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Casual mobile football game -- Development updates
Posted on 2/3/20 at 5:25 pm
Posted on 2/3/20 at 5:25 pm
Simple 3d visuals, typical 3/4 overhead view behind QB, with a focus on passing. Hell, I might just go with 100% pass plays 7-on-7 (at least at first) since the whole idea for the game revolves around the passing mechanics, which I envision as follows:
You choose a play, snap the ball, then let the play develop until you're ready to pass. You tap to either freeze time or put the play into slow-mo, I haven't decided. If I go with slow-mo, the time factor will be determined by your QB's skill ratings.
To aim, you choose a spot on the field rather than a receiver, and the flight path/arc of the ball is displayed on screen as you aim. You also choose the loft or launch angle of the ball maybe with a vertical slider on the side of the screen. Tap a button to resume regular game speed and throw the ball.
Pass distance and loft obviously depend on your QB's arm strength. To throw as far as possible at a given arm strength, there is only one possible launch angle to reach that distance, so the loft slider will be restricted accordingly. The shorter the target distance, the more the loft slider range allows for adjustment.
So while you're lining up the pass, each receiver and defender has like a hurricane tracking cone overlaid on the field.
Each player's cone represents the area on the field he could possibly reach given the hang time you've chosen and his current speed/direction, and as you adjust your launch angle (hang time) the cones expand and contract so you can see who can reach your target spot. The cones might be "fuzzed" or inaccurate depending on your QB's skills.
So completions will basically boil down to your QB's accuracy, your receivers hands, and more hang time = easier to catch (though also obviously means more time for defenders to get there to defend/intercept).
So would you play it while using the shitter? Or does it just sound stupid? Do I need to draw some sketches to give a better idea of what I'm talking about?
You choose a play, snap the ball, then let the play develop until you're ready to pass. You tap to either freeze time or put the play into slow-mo, I haven't decided. If I go with slow-mo, the time factor will be determined by your QB's skill ratings.
To aim, you choose a spot on the field rather than a receiver, and the flight path/arc of the ball is displayed on screen as you aim. You also choose the loft or launch angle of the ball maybe with a vertical slider on the side of the screen. Tap a button to resume regular game speed and throw the ball.
Pass distance and loft obviously depend on your QB's arm strength. To throw as far as possible at a given arm strength, there is only one possible launch angle to reach that distance, so the loft slider will be restricted accordingly. The shorter the target distance, the more the loft slider range allows for adjustment.
So while you're lining up the pass, each receiver and defender has like a hurricane tracking cone overlaid on the field.

So completions will basically boil down to your QB's accuracy, your receivers hands, and more hang time = easier to catch (though also obviously means more time for defenders to get there to defend/intercept).
So would you play it while using the shitter? Or does it just sound stupid? Do I need to draw some sketches to give a better idea of what I'm talking about?
This post was edited on 2/10/20 at 8:34 pm
Posted on 2/3/20 at 7:40 pm to Korkstand
Is it riddled with spyware, have a ton of microtransactions, or have long unskipable ads?
Posted on 2/3/20 at 8:09 pm to UltimaParadox
Well since you brought up all the shitty things about mobile games, how do you feel about rewarded video ads? You don't have to sit through them, but if you do you get in-game currency/items. It combines microtransactions with unskippable ads, but in a good way.
Anyway, do you think the idea is worth pursuing?

Anyway, do you think the idea is worth pursuing?
Posted on 2/3/20 at 8:19 pm to Korkstand
It seems like a lot to do at one time. Couldn’t you just make where you flick to throw? Length of flick is power or you hold down before for power and flick is direction and loft?
Posted on 2/3/20 at 9:32 pm to HottyToddy7
There's already a bunch of flick games.
And I'm sure I'm not describing it well enough, but I don't think it would be a lot to do at once. It wouldn't be anywhere near as complicated as actually playing quarterback.
It's just reducing a pass down to the ballistics of the ball. I might even call it Footballistic.
If it makes it easier to understand, just forget about all the hang time stuff and it's as simple as tap for slow-mo -> tap your target -> tap to resume regular speed. You're just looking for a hole in the zone or a matchup you like, and throwing the ball to a spot on the field. Then the trajectory slider would be a really fluid thing. If you can see (via the hurricane cones
) that a defender will have a chance to defend the pass, put a little more zip on it. Of if the rush is forcing you to throw early, maybe you have to put some air under it and throw your receiver open.
It sounds complicated, but like I said it'll just be one slider and it'll just be tweaking the throw. You'll get immediate visual feedback about what your changes are doing. It will "feel" like you're just morphing the tracking cones until you like what you see.
I'm sure I'm in the minority, but I don't really care for the console style button per receiver model, nor the flick and pray model. I'm looking for more precise pass mechanics, but with some "feel" to it too.
I'll mark you down as would-not-play, but I hope this post has given you a better idea of what I'm thinking.
And I'm sure I'm not describing it well enough, but I don't think it would be a lot to do at once. It wouldn't be anywhere near as complicated as actually playing quarterback.

