you guys think there's a way of keeping player rating history for a player? I find i've always had a hard time keping track or just plain too lazy to keep track... might be too much to ask for given how this is an integral part of the game...
I thought I couldn´t live with any other color than green after Managersim but I am happy to notice that blue also works well. Maybe I´ll start loving the color blue in the future. :D
Hehehehe. Funny you say that Toni. I was kinda wondering myself if these guys are purposely trying to be different from SS. They scrapped the days and seasons and instead have "turns", changed the color to blue, etc etc. Don't worry guys, Peter's game is dead, and you will show him how much of a fool he has been. If you become millionaires off this (who knows ;P), he'll prolly come back one last time, but I don't think anybody would trust him. Feel free to incorporate the best parts, great nations have been built in that fashion ;)
about heading, we are still improving the match logic but, at this point, heading is not crucial. player history will not be part of our beta release, but it will be implemented for sure, on a near future. other than that, remember that we were also managersim addicts! what we want is to have at least the same fun we had with managersim and, with support from everybody, even more.
Heading will be added on later versions. We'll try to provide a minimium help on how each attribute affects the player performance during the match.
We already have player rating history in the database but on the first version that information will be available only through match reports.
About being similar to MS, well, we're trying to use the best ideias from it. The naming and color changes are just a matter of style and creating our own identity.
WOW 30!?!? so players will grow till the age of 30? i'm assuming growth will work on a sliding scale the older they get? to me players shouldn't grow past 24-27 at the most...
So there will be no goals by headers, or no balls headed away???? Will the ball ever be hit with the head in a match? If not, I don't understand how that can't be part of the game. If it is part of the generated matches, then how are managers supposed to know what players to buy or play for this purpose??? Maybe there is something im just not getting but I would just like to understand the logic behind keeping it out for the time being. Is it difficult to implement it into the match engine?
That's right, no headers yet, players will use only their feet to pass or shoot. We understand that headers play an important role on matches, but we are satisfied with the match engine for our first version and we probably wouldn't be able to release the game in August if we included this feature.
Don't worry, headers will certainly be included in the second Ruby Soccer version.
That makes more sense. I guess then people should know that the game will be changing a lot in the future so they shouldn't invest their lives in one club like SS...
I suggest that you guys close the old game dimensions when you open new versions. That way the dilution that occured in SS with the Challenge games won't occur again. Just a disclaimer like in the Challenge games should do it. The game is far better when most teams are managed by humans and not idle AI.
that´s a very good point, anonymous. this will be a BETA. we will sure reset the world at least once before our "real-deal" release. But that should only motivate the players, as everybody will have fun and a huge space to contribute with the game development.
Ruby Soccer is a free online soccer management game under development. We'll use this space to post news, updates, screenshots and stuff related to the game. Your feedback in the post comments will be very important to help us make a great game. Have fun!
Donations
Donations help us keep up with our monthly server costs! Please contribute to Ruby Soccer's future.
15 comments:
I think if you add heading, players will be good to go. Its important to understand what players to buy for defensive purposes...
you guys think there's a way of keeping player rating history for a player? I find i've always had a hard time keping track or just plain too lazy to keep track... might be too much to ask for given how this is an integral part of the game...
I thought I couldn´t live with any other color than green after Managersim but I am happy to notice that blue also works well. Maybe I´ll start loving the color blue in the future. :D
Looking nice!
Hehehehe. Funny you say that Toni. I was kinda wondering myself if these guys are purposely trying to be different from SS. They scrapped the days and seasons and instead have "turns", changed the color to blue, etc etc. Don't worry guys, Peter's game is dead, and you will show him how much of a fool he has been. If you become millionaires off this (who knows ;P), he'll prolly come back one last time, but I don't think anybody would trust him. Feel free to incorporate the best parts, great nations have been built in that fashion ;)
about heading, we are still improving the match logic but, at this point, heading is not crucial.
player history will not be part of our beta release, but it will be implemented for sure, on a near future.
other than that, remember that we were also managersim addicts! what we want is to have at least the same fun we had with managersim and, with support from everybody, even more.
cheers
Heading will be added on later versions. We'll try to provide a minimium help on how each attribute affects the player performance during the match.
We already have player rating history in the database but on the first version that information will be available only through match reports.
About being similar to MS, well, we're trying to use the best ideias from it. The naming and color changes are just a matter of style and creating our own identity.
I was just wondering if there's an age limit to player growth.
There will be...something around the 30s, but that's not designed yet.
WOW 30!?!? so players will grow till the age of 30? i'm assuming growth will work on a sliding scale the older they get? to me players shouldn't grow past 24-27 at the most...
Players will grow faster when they're young, but it may be possible for them to grow a bit more a little later in some cases.
As I said, we're still designing the whole thing, so keep giving us your opinion, it will certainly be very helpful!
So there will be no goals by headers, or no balls headed away???? Will the ball ever be hit with the head in a match? If not, I don't understand how that can't be part of the game. If it is part of the generated matches, then how are managers supposed to know what players to buy or play for this purpose??? Maybe there is something im just not getting but I would just like to understand the logic behind keeping it out for the time being. Is it difficult to implement it into the match engine?
That's right, no headers yet, players will use only their feet to pass or shoot. We understand that headers play an important role on matches, but we are satisfied with the match engine for our first version and we probably wouldn't be able to release the game in August if we included this feature.
Don't worry, headers will certainly be included in the second Ruby Soccer version.
That makes more sense. I guess then people should know that the game will be changing a lot in the future so they shouldn't invest their lives in one club like SS...
I suggest that you guys close the old game dimensions when you open new versions. That way the dilution that occured in SS with the Challenge games won't occur again. Just a disclaimer like in the Challenge games should do it. The game is far better when most teams are managed by humans and not idle AI.
that´s a very good point, anonymous. this will be a BETA. we will sure reset the world at least once before our "real-deal" release.
But that should only motivate the players, as everybody will have fun and a huge space to contribute with the game development.
Post a Comment