BYOND Football

by Vocal_nebula
A casual 2-D football game brought to the community of BYOND!
ID:120226
 
Keywords: byond, football
Vocal_nebula here again using Calus's blog to provide updates for my upcoming game BYOND Football, so a shout out of thanks to him for lending me a post on his blog!

Anyways, since my last post basically welcoming the idea and a snippet video to the public, I've progressed with a few updates since then. I've added a blocker to go along with the offensive playcalling now, along with actually passing the ball to a reciever. Now that the core AI is developed, from blocking, to running, to catching, and to tackling for the defense, the last things needed is a down system and the rest of the offense and defense haha. Below is a video of the progress so far, and with fall break recently being put upon me, a playable version will hopefully be released before I go back to school.



The ball is caught determined by the height, and the vertical jump of the player. The height of the ball gradually get's lower as it approaches where the user has clicked. When the ball zooms over the linebackers head, if his jump and height were high enough to snag the ball, it would have been intercepted.

Well, that's what the game offers so far. Comments or criticism is appreciated, I need all the help I can get!

P.S. The icons exhibited in the game are placeholders. If anyone would like to volunteer to do pixel art for this project I would greatly appreciate it, and you can contact me at [email protected] on MSN.

Also, sorry about the choppy quality in the video, I assure you that's not how it looks in-game.
Have you considered giving teams specific players, each with their own stats? Perhaps allowing players to make their own teams and develop their teams' players in some way. Something like that could even make way to player leagues and its own community if done right.

BFL!
Well I've actually been talking to Calus about an idea to give each team names from the keys in the BYOND community. I figured it would give the game it's own unique feel, like how Madden does for the NFL. I'm currently working on just a season mode, and my plan is to make it to where BYOND members can create there own players and possibly teams, I'm not for sure yet.

Thanks for the feedback though, it's greatly appreciated!
wtb physics simulation
Just a suggestion, change the step_size for the ball depending on someone's throw power? o.o The ball looks really slow, also the AI looks pretty useless. It needs a lot of improvement.
The throw power is depicted on how long the user holds the left click button down, which also sets the height of the ball as well. The AI is still in works, but these were just break away runs, and the tackling is based on the mobs stats. I think my earlier video shows some tackles that were actually made, while in this one I was just trying to show the big plays to make it short and sweet. Also, with a higher speed rating the runningback is alot harder to tackle once it's missed. I'm sure once I put the other defenders in, it will look alot better.

Thanks for the thoughts though!

And what D4RK3 haha?
I'm not really familiar with the rules of american football(I am English), but maybe you should make some math with the throw power and and the distance of the throw. The ball wont always reach it's target and so should fall short if you don't hold down for long enough? Just thought that might add some difficulty to the game.

edit- also if you hold to long it goes to far or something like that? and I'm not sure what dropping the ball means in this games rules.
I actually have it to where it flys over the head of the reciever or any mob, like it did with the center and linebacker, if not held for the right amount of time. Again, I just got the good parts in this, most of the time it was quite hard for me to complete a pass until I was use to it. And dropping the ball in american football is a fumble if the player has control, but if it was passed it's imcomplete and the plays over.
Ha ha I still don't know what that means because you explained part of a game I didn't understand with more terminology form the same game I don't understand...
Lol I'm sorry, what are you confused about exactly?
Err, don't worry I don't intend to learn how the game works I just wanted to know if my idea had any implications.
Why does it seem as if the offense always outruns the defense
Vocal_nebula wrote:
Well I've actually been talking to Calus about an idea to give each team names from the keys in the BYOND community. I figured it would give the game it's own unique feel, like how Madden does for the NFL. I'm currently working on just a season mode, and my plan is to make it to where BYOND members can create there own players and possibly teams, I'm not for sure yet.

Thanks for the feedback though, it's greatly appreciated!

Rockeyx2 - Running back/Receiver I'm fast as hell.

Now go go go!
I still am not sure how this will end up feeling like american football with a tile-based movement system, but besides that it looks promising.
Well like I stated earlier, this was just the break away plays. I mean, honestly, not many linebackers can chase down a GOOD runningback, so I don't see how that isn't right.

Ketchup, I'm actually experimenting with pixel movement in a separate project to get a good feel and understanding of it. I feel that if I just threw it in the game without a basic knowledge of it, I would find myself not really knowing the little procedures that are involved. I am going to incorporate pixel movement in the release version, FOR SURE. It just seems so much more could come out of it.
Vocal_nebula wrote:
Well like I stated earlier, this was just the break away plays. I mean, honestly, not many linebackers can chase down a GOOD runningback, so I don't see how that isn't right.

Ketchup, I'm actually experimenting with pixel movement in a separate project to get a good feel and understanding of it. I feel that if I just threw it in the game without a basic knowledge of it, I would find myself not really knowing the little procedures that are involved. I am going to incorporate pixel movement in the release version, FOR SURE. It just seems so much more could come out of it.

Built in pixel movement works fine just use that lol.
Interesting.... and the stats Idea kind of reminds me of Blitz ball in FFX... Keep at it bro