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<blockquote data-quote="Trev@Swordfish" data-source="post: 34969"><p>Appreciate your post and it's cool that you have obviously thought about this - and I do agree with you - neither JLR or WCR really utilised standard rugby tactics.</p><p></p><p>In terms of the pace - we actually have a test-bed where we can vary the speed of the players. We have spent a huge amount of time honing our animation engine, AI engine and control mechanics (passing, kicking etc.) to all blend at a speed that feels fluid and graceful. When you slow the game down it just feels clunky and you still have the same issues - they are just in slow motion.</p><p></p><p>Team sports game AI is pretty complex and adding features often results in annoying issues that you do not foresee. Remember, the AI players are totally dumb - they only do what we program them to. As an example, we did make the full-back join the line when attacking. The problem is, every time you are attacking and spin the ball wide, he becomes offensive and you are left with a gaping hole at the back. This is fairly cool every now and again, but it becomes really annoying and very easy to exploit when you have worked out what is happening with your opponents line-up.</p><p></p><p>Actually, that sounds like I'm making excuses for the AI being dumb - and that's not the case. Our AI engine is very complex and pretty smart - you just have to tweak the gameplay to match the limitations.</p><p></p><p>At the end of the day, if our AI or gameplay is crap, no-one will buy the game.</p><p></p><p>With regard to WCR, the gameplay was much simpler. If I am honest, we did not make that game for the people who post on this site. It was made for casual rugby fans and it did really well. RC2006 has more dimensions to the play. This makes it harder for the casual fan - I think it is a much tougher game.</p><p></p><p>Not sure if all that makes sense!</p></blockquote><p></p>
[QUOTE="Trev@Swordfish, post: 34969"] Appreciate your post and it's cool that you have obviously thought about this - and I do agree with you - neither JLR or WCR really utilised standard rugby tactics. In terms of the pace - we actually have a test-bed where we can vary the speed of the players. We have spent a huge amount of time honing our animation engine, AI engine and control mechanics (passing, kicking etc.) to all blend at a speed that feels fluid and graceful. When you slow the game down it just feels clunky and you still have the same issues - they are just in slow motion. Team sports game AI is pretty complex and adding features often results in annoying issues that you do not foresee. Remember, the AI players are totally dumb - they only do what we program them to. As an example, we did make the full-back join the line when attacking. The problem is, every time you are attacking and spin the ball wide, he becomes offensive and you are left with a gaping hole at the back. This is fairly cool every now and again, but it becomes really annoying and very easy to exploit when you have worked out what is happening with your opponents line-up. Actually, that sounds like I'm making excuses for the AI being dumb - and that's not the case. Our AI engine is very complex and pretty smart - you just have to tweak the gameplay to match the limitations. At the end of the day, if our AI or gameplay is crap, no-one will buy the game. With regard to WCR, the gameplay was much simpler. If I am honest, we did not make that game for the people who post on this site. It was made for casual rugby fans and it did really well. RC2006 has more dimensions to the play. This makes it harder for the casual fan - I think it is a much tougher game. Not sure if all that makes sense! [/QUOTE]
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