Multiplat AFL 23: Launch Thread (Xbox release date TBC)

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STATE OF PLAY:
  • The game is out for Steam and PlayStation. There have been issues with Xbox release and it is unclear when the game will be available.
  • Big Ant are aware that there are playability issues & bugs at present.
  • Content has been temporarily removed from the game to identify where the issues lie.
  • This content will be re-introduced via patches in the coming days.
  • Big Ant have released a summary of what is to be reintroduced, which can be seen below.




Issues & constructive criticism are best communicated to: support.bigant.com

Michaels Twitch video with QA from Ross(BigAntStudios) from 31:40

 
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Just came past to check in again.
 
Im interested to see what 'quick codes' mean at the bottom.
Share codes I assume.

So instead of searching for someone's Waverley, they can just post "Created Waverley, share code is THX1138" or something.
 

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Can I ask if there's a bounce button for PS? Can't find it anywhere and pushing the stick in isn't working like previous games (might just be a controller problem)
 
Can I ask if there's a bounce button for PS? Can't find it anywhere and pushing the stick in isn't working like previous games (might just be a controller problem)
Stop sprinting to auto bounce
 
I would imagine that the new modes, tutorials and customizations would probably be another week or so away.

The focus for the next week will be a strong focus on stability and game performance. Delivering a better product the way it was initially intended (one where you can actually ruck, kick without getting ghost tackled and tackle the freaking AI!).
 
BigAntStudios JNT BA

I would love to offer some commentary on the actual gameplay of AFL 23, however, I can not get even that far. My game, even after re-installing multiple times and updating drivers does not seem to be loading assets (?). The loading animation on launch (where it pans across the stage to the AFL 23 logo) is mostly blacked out, the grounds and player models are black. Not sure if this has been raised directly, but thought I would raise it anyways.

You can see it in this post and this post.

I would love to experience the gameplay everyone is talking about, but in any case, I was impressed the last time I played Cricket 22 after the state it was in when I originally played, it was a drastic improvement, so I don't have the panic stations running yet. 🏌️‍♂️

Here is a screenshot of how the menu looks:

QHSJ9GB.jpg
Shoutout to JNT BA, who promptly reached out to me and gave me instructions to work through that fixed the issue. :hearteyes:
 

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You can definitely play two players locally on a PS4/5.

Make sure both controllers are active and logged in prior to starting the game.
 
Can someone who works in software explain how you would only become aware of issues of that magnitude with a patch when it went live?
Someone posted this earlier which might explain it
Well if you know anything about software development, there is a lot of sign-offs. The one that little care is put in is code sign-offs, but that is why a lot of effort is put into sign-offs in user testing.

I think it's definitely that someone incorrectly sent through the wrong version control branch for the patch, this is something that doesn't go through a sign-off from Big Ant maybe through Microsoft/Sony/Steam.

I think the way game development works these days is when a game gets closer to release it must be at a release state in the main version control branch - this is the branch that Big Ant would have been testing on and signed off the gameplay on, it is then sent and published. During this time the developers can work on the game and put it's updates onto the main branch. A day or so before the official release, the main branch (now updated - post published version) is then pushed for the patches. But if the person uploading the patches mistakingly selects another version control branch and pushes that for the patch, the patch isn't more of a patch but a single persons or a small teams development work. It's quite easy to make this mistake, it helps to be aware of the situation - e.g. checking which version control branch you are on when you start your development work in the morning.
 
Can someone who works in software explain how you would only become aware of issues of that magnitude with a patch when it went live?
Three main reasons stuff goes wrong -

1. Because there is 85 different builds at any given time and version control is a bitch.
2. A full regression test can take weeks and you have a day or two to test a minor fix. What could possibly go wrong?
3. Sometimes the IT Gods choose not to smile upon thee at a critical time such as a major deployment.
 
I tried that and I get some sort of connection error.

We're in the office tomorrow and Sunday, I'll get someone to DM you over the weekend to figure it out. Definitely works here, just saw it.
 
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