cdj
04-12-2013, 08:50 PM
http://farm9.staticflickr.com/8534/8644602804_2a802f9115.jpg
It’s Episode 19 of the Press Row Podcast, a special Press Row One-on-One with NCAA Football 14 producer Ben Haumiller (@benhaumiller) and host Richard Grisham (@richgrisham). They talk all about the new physics engine in the game, the newest gameplay updates coming this fall, as well as some of the cool things and challenges that come to designing football games for a staggering variety of gamer.
Click here to listen to the show (http://www.operationsports.com/news/620839/operation-sports-press-row-podcast-episode-19-with-ncaa-football-14-producer/), then share your thoughts with the TGT community.
Some notes from the show:
- Thought highlights of NCAA Football 13 included gameplay improvements (such as Total Control Passing) and scouting within Dynasty Mode
- Heisman Challenge did not live up what they were hoping when they first started (developing) it, but was big step to have actual players in the game.
- Infinity Engine: Extra six weeks made the difference in getting it in Madden NFL 13.
- Next step: Apply physics to force impact. For example: improved stiff arm.
- Early on it seemed IE would make it in NCAA 13, but as time went on it was left out for the good of the game.
- Most noticeable aspect of IE2 will be how no two plays are exactly alike with infinite possibilities.
- Discussion on Stumble Mechanic
- 31 new option types (including inside veer). Running option will be a fun part of NCAA 14.
- Focus on playcalling in proper situations along with attempt to match school play-style.
- No matter the school, there are very passionate fans who want school represented correctly and accurately.
- Schools unwilling to share many trade secrets, no matter how common that aspect may be across college football. Designer Anthony White looks at the coach, their lineage, game tape, and coaching clinics to help determine the proper playbooks, formations, and plays for each school.
- Discussion of pre-play option/pitch keys. Simply shows who to read; is not there once ball is hiked.
- New feature: Skills Trainer that will provide mechanics of how to play the game (teaching user how to use features), such as the read option, shovel option, ball hawk, Total Control Passing, etc. Will showcase features added in recent years.
- Personnel-Based Playcalling: Feature designed for hardcore community, but benefits all as CPU will call plays in this manner helping to avoid personnel issues in no-huddle.
- Balancing act in designing/adding features for casual & hardcore fans, but hardcore fans must be happy as they will tell their friends and spread the word about the game.
- Lots of excitement in the building for the potential with next-gen consoles (PS4/720).
- The show concluded with discussion regarding changes coming to real-life college football in the years to come.
It’s Episode 19 of the Press Row Podcast, a special Press Row One-on-One with NCAA Football 14 producer Ben Haumiller (@benhaumiller) and host Richard Grisham (@richgrisham). They talk all about the new physics engine in the game, the newest gameplay updates coming this fall, as well as some of the cool things and challenges that come to designing football games for a staggering variety of gamer.
Click here to listen to the show (http://www.operationsports.com/news/620839/operation-sports-press-row-podcast-episode-19-with-ncaa-football-14-producer/), then share your thoughts with the TGT community.
Some notes from the show:
- Thought highlights of NCAA Football 13 included gameplay improvements (such as Total Control Passing) and scouting within Dynasty Mode
- Heisman Challenge did not live up what they were hoping when they first started (developing) it, but was big step to have actual players in the game.
- Infinity Engine: Extra six weeks made the difference in getting it in Madden NFL 13.
- Next step: Apply physics to force impact. For example: improved stiff arm.
- Early on it seemed IE would make it in NCAA 13, but as time went on it was left out for the good of the game.
- Most noticeable aspect of IE2 will be how no two plays are exactly alike with infinite possibilities.
- Discussion on Stumble Mechanic
- 31 new option types (including inside veer). Running option will be a fun part of NCAA 14.
- Focus on playcalling in proper situations along with attempt to match school play-style.
- No matter the school, there are very passionate fans who want school represented correctly and accurately.
- Schools unwilling to share many trade secrets, no matter how common that aspect may be across college football. Designer Anthony White looks at the coach, their lineage, game tape, and coaching clinics to help determine the proper playbooks, formations, and plays for each school.
- Discussion of pre-play option/pitch keys. Simply shows who to read; is not there once ball is hiked.
- New feature: Skills Trainer that will provide mechanics of how to play the game (teaching user how to use features), such as the read option, shovel option, ball hawk, Total Control Passing, etc. Will showcase features added in recent years.
- Personnel-Based Playcalling: Feature designed for hardcore community, but benefits all as CPU will call plays in this manner helping to avoid personnel issues in no-huddle.
- Balancing act in designing/adding features for casual & hardcore fans, but hardcore fans must be happy as they will tell their friends and spread the word about the game.
- Lots of excitement in the building for the potential with next-gen consoles (PS4/720).
- The show concluded with discussion regarding changes coming to real-life college football in the years to come.