SpiderSlatts
Club Captain
- Joined
- Oct 2, 2012
- Location
- Melbourne, Australia
- Profile Flag
- Australia
- Online Cricket Games Owned
- Don Bradman Cricket 14 - PS3
Ross, question regarding fielding and the problems you guys encounter when developing a cricket game.
I know you have talked about bowling being determined prior to the release of the ball by the mechanics of the run up/action (so there is no pitch marker). In regards to fielding, can you not have a similar system? I know when I field a ball the difference between returning it to the keeper quickly and possibly effecting a run out is determined by 5 factors:
1. The pace at which you sprint to the ball
2. The cleanliness of the pick up
3. The decision to throw over-arm or under-arm
4. The amount of effort put into the ball release
5. The accuracy of the throw (determined by balance)
Perhaps in the ball chase you select the end to throw to, but then when actually arriving to claim the ball there are 3 main things to focus on; the pickup, the speed, and the balance (determines accuracy).
I also had a question about the challenges the development team face when animating character models. Obviously in the rugby and AFL games it was very hard to account for the range of animations because of the collisions between players. FIFA have only recently got this right with their impact engine in 12. In cricket the only collision is between bat and ball, and thus actions such as the bowlers run up can be preset. How have these issues influenced your animation techniques?
I know you have talked about bowling being determined prior to the release of the ball by the mechanics of the run up/action (so there is no pitch marker). In regards to fielding, can you not have a similar system? I know when I field a ball the difference between returning it to the keeper quickly and possibly effecting a run out is determined by 5 factors:
1. The pace at which you sprint to the ball
2. The cleanliness of the pick up
3. The decision to throw over-arm or under-arm
4. The amount of effort put into the ball release
5. The accuracy of the throw (determined by balance)
Perhaps in the ball chase you select the end to throw to, but then when actually arriving to claim the ball there are 3 main things to focus on; the pickup, the speed, and the balance (determines accuracy).
I also had a question about the challenges the development team face when animating character models. Obviously in the rugby and AFL games it was very hard to account for the range of animations because of the collisions between players. FIFA have only recently got this right with their impact engine in 12. In cricket the only collision is between bat and ball, and thus actions such as the bowlers run up can be preset. How have these issues influenced your animation techniques?