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TIGSource ForumsDeveloperPlaytestingAmerican Football - play seasons, draft players, local mutliplayer
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Author Topic: American Football - play seasons, draft players, local mutliplayer  (Read 506 times)
EvilDingo
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« on: April 18, 2014, 05:12:09 AM »

American Football (WIP name) is a up to 4 player football game that combines the strategy of managing a team with the fun of the classic NES game Tecmo Bowl.



Current status:

You should be able to play a season game or quick match, but saving and loading isn't working at the moment. There are too many data to save to the browser, so I'll have to implement cloud saving before the season is fully functional.

The UI isn't finished but should be functional.

PLAY HERE: FOOTBALL

Supports gamepads or keyboard and mouse

To play multiplayer, you'll need gamepads though.

Controls:

Game pad
  • A - Speed boost, throw off tackle
  • B - Dive / Dive tackle
  • X - Spin, Set kick aim and kick power
  • Y - Jump
  • RB - Change character before snap
  • LB - Change character before snap
  • Left Trigger - Show pass icons

Mouse and Keyboard
  • W,S,A,D - Move
  • E - Dive / Dive tackle
  • Spacebar - Spin / Jump (depending on context), Set kick aim and kick power
  • [ - Change character before snap
  • ] - Change character before snap
  • Mouse - click on a receiver to throw the ball to them.

My main concern is: is it fun?
Does the AI provide a challenge?
Any feedback at all would be incredibly helpful!

Cheers!

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Cbear
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« Reply #1 on: April 18, 2014, 05:17:22 AM »

 I'm pretty excited to see a american football videogame that is indie. I'm gonna try playing with a gamepad soon to give a better response.
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« Reply #2 on: April 18, 2014, 08:32:55 AM »

I think it's an awesome start, but it needs to be more challenging.  I only know the basics of football and I managed to get a first down every play just by picking random plays and running every time, usually to the right.

Also, when you're displaying the controls, it wasn't enough time for me to actually memorize them.  You should maybe have that screen there for as long as the player wants, and only advance when he clicks or presses a button.
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EvilDingo
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« Reply #3 on: April 19, 2014, 01:35:18 AM »

Hi,

Thanks for the feedback! I agree the run plays are too powerful. I'll make the receviers less capable blockers and maybe have the CPU catch on if you repeatively use a play or a type of play?

I'll see about making the controls more visible too.
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