It's just reducing a pass down to the ballistics of the ball. I might even call it Footballistic.
If it makes it easier to understand, just forget about all the hang time stuff and it's as simple as tap for slow-mo -> tap your target -> tap to resume regular speed. You're just looking for a hole in the zone or a matchup you like, and throwing the ball to a spot on the field. Then the trajectory slider would be a really fluid thing. If you can see (via the hurricane cones

It sounds complicated, but like I said it'll just be one slider and it'll just be tweaking the throw. You'll get immediate visual feedback about what your changes are doing. It will "feel" like you're just morphing the tracking cones until you like what you see.
I'm sure I'm in the minority, but I don't really care for the console style button per receiver model, nor the flick and pray model. I'm looking for more precise pass mechanics, but with some "feel" to it too.
I'll mark you down as would-not-play, but I hope this post has given you a better idea of what I'm thinking.
Posted on 2/4/20 at 8:33 am to Korkstand
I would give it a shot.
Im one of those guys that downloads a shite ton of free games and move on as they bore me.
But im always down to give a football game a shot
Im one of those guys that downloads a shite ton of free games and move on as they bore me.
But im always down to give a football game a shot
Posted on 2/4/20 at 8:56 am to GatorReb
Great! That's all it took was for one person to say they'd try it for me to press on.
I really just need an excuse to learn this game engine called Godot. It seems pretty easy, but I guess I'll find out.
Email me at my username at gmail if you want me to let you know as soon as I have a playable alpha version. You could help shape a game that's fun for you!

I really just need an excuse to learn this game engine called Godot. It seems pretty easy, but I guess I'll find out.
Email me at my username at gmail if you want me to let you know as soon as I have a playable alpha version. You could help shape a game that's fun for you!
Posted on 2/4/20 at 2:12 pm to Korkstand
At this point, I’d play any football game on my phone that was worth a shite, regardless of video ads. If the game was halfway decent, I’d pay a dollar or two for it
I would also love to help you test it out
I would also love to help you test it out
This post was edited on 2/4/20 at 2:13 pm
Posted on 2/4/20 at 2:38 pm to Mr. Hangover
quote:Well, I can't make any promises at this point.
At this point, I’d play any football game on my phone that was worth a shite, regardless of video ads. If the game was halfway decent, I’d pay a dollar or two for it

And just FYI, when I said "simple" 3d visuals, I mean VERY simple. Players might look like sled dummies for a while. I don't have a dev/graphics team, so I'll just focus on the gameplay.
That said, it will be real 3d with nice lighting and shading and physics.
Posted on 2/6/20 at 5:33 pm to Korkstand
Progress update after 10-12 hours learning Godot and the basics of game development:
Passing sort of works
As you can see, the ball is thrown in the general direction of the target, though I still need to figure out the calculations to make it actually come close to it.
After I get the ball flying where it's supposed to, I want to put either a dashed arc or a translucent cone/tube showing the projected flight path. Also the target area may be larger or smaller based on the quarterback's accuracy, so there will be some randomness to the throws.
Then I will add the player tracking circles as I talked about. If you can imagine, while you are moving the target spot around, your receiver will have a colored/shaded area on the ground under him that indicates where on the field he can possibly get to given his current speed/direction and the flight time of the ball. Also there will obviously be other receivers and defenders with their own shaded areas. And again, these shaded areas will grow/shrink in real time as you adjust the trajectory slider on the right and increase/decrease the flight time. Now, whether or not the players actually do reach a given spot in their shaded area will depend on their awareness (basically just a delay before the player reacts to the thrown ball).
I'd also like to put the receiver routes on the ground like a typical game, and the ability to make your own simple playbook.
In addition to the QB accuracy, he will have other stats like a typical game. Arm strength, awareness, etc. Also receivers will obviously have their own stats like speed, accel, hands, etc.
So obviously the goal is to complete the pass (and win the game, if I take it that far), and the completion will depend on how accurate the throw was, the receiver's hands, defender proximity, the speed and air time of the ball, etc.
I know the graphics and style leave a lot to be desired, but I think after I get the hang of it I'll be able to make it look a lot nicer. As I mentioned before, I'll be focusing on the gameplay and mechanics for a while.
Maybe I'll add some stat boosts or something.
So what do you think so far? Is this worth pouring potentially hundreds of hours into?
Passing sort of works
As you can see, the ball is thrown in the general direction of the target, though I still need to figure out the calculations to make it actually come close to it.

