Action man
Since we last spoke I have mainly been working on 3D aspects of the game. Initially I improved the appearance of the globe that will spin in the background and highlight the location of the stadium for the next fixture. Pinpointing the right spot on the surface of the earth proved very tricky, partly because I'm useless at maths and partly because I'm still getting to grips with the 3D module, but after a couple of days I was very pleased with the results. This screenshot doesn't highlight a stadium but you can see the atmospheric haze and the cloud layers. There are actually two layers of cloud which rotate at slightly different speeds and directions to the earth itself whichs give the affect of random cloud formations shifting over the earth.
After a brief spell fixing some issues with the database editor I felt like getting stuck into the match engine again. You may remember from a previous blog that the 3D blocks which temporarily represent the players were sliding around the pitch in the desired formation and they could chase the ball from one end to the other, but there wasn't any passing going on. Well the past week has been all about replicating the control scheme from NSS3 in the new engine. Despite using the same basic principles for kicking the ball (a tap of the button will perform a quick pass or quick shot, whilst holding the button will bring up a power bar so you can measure long passes) when combined with 360 degree control and a new dribbling method the game feels a whole lot different to NSS3.
Players now knock the ball in front of them when they are dribbling - the distance of the knock being determined by the running speed and dribbling skill of the player. In between knocks your player will automatically chase the ball so you can concentrate on holding the joystick in the direction you want to turn when he next connects with the ball. I feel that this is a much more realistic method than in NSS3 and after a while becomes second nature.
I've also included a sprint button which when held makes your player run faster but can also be used for advanced dribbling. By tapping the sprint button before touching the ball you can knock it a few yards in the direction of your joystick (this is more pronounced than the normal dribbling). With a little practice this is great when taking on defenders because you can see where a his momentum will take him and you can flick the ball in the opposite direction and go past him. Seeing it in action I am minded of Didier Zokora going on a driving run through the midfield, similar to this clip in Spurs versus Arsenal...
After a brief spell fixing some issues with the database editor I felt like getting stuck into the match engine again. You may remember from a previous blog that the 3D blocks which temporarily represent the players were sliding around the pitch in the desired formation and they could chase the ball from one end to the other, but there wasn't any passing going on. Well the past week has been all about replicating the control scheme from NSS3 in the new engine. Despite using the same basic principles for kicking the ball (a tap of the button will perform a quick pass or quick shot, whilst holding the button will bring up a power bar so you can measure long passes) when combined with 360 degree control and a new dribbling method the game feels a whole lot different to NSS3.Players now knock the ball in front of them when they are dribbling - the distance of the knock being determined by the running speed and dribbling skill of the player. In between knocks your player will automatically chase the ball so you can concentrate on holding the joystick in the direction you want to turn when he next connects with the ball. I feel that this is a much more realistic method than in NSS3 and after a while becomes second nature.
I've also included a sprint button which when held makes your player run faster but can also be used for advanced dribbling. By tapping the sprint button before touching the ball you can knock it a few yards in the direction of your joystick (this is more pronounced than the normal dribbling). With a little practice this is great when taking on defenders because you can see where a his momentum will take him and you can flick the ball in the opposite direction and go past him. Seeing it in action I am minded of Didier Zokora going on a driving run through the midfield, similar to this clip in Spurs versus Arsenal...
Also included is the "call" button which allows you to receive the ball from team mates. Getting the auto-pass to play the ball quickly and accurately to a player is one of the biggest challenges in the match engine as often the receiving player will change his direction just as the ball is kicked towards him. Using a bit of clever programming though it's possible to roughly predict where he will be in a moments time and play the ball to that area. The computer players are also able to detect where the ball is heading and move into that position rather than just expecting it to land at their feet.
So despite the fact that the players are just coloured blocks, it's actually starting to feel like a real game of football. Well, almost. I need to work some more on the artificial intelligence so that the computer players don't stick so rigidly to their formation and actively seek out good positions, and they also need to learn when to dribble and when to pass. Once those things are in place I can start working on the set-pieces and various game rules. There's still so much to do that I don't like thinking about it too much, but looking at how far the game has come I can't help but get excited about how great it will be in the end.
So despite the fact that the players are just coloured blocks, it's actually starting to feel like a real game of football. Well, almost. I need to work some more on the artificial intelligence so that the computer players don't stick so rigidly to their formation and actively seek out good positions, and they also need to learn when to dribble and when to pass. Once those things are in place I can start working on the set-pieces and various game rules. There's still so much to do that I don't like thinking about it too much, but looking at how far the game has come I can't help but get excited about how great it will be in the end.
