Multiplat AFL 23 - Part 2 with added Pro Team

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Yeah, at least WW were able to rectify in-game issues with relative ease and seemed in control of the game engine. Bigant on the other hand appear to be constantly battling against their own engine!
I remember Evo2 had a couple of patches along the way.
Does anyone remember when they were released, or how long it took to introduce requested things like Dynamic Camera angle or Sliders, or did they come in the Season Update DLC?
 
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Yeah, at least WW were able to rectify in-game issues with relative ease and seemed in control of the game engine. Bigant on the other hand appear to be constantly battling against their own engine!
Big Ant only had to pay 5 percent to Epic had they used Unreal and if they made 1 million from the game.
 
Anyone here know anything about video game animation programming? What could be causing the movement issues? One theory maybe they don't have the proper transition animations from one movement to another.
 
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Anyone here know anything about video game animation programming? What could be causing the movement issues? One theory maybe they don't have the proper transition animations from one movement to another.
The new King Kong game has better movement than AFL 23 and that steaming pile of 💩 is worse than Golem
 
I remember Evo2 had a couple of patches along the way.
Does anyone remember when they were released, or how long it took to introduce requested things like Dynamic Camera angle or Sliders, or did they come in the Season Update DLC?
Took a solid 6 months for Evo 2 to be actually playable, but the final product shits on this game
 
Anyone here know anything about video game animation programming? What could be causing the movement issues? One theory maybe they don't have the proper transition animations from one movement to another.
Using a game engine that requires individual coding plays a big part, time usually spent ironing out small issues has to be spent getting code to actually work in the game engine and not break something else.

For a small team like Big Ant who is developing 4 games at a time its never going to work.
 
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Game time played on pc Evo 1 v Evo 2 v AFL 23 (more comparing the current "fortnightly" average :p

And for something silly

Just waiting for an online game :p


Deliberate user error - the "first" time I recorded the countdown screen, a match was found in 29 seconds!
 
200 hours on this garbage is wild 🤣🤯 only game I’ve clocked 100+ hours on is Red Dead 2 lol

I was dedicated to it for months, remember there was a point in time that I posted I had 60+ hours of the game in a fortnight!! Pretty much slowed right down from August only doing simulations of the late rounds + finals matches.

I've got almost 572 hours played on Rocket League (Steam) and other games hovering around the 100-300+ hour mark. TMNT Cowabunga Collection is at 324 hours on on pc, while I've spent another 70ish hours on it on PS5 and 50+ hours on Xbox etc.
 
Anyone here know anything about video game animation programming? What could be causing the movement issues? One theory maybe they don't have the proper transition animations from one movement to another.
Yeah this is my understanding.
Maybe also long animations... so Animation A needs to complete all the frames before it gets to a point where Animation B can kick in. (Think early days of AFL23 where the spoil animation had an excessively long land/step/recovery sequence...This got trimmed and became much better).

It's hard to tell with some text descriptions as well... So when people go with the term 'stuck in the mud', and some of those can be understood, the specifics are hard to understand because it doesn't describe which animation transitions are the problem (when combined with what direction being pressed, or action being performed).
This is why any support tickets I've created have included video so any animations can be pinpointed.
 

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so Animation A needs to complete all the frames before it gets to a point where Animation B can kick in. .
I've noticed that, especially how the animation skips and looks super unnatural at times.
It's hard to tell with some text descriptions as well... So when people go with the term 'stuck in the mud', and some of those can be understood, the specifics are hard to understand because it doesn't describe which animation transitions are the problem
It should be clear from 10 minutes of QA testing what is faulty, such as players standing still after receiving a hand pass or they just stop moving altogether.

Also, didn't you work on The AFL games at IR Gurus? They used Renderware, which I heard was a very hard engine to use, so the animations were as clunky and skipped like 23.
 
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I've noticed that, especially how the animation skips and looks super unnatural at times.

It should be clear from 10 minutes of QA testing what is faulty, such as players standing still after receiving a hand pass or they just stop moving altogether.

Also, didn't you work on The AFL games at IR Gurus? They used Renderware, which I heard was a very hard engine to use, so the animations were as clunky and skipped like 23.
Nah I worked at Transmission, which was post the AFL games from IR Gurus.
 
It should be clear from 10 minutes of QA testing what is faulty, such as players standing still after receiving a hand pass or they just stop moving altogether.
Yeah I’m saying that the movement or flow in a game is a factor of tons of different combinations of animations and transitions/blending between them… so while some transitions have been fixed up (as with the ‘movement’ patch), others still exist… but they are probably less noticeable or less common than the ones fixed.