After I get the ball flying where it's supposed to, I want to put either a dashed arc or a translucent cone/tube showing the projected flight path. Also the target area may be larger or smaller based on the quarterback's accuracy, so there will be some randomness to the throws.
Then I will add the player tracking circles as I talked about. If you can imagine, while you are moving the target spot around, your receiver will have a colored/shaded area on the ground under him that indicates where on the field he can possibly get to given his current speed/direction and the flight time of the ball. Also there will obviously be other receivers and defenders with their own shaded areas. And again, these shaded areas will grow/shrink in real time as you adjust the trajectory slider on the right and increase/decrease the flight time. Now, whether or not the players actually do reach a given spot in their shaded area will depend on their awareness (basically just a delay before the player reacts to the thrown ball).
I'd also like to put the receiver routes on the ground like a typical game, and the ability to make your own simple playbook.
In addition to the QB accuracy, he will have other stats like a typical game. Arm strength, awareness, etc. Also receivers will obviously have their own stats like speed, accel, hands, etc.
So obviously the goal is to complete the pass (and win the game, if I take it that far), and the completion will depend on how accurate the throw was, the receiver's hands, defender proximity, the speed and air time of the ball, etc.
I know the graphics and style leave a lot to be desired, but I think after I get the hang of it I'll be able to make it look a lot nicer. As I mentioned before, I'll be focusing on the gameplay and mechanics for a while.
Maybe I'll add some stat boosts or something.
So what do you think so far? Is this worth pouring potentially hundreds of hours into?

Posted on 2/6/20 at 7:55 pm to Korkstand
I seen that nub throw it over a mountain.
Posted on 2/6/20 at 9:17 pm to Korkstand
It sounds like the bar top game.
Posted on 2/6/20 at 9:19 pm to Korkstand
This is neat regardless. I’m in for the journey.
Posted on 2/6/20 at 9:29 pm to MintBerry Crunch
quote:Thanks! Maybe I'll end up with a neat progression of youtube videos showing the evolution of my first game.
This is neat regardless. I’m in for the journey.
Posted on 2/9/20 at 12:41 am to Korkstand
New progress video
The most noticeable change is I added a texture to the field to add some realism. That was also the easiest change I've made so far.
Other changes:
1. The receiver now runs a pre-defined route, then breaks off toward the target after the ball is thrown
2. Collision detection to know whether the pass was completed
3. The ball now actually hits the target spot!
Next up:
1. Transparent flight path overlay
2. Receiver reachable zone overlay
Both of these are going to require a lot of math, and considering how much I struggled getting the ball to hit the target, these might take me a while. I might also go ahead and make some simple blocky players with unis soon.
After that I'll add more players and playcalling.
This shite is fun, and I wish I had started a long time ago! If you have *any* experience with programming and are interested in games, I highly recommend Godot game engine. It makes things really easy.
The most noticeable change is I added a texture to the field to add some realism. That was also the easiest change I've made so far.

Other changes:
1. The receiver now runs a pre-defined route, then breaks off toward the target after the ball is thrown
2. Collision detection to know whether the pass was completed
3. The ball now actually hits the target spot!

Next up:
1. Transparent flight path overlay
2. Receiver reachable zone overlay
Both of these are going to require a lot of math, and considering how much I struggled getting the ball to hit the target, these might take me a while. I might also go ahead and make some simple blocky players with unis soon.
After that I'll add more players and playcalling.
This shite is fun, and I wish I had started a long time ago! If you have *any* experience with programming and are interested in games, I highly recommend Godot game engine. It makes things really easy.
Posted on 2/10/20 at 2:09 am to Korkstand
Update
I've started to add the flight path overlay. I'd like it to be a nice smooth cone shape, but in the meantime it's a series of rings.
Maybe tomorrow I'll add the receiver's reachable zone, then I can add a couple defenders and their reachable zones, then I'll have the very basics of the challenge of the game -- throw the ball to where only your guy can catch it.
Of course that will still be trivial with 100% accuracy on the passes, so I'll make the target area bigger and add in some randomness so the ball will go somewhere within the target area instead of the middle of it every time.
I've started to add the flight path overlay. I'd like it to be a nice smooth cone shape, but in the meantime it's a series of rings.
Maybe tomorrow I'll add the receiver's reachable zone, then I can add a couple defenders and their reachable zones, then I'll have the very basics of the challenge of the game -- throw the ball to where only your guy can catch it.
Of course that will still be trivial with 100% accuracy on the passes, so I'll make the target area bigger and add in some randomness so the ball will go somewhere within the target area instead of the middle of it every time.
Posted on 2/11/20 at 1:33 pm to Korkstand
Watching those three videos in a row was really cool.
Keep up the good work. I'm sure a lot of people (including myself) will give this game a try
Keep up the good work. I'm sure a lot of people (including myself) will give this game a try
Posted on 2/11/20 at 1:58 pm to Mad Dawg 2020
quote:Thanks! I will probably post a new progress video every few days until I launch it. The next video will have minecraft style players.
Watching those three videos in a row was really cool.

quote:That's awesome to hear! I hope to have it somewhat playable and challenging by the end of the week. If you want an early preview, shoot me an email at my username at gmail.
Keep up the good work. I'm sure a lot of people (including myself) will give this game a try
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