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<blockquote data-quote="Rhyer" data-source="post: 418856" data-attributes="member: 51721"><p>Guess you have not read or chosen what you wanted to read from the HB team.</p><p></p><p>All in italics are quotes from HB_AJ replying throughout the forum. I put a few of the words in bold which I think illustrate my previous point. </p><p></p><p><em>The success of these special moves is driven by the relative stats of the players involved in the contest. <strong>We have not introduced new animations for this element of gameplay. </strong></em></p><p><em><strong></strong></em></p><p><em>Note that these are easy to perform on Easy level, even with forwards as ball carriers and this is by design. Remember, our goal in tuning the Easy difficulty level is to give people who are new to Rugby and who don't know the difference between a fly half and a prop a chance at early success in our game. </em></p><p><em></em></p><p><em>Yup. You're penalized for playing your players out of position. This is by design.</em></p><p><em></em></p><p><em>We've made changes to the way the scrum half picks the ball up from the back of the ruck, <strong>this has not been changed significantly on scrums.</strong></em></p><p><em></em></p><p><em>We've been prototyping rolling mauls since pre-Rugby 08. </em></p><p><em></em></p><p><em>In the absence of real time animation in Mauls, <strong>there's not a huge leap forward</strong> that we'd be happy to move into production and that would not devolve into a mini-game contest that is inaccessible to players outside of the hard core. The jury is still out on whether physics based animation systems can support the number of real time simulations required to have than number of players in a dynamic maul.</em></p><p><em></em></p><p><em>We have focused on getting the core of our gameplay working on this generation of consoles - which we're confident we've been able to do. </em></p><p><em></em></p><p><em>Dynamic mauls and rolling mauls remain on the feature wishlist, but still haven't moved beyond prototyping into a feature that was greenlit for production.</em></p><p><em></em></p><p><em><strong>Does a new animation for the sidestep provide a new and improved mechanic or support our goal of fast, flowing, fun rugby gameplay? No.</strong></em></p><p><em><strong></strong></em></p><p><em><strong></strong>Now this moves from the realm of <strong>animation replacement to a new feature</strong>. This is on our list, but <strong>as it's still a presentation issue it didn't make the cut this year</strong>.</em>I eagerly await your reply.</p><p></p><p></p><p>I eagerly await your reply Cymro.</p></blockquote><p></p>
[QUOTE="Rhyer, post: 418856, member: 51721"] Guess you have not read or chosen what you wanted to read from the HB team. All in italics are quotes from HB_AJ replying throughout the forum. I put a few of the words in bold which I think illustrate my previous point. [I]The success of these special moves is driven by the relative stats of the players involved in the contest. [B]We have not introduced new animations for this element of gameplay. [/B] Note that these are easy to perform on Easy level, even with forwards as ball carriers and this is by design. Remember, our goal in tuning the Easy difficulty level is to give people who are new to Rugby and who don’t know the difference between a fly half and a prop a chance at early success in our game. Yup. You're penalized for playing your players out of position. This is by design. We’ve made changes to the way the scrum half picks the ball up from the back of the ruck, [B]this has not been changed significantly on scrums.[/B] We've been prototyping rolling mauls since pre-Rugby 08. In the absence of real time animation in Mauls, [B]there's not a huge leap forward[/B] that we'd be happy to move into production and that would not devolve into a mini-game contest that is inaccessible to players outside of the hard core. The jury is still out on whether physics based animation systems can support the number of real time simulations required to have than number of players in a dynamic maul. We have focused on getting the core of our gameplay working on this generation of consoles - which we're confident we've been able to do. Dynamic mauls and rolling mauls remain on the feature wishlist, but still haven't moved beyond prototyping into a feature that was greenlit for production. [B]Does a new animation for the sidestep provide a new and improved mechanic or support our goal of fast, flowing, fun rugby gameplay? No. [/B]Now this moves from the realm of [B]animation replacement to a new feature[/B]. This is on our list, but [B]as it's still a presentation issue it didn't make the cut this year[/B].[/I]I eagerly await your reply. I eagerly await your reply Cymro. [/QUOTE]
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