22 Yards - The Battleground (PC/XBOX 360) - Some Eye Candies in the Thread

So far, what do you feel about this game?


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I am again working on this. I dont think I would need any help at this point, but you can expect an update.

Let me tell you, as i had mentioned there are many roadblocks that are bound to come. But its not a failure unless we assume it to be. The fact that I am able to get back to it should testify my committment. I would only be updating on technical aspects. All others would be handled by Hitterman.
 
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Great 3 cricket games back on track!!

First Cricket Heroes
Second TAOC
and then this
 
Started refactoring already existing code and back to drawing board for the complete Plugin kinda architecture. How would this help, it will help in accomodating new rules in game, new players, stats, Models, stadiums, graphisc etc..
 
no work on 2nd april for obvous reasons...but working on it this late before I sleep
 
Hello Everyone, this was an extended weekend here in Hyderabad, India. This means more fun and more work. As everyone knows, the foundation is the most important part of a building. Simillarly for any Application/game, laying the proper foundation would identify the success of failure of the entire process. The foundation of a large game like this means structuring at all stages.

From the very beginning, I am pushing for two core areas of the development process. Making the whole architecture as Plug-N-Play as possible and proper branching so multiple members can effectively work on the code base without interfering each other. I may not be able to share a visualization of the Game architecure at this point, but I can definintely share this huge looking tree for the Code branching.


So if you look at this branch, it might be overwhelming at first, but we need to remember that a specific developer need not care for more than one node. Currently I am working on the Node called 22yards-Release-POC-Dev-B0-Core. So I would be Reverse Integrating the code changes to 22yards-Release-POC-Dev-B0. Taken an example of another developer ?Joe? working on Extending Content Pipeline for Skeletal animation. Joe would work on the Node called 22yards-Release-POC-Dev-B0-3D and reverse Integrating to its parent. Now since these two developers working on different files and classes they can work independently and eventually all code come together in 22Yards-Release-POC-Dev-B0 as they continue in their Dev phase.

If you are wondering why we have 5 Nodes undr Release, here?s a brief description

* Stage 1 ? Proof of concept: This is the first official release. This would boast of 40% feature complete in 2D and 10% feature complete in 3D
* Stage 2 ? Tx (Target 1): This is the second official release. This would be a game with 70% feature complete in 2D and 40% feature complete in 3D.
* Stage 3 ? Ty (Target 2): The 3rd release would mean game is 95% feature complete in 2D and 70% feature complete in 3D
* Stage 4 ? AlphaX ? 4th release with 95% feature complete in 2D and 90% feature complete in 3D
* Stage 5 ? BetaX ? 5th Release with 95% feature complete in 2D and 95% feature complete in 3D and all Menus, screens done
* Stage 6 ? Official V1 ? Final release

I would also dare say that I am targetting 31st Dec 2011 as the release target for Stage 1 ? POC. I also feel that this first release is the one thats going to take the longest, subsequent releases upto the V1 should be relatively faster.

Now lets take some time to talk about what we are doing.

by das:
1) Finalizing and Coding basic classes like cPlayer (the Core Player class), Team (the Core Team class), Match (core Match Class), MatchPlayEngine( the engine responsible for AI to generate regions where balls to be bowled, where AI would hit, what field would be set) and Tournament (Tournament Structure).
2) Architecting these pieces in such a way that, you can add an XML of custom rules and use that in your game. Add an XML file for custom tournament and use that in game etcc..(basically Plug in the Asset and play in the game)
3) Finalizing and standardizing formats for TEAMs unique Ids, Rules XML format, Tournament XML format.

by pradeep:
4) Creating storyline and designing WorkFlow of scenes.
5) working on look of Main Menu screen

We have also set up an official Monthly meeting between developers (Every Second Sunday) to discuss progress, strategies, roadblocks etc. You can expect to hear more about that next Monday.

