Update

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Admin
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Update

Post by Admin » Wed Mar 25, 2020 9:27 pm

Just a brief update...

Of course right now I am tied up with server issues on the baseball side but I've been writing football code for 10-12 hours a day every day. I got a bit bogged down in formations and plays, but it bore fruit; the editor creates over 5,000 uniquely named formations, and tens of thousands of minor variations; each formation gets boiled down to a 4 to 8-character alphanumeric code, so people can swap formations easily.

I've written the code to pull the new formation data into the game engine and populate the individual player objects with their locations. Once I add the actual play data to this, we will have a whole new world: I'll know exactly where everyone is on the field rather than counting on probabilities. I've also started untangling the existing code to modularize everything.

I may bring the engine up to that point and add a shim to connect the old engine to it and release it, then start rebuilding the soft chewy center of the sim in earnest. That way people aren't waiting forever.

I also plan to simplify the way strategies are created and stored; for example, your strategies will be universal per owner, rather than per team and per zone, so the cumbersome copying around of strategy sections will no longer be necessary, and I want to be able to group strategies into a "game plan" so you can change everything at once. Beginners can use this one-stop shop to just select a pre-built game plan, and advanced people can tinker at whatever level they like: zone strategies, advanced strategies, playbooks, and creating new plays and formations (from top to bottom). Thus, owners aren't overwhelmed.

I want to start getting some of the new game plan stuff into your hands by mid-April at the latest; I'd like to get the full update released before football season starts. That's a pretty aggressive schedule, but I need to push or it'll end up being years (the current engine took two years to develop).

One thing I really want to do is start individualizing the players more. The sea of letter grades makes all the players start feeling interchangeable. I was thinking of having certain combinations of ratings enable special features for a player, but I worry that might be too "video-gamey". But I like the idea of different positions having different "types" of players, maybe some that work better together than others. I've also considered having the players' colleges make a difference, like maybe players from cold-weather colleges are better in snow, or having each college have a specialty and players from that college improve better in that specialty. Things to make putting a team together more interesting than just putting the highest numbers in the depth charts. Please let me know if any of that sounds awesome or just tedious.

Chris
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Cueball899
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Re: Update

Post by Cueball899 » Thu Mar 26, 2020 5:01 pm

I think it all sounds great.

I also plan to simplify the way strategies are created and stored; for example, your strategies will be universal per owner, rather than per team and per zone, so the cumbersome copying around of strategy sections will no longer be necessary, and I want to be able to group strategies into a "game plan" so you can change everything at once. Beginners can use this one-stop shop to just select a pre-built game plan, and advanced people can tinker at whatever level they like: zone strategies, advanced strategies, playbooks, and creating new plays and formations (from top to bottom). Thus, owners aren't overwhelmed.


This sounds perfect. That why I can have a full game plan per opponent and want have to take so much time changing everything.

One thing I really want to do is start individualizing the players more. The sea of letter grades makes all the players start feeling interchangeable. I was thinking of having certain combinations of ratings enable special features for a player, but I worry that might be too "video-gamey". But I like the idea of different positions having different "types" of players, maybe some that work better together than others. I've also considered having the players' colleges make a difference, like maybe players from cold-weather colleges are better in snow, or having each college have a specialty and players from that college improve better in that specialty. Things to make putting a team together more interesting than just putting the highest numbers in the depth charts. Please let me know if any of that sounds awesome or just tedious.


This sounds great also. This is why I thought signing head coaches and defensive and offensive coordinators would play in. The coach and coordinator would have a specialty that would affect a player. Say the offensive coordinator is great at improving QB's. Then if you have that coordinator signed your QB's would get a higher IMP rate vs a team that did not have this coordinator. Maybe the defensive coordinator excels with weight training giving defensive players a strength boost. The head coach could be a motivator giving a boost in attitude and execution. Or developing young talent giving higher IMP chances to players under a certain age. Ect....., I could come up with hundreds of these.

Individualizing the players would be awesome. It would be great if they would hold out for higher contracts or want to test free agency or even demand trades if the team is not doing well. The salary cap needs to have way more meaning along with free agency.

This might be difficult and for something in the future but give the players a personality. Lazy and cocky like Randy Moss or a work alcoholic, disciplined Jerry Rice. Even greedy and unworthy of current contract like Kirk Cousins.

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Re: Update

Post by Admin » Sat Mar 28, 2020 7:01 pm

Individualizing the players would be awesome. It would be great if they would hold out for higher contracts or want to test free agency or even demand trades if the team is not doing well. The salary cap needs to have way more meaning along with free agency.

This might be difficult and for something in the future but give the players a personality. Lazy and cocky like Randy Moss or a work alcoholic, disciplined Jerry Rice. Even greedy and unworthy of current contract like Kirk Cousins.
The Attitude represents a lot of this. Players with worse Attitude to demand higher salaries than other players with the same ratings. Attitude also affects Conditioning week to week which is meant to simulate the workaholics and the lollygaggers.

I have roughed out ideas for a signing system but it needs to not be cumbersome. I found a book on Amazon that is solely dedicated to the NFL contracts and free agent system; once I get farther on the game core I will be looking at this as well.

Chris
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sjpode
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Re: Update

Post by sjpode » Mon Mar 30, 2020 1:37 pm

I like the the look and operations of the beta league. When will it be transferred over to regular pay leagues?

One thing is that I am having a problem reading the time remaining in the side screen, and the players names because they are highlighted in blue. Would white work better?

I like all the ideas you had in your last post. Hope they all work.

Thanks for the hard work you are putting in.

Last question. Is the BPFL active now?
My subscription is not paid there.
Just wondering.

Thanks again.
sjpode

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