It definitely flowed a lot better after that patch though.
 
Yeah I’m saying that the movement or flow in a game is a factor of tons of different combinations of animations and transitions/blending between them… so while some transitions have been fixed up (as with the ‘movement’ patch), others still exist… but they are probably less noticeable or less common than the ones fixed.

It definitely flowed a lot better after that patch though.
They may not have transitions for running say hypothetically frame 10 of 60 frames, it looked like they did the motion capture very late in development, too. it's still quite noticeable. Live 2011 they developed was a better example of any rare movement bugs like the ball going underneath the players, which was fixed for the PC release.
 
They may not have transitions for running say hypothetically frame 10 of 60 frames, it looked like they did the motion capture very late in development, too. it's still quite noticeable. Live 2011 they developed was a better example of any rare movement bugs like the ball going underneath the players, which was fixed for the PC release.
Yeah Live 2011 felt like it flowed better... but also was lacking in some of the animation depth. I think there was no spin-around mark animation... so players would just take marks blindly while running back with the flight.

That's why I think reporting these individual, specific moments (plus their own internal testing) would result in a backlog of more animation capture, and more specific blending/transition work in the future... whether that be for a patch, or a next game (don't @ me!) it would only help the future state.
 
Yeah Live 2011 felt like it flowed better... but also was lacking in some of the animation depth. I think there was no spin-around mark animation... so players would just take marks blindly while running back with the flight.

That's why I think reporting these individual, specific moments (plus their own internal testing) would result in a backlog of more animation capture, and more specific blending/transition work in the future... whether that be for a patch, or a next game (don't @ me!) it would only help the future state.
I think it was just a quick turn and jump in Live 2011. The 23 one is worse, where the players just cling to each other super fast like magnets. Neither game realistically has players running backwards with the flight of the ball.
 
Noticing now on the AFL23 Facebook page, commenters have now turned on Bigant aswell as on their own forums also and still the lack of communication astounds me. You would think as a company who, I am assuming, hopes to release multiple AFL games in the future years would treat their consumers better by providing some sort of communication or updates.

Where could one find the sales of this game v the returns of this game?

Just out of curiosity, has any lodged a complaint regarding this game to the ACCC?
 
Noticing now on the AFL23 Facebook page, commenters have now turned on Bigant aswell as on their own forums also and still the lack of communication astounds me. You would think as a company who, I am assuming, hopes to release multiple AFL games in the future years would treat their consumers better by providing some sort of communication or updates.

Where could one find the sales of this game v the returns of this game?

Just out of curiosity, has any lodged a complaint regarding this game to the ACCC?

The sad thing is this backlash could’ve been well and truly avoided had Ross or anyone at Big Ant post a genuine apology when the game released in the state it did. Thats it. Put your cards on the table, apologise and say ‘we’re working to get this game in the condition it was meant to be in’ but no, let pride and ego takeover. What a fumble honestly 🤯
 
The sad thing is this backlash could’ve been well and truly avoided had Ross or anyone at Big Ant post a genuine apology when the game released in the state it did. Thats it. Put your cards on the table, apologise and say ‘we’re working to get this game in the condition it was meant to be in’ but no, let pride and ego takeover. What a fumble honestly 🤯
I agree! Even a "we know the state the game is in but please bare with us while we fix it. It may takes days, months etc." Upfront would've worked instead of hiding in a cave hoping it all works out.
 
The sad thing is this backlash could’ve been well and truly avoided had Ross or anyone at Big Ant post a genuine apology when the game released in the state it did. Thats it. Put your cards on the table, apologise and say ‘we’re working to get this game in the condition it was meant to be in’ but no, let pride and ego takeover. What a fumble honestly 🤯
Quite the opposite, rude and hostile to anyone questioning them. I don't know any game company who has ever brought out a disaster, then twisted it on the audience claiming that they're the problem and insulting them. Usually it's an apology and a refund like in FFXIV's case with Square Enix.
 
I agree! Even a "we know the state the game is in but please bare with us while we fix it. It may takes days, months etc." Upfront would've worked instead of hiding in a cave hoping it all works out.
But they seem content with the glaring issues. I couldn't understand why the producer and some others were defending the turning bugs and stuck in the mud, as if it were by design, when I brought up Live 2011 having proper turning and instant response to commands.
 

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Multiplat AFL 23 - Part 2 with added Pro Team

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