AFL 2007 talk

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Just got it played two games and the game looks great so far :thumbsu:

Defeated the Crows by 22 points, defeated the Dockers by 17 points.

Hird hauling 5, 6 goals for both games.

If the trades,drafts,delisting are still the same from 07 for 08 you need to fix them up dramatically the gameplay is good but can get better.

Then put it all together and bang 09 could be a perfect AFL game :D
 

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FH, how do these kind of bugs (the team match up one) manage to get through to the games release when customers notice them on day one?

Not a critisism of you guys directly, but of all gaming companies. It happens in many games all the time, bugs that should have been noticed straight away.
 
Yeah it's a hard one to answer but you have to take into account the number of guys testing the game and the number of things that were wrong in whole development period of AFL. I am surprised it wasn't picked up but to be honest I'm more disappointed in not noticing it myself as it was something I wanted to see included in the game. Sometimes something just slips through because of your familiarity with the product. By that I mean some games you play a certain way and quite often you are looking for something in particular to be fixed and don't notice or think to check something else.

I guess the best way around this in the future is to have focus testing sessions where we could possibly identify bugs like this. We'll definitely look to do this for a future version. It's embarassing when something like this happens but those who work on games understand that it's always a possibility and is just one of those things about games development.
 
how does spinning and sidestepping work?

eg: can you actually make players miss you and then run around them and stuff? or break out of a tight situation into open space.

There's an evade button. The player sometimes spins out of a tackle and other times he side steps. Which one he does when you press the button is determined randomly and the success of the move is dependent on things such as speed, strength and agility.

The shrug from 2006 is still in the game too.
 
Just got it played two games and the game looks great so far :thumbsu:

Defeated the Crows by 22 points, defeated the Dockers by 17 points.

Hird hauling 5, 6 goals for both games.

If the trades,drafts,delisting are still the same from 07 for 08 you need to fix them up dramatically the gameplay is good but can get better.

Then put it all together and bang 09 could be a perfect AFL game :D

The next version of AFL 'should' be a next-gen title so the off-season mode will be what we want it to be in an ideal world. When that is exactly we don't know. But thanks for the feedback - it's great to know we are improving with each iteration! :)
 
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How do i tag a player? Or is the opposition full forward going to kick 15 goals every game again?

You set up tags in the team setup screens - both front-end and in-game versions.

Full forwards should still be effective but they won't kick 15 every game for the following reasons;

  • The AI take a little longer to bring the ball up the field so your defenders have a bit more time to man up if out of position
  • The back six are set to tag their opponents by default
  • Stamina levels on backmen have been improved so that they don't fade out quicker than the forwards

If you are referring to your FF then you might be able to if you supply the ball well enough but it's still quite a task.
 

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How do i tag a player? Or is the opposition full forward going to kick 15 goals every game again?

On the 2006 version, I used my forward pockets to tag the CHF and the FF in addition to the CHB and FB already tagging them. It would sometimes work but rapidly fatigued them.
 
Yeah it's a hard one to answer but you have to take into account the number of guys testing the game and the number of things that were wrong in whole development period of AFL. I am surprised it wasn't picked up but to be honest I'm more disappointed in not noticing it myself as it was something I wanted to see included in the game. Sometimes something just slips through because of your familiarity with the product. By that I mean some games you play a certain way and quite often you are looking for something in particular to be fixed and don't notice or think to check something else.

I guess the best way around this in the future is to have focus testing sessions where we could possibly identify bugs like this. We'll definitely look to do this for a future version. It's embarassing when something like this happens but those who work on games understand that it's always a possibility and is just one of those things about games development.

FH in my field of work mistakes can cost a lot of money. In some fields like medecine or the aircraft indusrty mistakes can possibly cost lives. Hence if mistakes are made there is comprehensive review procedures to ensure they dont happen again.

In the context of the gaming industry do any such procedures exist? It seems so very very common that absolutely blatant mistakes are not picked up. It doesnt seem professional at all. Is this a deliberate act so that game producers can make another game with these mistakes repaired so people will buy the next version of the game? i'e do they do this deliberatley as a means of taking more money from consumers? Sounds pretty filfthy if you ask me....
 
How are the players kicking distances in his game? are they reallistic?

Also when taking set shots from tight angles or snap shots will the ball actually be snapped/banana kicked or just drop punted. Does the ball curve in snap shots?
 
G'Day FH just brought the game and played the first round of the NAB Cup on hard setting with umpires on strict as well and the game is a much better version than last year.

Things I like:
-Played 10 minute quarters and the score was 64-48 instead of the usual 160-140 much more realistic.
-The lead indicators although still to master it it does help.
- The Close Up Radar mainly use it when going into the forward line and it makes it easier to see your team.

What I don't like:
- Too often the game will play Holding the Ball as soon as a player is tackled, I realise I have the Umpire on strict but it is a little to over the top.
- During play the umpires whistle sounds but no free kicks are awarded or if they are the advantage rule is enforced even if you are surrounded by 6 other players
-The constant smothering of the kicker, had more smothers in the game today than what would happen in a full AFL season. Needs to be tweaked for next version.
- Lack of computer moves i.e. no interchange (that I noticed), players around the ground do not change positions even if mismatched or getting beaten.

Improvements to look at for 2008 version:
- How about in Career mode you can play as the coach only. The games are played as simulated games but you can make moves on the field and the computer also tries to make moves and you have to counter them. Also as the coach you face the same sort of pressures as coaches do. Poor performances and you get questions from the media and your administration. Continue to perform poorly and you get sacked.
 
Yeah it's a hard one to answer but you have to take into account the number of guys testing the game and the number of things that were wrong in whole development period of AFL. I am surprised it wasn't picked up but to be honest I'm more disappointed in not noticing it myself as it was something I wanted to see included in the game. Sometimes something just slips through because of your familiarity with the product. By that I mean some games you play a certain way and quite often you are looking for something in particular to be fixed and don't notice or think to check something else.

I guess the best way around this in the future is to have focus testing sessions where we could possibly identify bugs like this. We'll definitely look to do this for a future version. It's embarassing when something like this happens but those who work on games understand that it's always a possibility and is just one of those things about games development.
You should have really sent me the game to test like someone said :thumbsu::D
 
Gameplay wise is a huge improvement on last year, backmen actually get a chance to line up, computer players don't hit a leadup player who doesn't have to break stride every single time, too many smothers but it makes the game a lot more of a contest, love the edit player, the only negatives is that the draft is exactly the same as last year, can't view age or sort in order of best overall, etc.

Also the amount of players that get delisted is stupid, picked up judd, jono brown, ablett jr in the draft and then decided to go for kids despite there still being heaps of good AFL players that had been delisted. Doesn't bother me that much as i don't give a shit who is on the opposition, but needs to be a bit more realistic

Overall a big improvement in gameplay though, well worth the money
 
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