Andrew wrote:Hopefully, they will make use of us along with the Advisory Council.
22cedric wrote: & that they have a whole new team.
@youngced7 huge over haul....they are doing a lot of work on it, and have a whole new team
Me and the Guys from the EA Sports NBA Live '14 shoot. Look for their movements next October.
Postgame wrote:JaoSming wrote:Postgame, We can setup a thread for that kind of feedback. To provide clarification, should we assume you guys are able to "copy paste" (I know it's not that easy) features and such from older games, or do you want lists without influence from past games?
There really is no copying and pasting features from the old lives. Animations we have access to but those games ran on different code than what we work with now and even some of the animations will no longer really work from past lives unless we tweak them to the point where it would just be easier (and look better) to mocap them again.
Andrew as far as gameplay is concerned I can honestly say a lot of that we either have or are working on. I will say though that things like customization of controls is something that probably won't happen for a while if ever because of how many bugs are associated with something like that. It takes a lot of time to work the kinks out in feature like that and it will be used by probably less than 1 or 2 percent of the people who play the game. The development time could probably be spent elsewhere more effectively. (it goes back to the feature A vs feature B argument) Multiple controls schemes are a headache but not as bad as someone customizing it. Those might be more likely to happen.
In regards to something like this:
"Gamers also want smooth, fluid animations with responsive controls. Players need to feel like they have weight and a physical “presence”, but not move sluggishly with clunky-feeling controls like they’re wearing concrete boots or running in mud. Make sure users can break out of animations and that the transition is as seamless as possible."
This is the pie in the sky dream for all of us but it is a hard thing to balance and takes time and I'll explain why. Giving people control isn't necessarily diametrically opposed to giving people great animations but it is EXTREMELY hard to have them both. If you want to be able to branch out of any animation at any time you will have branch points in order to have the player transition from A to B. However, if the animation A to animation B are extremely different in how they are posed you are going to get either a snappy non fluid transition or a slower transition that takes away control and what will feel like responsiveness. Our goal is definitely to solve as many of these situations as possible, it's going to require a ton of animation and at times less control which will take time but we are aware of these issues and it is a high priority. It's much easier to plan for CPU controlled players and make them look better than a user controlled player because they can just spam buttons all over the place and have their player spaz out but then you have to ask yourself how much time should we spend trying to plan for end users who want to make the game look bad? Examples of bad transitions that you guys see will be the best feedback in regards to this but just know that we are working to rectify these problems and we are very much aware.
Again though, most of that gameplay list (my area) is either in or in the plan.
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