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Main - Gaming - My idea for a new sports game New thread | New reply


Zaximillian
Posted on 12-24-08 02:44 PM Link | Quote | ID: 97495


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I've been working on and off for years on a new concept. I've always liked the niche of games that included:

Klash Ball, Dead Ball Zone, Powerball, and Speedball: Brutal Deluxe

But none of those games were done "professionally", and I wanted to appeal to the stat geeks as well, so I set about slowly creating a gaming world complete with history, rivalries, and everything else.

The difference is that players in this environment will have the chance to play as a single player (for the character building experience), team coach (for the game sim experience), or team owner (for the fantasy football enthusiast). I figured, since most sports fans are also stat geeks to some extent, why not merge the sim style with actual gameplay so these kinds of gamers can be part of the same whole online? Not to mention the individuals seeking glory on the field of play.

I'm already a good distance along in game development, having tested the basic concept with nothing but pen and paper in a real life timed game between six real life coaches over two full seasons, with good results.

Anyone interested in hearing more about the concept? If so, then I'll share what I've done so far.
- Zax

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Bukkarooo
Posted on 12-26-08 10:00 PM Link | Quote | ID: 97614


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that actually sounds really cool and fun! I'd love to see what's been done so far!

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LastNote
Posted on 12-26-08 11:26 PM Link | Quote | ID: 97624


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Sure! I'd like to hear more of this.

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Zaximillian
Posted on 12-30-08 03:28 PM Link | Quote | ID: 97853


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Well, I've started collecting information for the backstory, so that when the game comes out, it will have a depth of history rivalling any major sports league. I'm working on the database now, and I'm collecting real life sports data on every professional team to have ever played. After all, I need to have no doubt as to which cities really deserve the fictional franchises.

Here's how the game was most recently played:
* Each team owner created about 30 players and put them in the draft pool. Each player had a cost based solely on his stats, so you could sneak in a player with stats you didn't want to use at a low cost and hope they didn't get drafted.
* Then we held a draft, live for the people that were there and sealed envelope in order of preference for those who couldn't be.
* Each team wound up to have about 15-18 players on it, and a goalkeeper and six ballhandlers on the field from each team at a time.
* Two coaches, a bag of fold up markers, the field, pocket rosters with all the players' stats, two d10 dice, and a countdown clock. The entire game except for the track fits in your pocket.
* One innovation is that the game was played with four quarters of 15 minutes... in real time. A referee was required to keep the game moving, so you need three people to play. A game typically took about as much time as it did to watch a sporting event on TV: about 2 1/2 hours tops, except for overtime.
* No determined action took more than two digit addition or subtraction to determine the outcome, so the game was mechanically fast. We had nailed down shooting, goalkeeping, passing, and hitting. The speed of the game, the tension of playing in real time, and the speed of determining actions really got the players' emotions up, as well as the optional damage rules we implemented. A player could choose to "tack on" damage on a natural 10. Of course, this was quickly determined to be a cheap shot, even though it was legal. This alone went a long way toward developing rivalries.
* We accounted for injuries, rivalry games, playoffs, and we were working on year-to-year player growth when we stopped testing.

Anyway, that won't quite translate to the computer version when I decide to go that far, so I'm shooting for the tabletop version again with a hex-based field instead of a rollerball styled track for more direct end-to-end action and more options for strategy and tactics. Wanna know more?

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Bukkarooo
Posted on 12-31-08 08:40 PM Link | Quote | ID: 97928


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sounds fun. Never really done too many tabletop games (I kinda sorta made on outta paper when I was little, though hehe). I'd like to hear more, as it all sounds like it would be a cool thing to play, with the drafts, etc.

So, yes, tell us MOAR! lol

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Zaximillian
Posted on 01-02-09 09:09 PM Link | Quote | ID: 98078


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Will do when I get more time: limited time aboard a library computer as a sole source of Internet contact... stinks.

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Zaximillian
Posted on 01-06-09 02:18 PM Link | Quote | ID: 98334


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Okay, since you asked, here's what I'm doing on that front:

I'm trading some art commissions for data collection on real life sports teams. I don't want to cheat any city out of inclusion if it deserves it, so I need to find out which cities have the most sports success. Thus, since this game will also include a promotion/demotion system like the English Premiere League, I'm using minor leagues, too, and the first version of the game will probably take place in the low minors. That way I can add more complex rules as the players "advance" through the ranks, and I can polish my own designs and balance the game better by the time it gets to the highest version. Then I can introduce the big boy teams.

I decided to use a single opposed d10 roll for just about everything, adding in a single digit stat and using the difference between the two rolls to determine the action. Thus, the math is pretty quick, and I've found that it also (gulps for being corny) actually improves your basic math skills at speed.

The action off the table was just as cool as it was on the table, because since to be an owner you had to make like 30 players, you wound up fighting some of them that your rival drafted instead of you. Not only that, but there were trades going on in the league setup, and even backroom marks on star players at one point. I never did confirm that when I was Commissioner. *looks left* *looks right*

Also, we had one rule where if on a tackle, the winner had landed a 10 on the dice, he had the *option* of picking that die up and rolling again, doing unopposed damage to the downed player. While legal, most players avoided this to avoid a brutal game filled with knockouts (and the possibility for multi-game injuries). But let me tell ya, sooner or later, someone did it, and the rivalry was on.

But I really want to get the history and backstory of this game to be as deep as possible and to mirror the success of real life cities somewhat. Collecting this data will automate this process and save me a lot of guesswork.

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Main - Gaming - My idea for a new sports game New thread | New reply

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