?Core Team

Complete post at 22yards.blog.com
 
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Well I am a hard core cricket game fan and a first class cricketer with 70+ first class games under my belt. If you need any help on field settings let me know. I can give 100 of realistic settings according to the match situations

Keep up the good work
 
Well I am a hard core cricket game fan and a first class cricketer with 70+ first class games under my belt. If you need any help on field settings let me know. I can give 100 of realistic settings according to the match situations

Keep up the good work

Thanks so much. We will definitely need your help in near future.
 
hey das, how are you ? long time....

good to see you back in dev. can we get some pix or something to see what your working on atm ?
 
hey das, how are you ? long time....

good to see you back in dev. can we get some pix or something to see what your working on atm ?

Hey Kartik, I m good and hope u r doing well too..I play ur game too...As said long time back, u guys are my inspiration. Keep up the awesome work.

Regarding pics etc...don't worry, u all will be coming accross them in near future.
 
Hello All, Pradeep has been dilligently working on finalizing the structure for all game screens. Its expected to get handed over by End of this week. After that we are planning to work on the design, looks, animation of each screen. Please note this would not be the implementation phase, but a blueprint for Developers.

In the meanwhile, Das just started working on the Text and Font engine. XNA already has spriteFont to make life easy, but we are encapsulating that and creating an engine will even more easily handle all text and font rendering. We might not realize, but in a game like Cricket, we see text everywhere on screen which keeps updating, so its kinda important. After this is done (which is expected to be around same time as Pradeep hands over the Structure of all Game scenes), Das will straightaway move to work on the Scene Manager. Scene Manager is an engine that will sit on top of all scenes and facilitate transitioning and routing user inputs (based on what screen we are at) of all Game Scenes.

We have also created a draft of all Tasks and features that would comprise in POC release. This will help even more in planning the work to be done for the POC release. If everything goes as per plan, we should be able to sqeeze few more 3D features than we originaaly planned for POC release.

On a workforce perspective, we are in talks with a former First class cricketer to join us a Game Advisor and another planetcricket member to help us in creating Player Stats, Teams. If we are able to bring them in, it will be a serous boost to our effort. The Core team has also finalized 2nd Sunday of every month for meeting to discuss Progress, challenges and other critical points regarding this effort.
 
Great to hear all the work that is going on. This game will surely rock and your hard work will surely pay off.
 
Hello Everyone, It looks like we are in the "Positive spiral" phase. Things have started well and picking up faster. From a workforce perspective we have been contacted for Openings like Sound Artist and Statistics Builder. The advantage of being in the Sound team is that, this is not directly related to the game's development progress. So Sound Artist's can start working on the Sounds/Music without being dependent on the Core game's progress. Whereas I am still in process of finalizing the structure in which the Player Stats would be stored. So the Stats Building Team would have to wait till I finalize that piece.

Whole night was consumed in creating a basic Text/Font engine. This engine now takes a Text, color, position, font and displays the text on screen. As progress continues, I will add couple more attributes like Rotation etc.. Post the TextNFontEngine, work continued on Tournament class and finalizing the Tournament structure.

So what the heck is the "Tournament structure"? The idea is that end users, should be able to easily create custom tournaments and use them in game. So this class helps do that. We will provide tools to easily create tournaments or you can use an XML file to create a tournament directly, drop this xml file in the appropriate folder and voila, this new Tournament is now available in the game. This is a simple step towards extending the game and not making it static. Loosely coupled with the Tournament would be its rules. You can decide wether to use 1 single rule throughout the tournament or use different rules for different games. This creates new perspective in the game itself. So for that we have come up with a simple solution (structure of Rules). We will provide tools to create custom rules or modify existing ones or you can simply edit the XML and/or create new XML. Simillar to the Tournament, place this XML in the appropriate folder and voila...use these rules in the game. Another step towards extending the game - We call it Plug-And-Play feature.

Some work is still pending on the Tournament Side and some will continue as other parts of the game progress. But the major pending work at this point is implementing the Core MatchPlayEngine, the same engine that will drive AI in bowling, batting and fielding. Its the most complex part of the game and one of the most critical part too. So many attributes being used, its going to be a hell of a "Spider web".
 

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