on my laptop and by God is it archaic.
 

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Mobbs Ant Bear Broken

Had a few spare hours today so had a look into the pygame module in python. Whipped up a start menu and got the timer ticking at least. If I get some more free time over the weekend I'll look into getting a scoreboard functionality and post my code in case there's anyone on here better than me at programming.

View attachment IMG_2804_Trim_Trim.mp4
 
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A little part of me cried inside. But it was a happy cry.

It looks really impressive.
All it is at the moment is two graphics, a click of ‘play footy’ jumps straight into a game.

Before going into scoring and contests will need to understand the data structure of the sim. Assuming that on a basic level it’s a series of if statements in a loop until a score is made or the quarter ends
 
All it is at the moment is two graphics, a click of ‘play footy’ jumps straight into a game.

Before going into scoring and contests will need to understand the data structure of the sim. Assuming that on a basic level it’s a series of if statements in a loop until a score is made or the quarter ends
It is a loop, for sure. There's a dedicated number of transactions, which correspond with the expiry of some time. Each transaction checks for what the status is from last time, and rolls a dice for what might happen now. When this transaction limit is reached, the quarter ends.

Movement of the ball happens on a 5 ranks x 3 files board, onballers just crop up randomly sometimes instead of position players. Goals & behinds occur when the ball is moved to the zeroth or 6th rank on that board.

It really does look great, what you've done.
 
Just in case this helps you, this is in fact not exactly Qooty's process, but a sort of flowchart I wrote years ago when thinking about trying to rewrite it all once. It's incomplete, you can see dead ends there. It just got too headachey.

Qooty Flowchart (graphical) 1.jpg Qooty Flowchart (graphical) 2.jpg
 
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Sim Sim update planning

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