Posted on | October 29, 2012 | 3 Comments
I’m looking at producing a football (soccer) game for my next project. Looking around at the world of football in computer games is a pretty interesting exercise.
Thanks to sites like YouTube it’s not so difficult to perform quick comparisons between games from a variety of different platforms.
See for yourself what I found over a coffee break earlier today.
World Cup 90 Sega Megadrive
Versus Net Soccer Konami Arcade
Cyberball Not sure which platform – cool portrait view
American Football game – cool portrait view
Beautifully presented N64 J-league game
Excellent execution. Non-fluid game.
Neo Geo. Say no more. Beautifully presented.
I included some of the non-Soccer games to highlight their presentation. I typically like to produce games in a portrait orientation so the Cyberball game was particularly interesting to me.
As a huge fan of football myself I can say that the thrills of the game are in the attacks. The faster and more precise the counter-attacks in a game the more thrilling it is for the spectator.
I want to build a game that captures the very best parts of a football match. To that end I may well ditch the standard approach for making such a game in favour of purely concentrating on the arcade thrills of attacking football.
Throw-ins, corner kicks, offside.. they’re all pretty dull to an arcade gamer.
One idea that I’ve had is to start each as a set piece where the player has to defend a free kick. If the attacking team scores then the set piece is reset and the player must defend again.
If the set piece breaks down and the ball goes out then the stage is reset and again the player must defend.
If however the set piece fails and the player obtains possession then the thrill of the counter attack ensues.
I like simple controls so initially my thoughts are to tap left, centre or right on the screen to direct the goalkeeper when in defensive mode.
In counter-attack mode the AI for the advancing players will be handled by the code such that the player simply taps the screen to pass the ball. The theory is that the player taps ANYWHERE on the screen and the code will select the nearest team mate to pass to.
Once the team player with the ball moves beyond the overlaid 20 – 25 yard line he automatically shoots.
This is very much a dumbed down approach but it currently works for me to think like this.
I’m a huge fan of simple controls and simple execution.