Hi all,
For people in the US, football here refers to soccer. Buckle up, this is going to be a long post. Any input is appreciated, in fact, I am posting this here to spur a healthy discussion.
Being a long-time Fifa player myself, I stopped playing around 2005, because the complexity of the game got to a point where it was not possible to play properly. I am aware that EA is looking for accessibility feedback regarding this, but that's for another discussion.
I looked at Fifa 21, and quite frankly, I am not really impressed. The commentary is very repetitive, we don't get information about squad movement, player positions, etc. Repetition is something that is always going to be an issue, as there's only so much you can do with recorded speech, but I am hoping to try and address the other shortcomings in AF. Game audio could also use some tweaking, as the crowd chants for example are unnaturally loud and do not melt into the general crowd ambience.
Let me address a few questions you might have by now:
I am at a very early planning stage. The game is likely not going to be out for a while, for at least a few years to be precise. There are a few reasons why.
1. While I'd love to work on this full-time, Unless I receive funding, I am unfortunately unable to do so.
2. I can state without a doubt that AF is going to have the most complex AI ever written for an audio game. Perfecting this is very likely going to take up most of my time until the initial version is out. I'm going to explain game AI in a bit more detail.
Players will have their individual AI, which will react to events, for example if a pass is coming from another player, they will try to move to the best position to be able to receive. On the other hand, if you are defending, you would want the player to move to the best position to intercept a pass. How well these instructions are executed depends on the individual player skill level in that area, for example speed, passing, shooting, tackling, dribbling, etc. Eventually, this is something that you will be able to influence via coins or via other means, but probably not in the first release.
Then comes team tactics. If your team is leading by one goal, faults are going to be a bit more common, generally players will be defending more aggressively. This also depends on game time, at the end, for example, it is very common for most players to move back to defend and to head balls away, or just try and block in general.
Then of course there's offside tactics, the importance of the match (is this a world cup?), whether it's their home venue (impressing fans), etc.
For squad tactics, I will have predefined formations, e.g. 4, 3, 2, 1 or 4, 4, 2, but you will be able to set positions for each player as well. During a match, players will try to stick to these positions, and you will be able to change formations at will during a match. This is very similar to how Fifa and Pro Evolution Soccer does it, with multiple defined regions and a formation database.
The complexity of designing an AI like this comes from the facts that there are a lot of parameters that can influence player and squad behavior on multiple levels, as well as making the AI semi-realistic and believable enough. If it is too realistic and perfect, players will find it frustrating, if it is the opposite, it will not pose a challenge at all.
3. How much is ready?
About 5000 lines of AI code, not including headers, corner kicks, off side, throw ins, player or squad pressure. Formations generally work, and the AI is able to decide to pass to the most obvious open player. This is not always what you want, as the AI will become predictable, so I am also looking into reinforced learning strategies per match. Later on, it would be nice to add strategies learnt from previous matches, i.e. if you play against the same team in a world cup.
What is planned?
At first, I am planning to release a prototype with just a few teams, Microsoft SAPI being the commentator.
Regarding teams and players, there won't be any real football players included, and I am not sure I can include existing team names either without a license.
Advanced features, such as multiplayer, upgradable skills, manager mode are features I'd love to have, but they are probably not going to be in the final version. As I am planning to refine gameplay and game audio based on feedback in upcoming iterations (possibly yearly), they will be added in.
When the prototype version is ready, I am planning to start a project funding campaign, mainly to get funding for game assets (recorded commentary, game audio including crowd ambience, ball sounds, music, etc).
Depending on how this goes, and on the release date of the first final version, I can start working on the next version, with slight changes to player stats, possibly new players, and other additions. I will have to prioritize at this point.
Gameplay
Perhaps it is a bit too early to talk about this, but I would love to receive input from the community, because I am interested in how you imagine playing the game. The more details the better.
What I have planned so far is very basic and can easily change. The game will control 21 players most of the time. The 22nd will be the one controlling the ball. In your case, you will have options to pass, cross the ball in, sprint, dribble the ball in a direction, etc.
When passing, you will hear the closest, open player from a specific direction, so you will know what direction to pass the ball in, in case that's the option you'd like to do. You will be able to go through other targets as well. Hitting pass will attempt a pass. Success largely depends on the player's passing ability, as well as distance and how open the receiving player is, i.e. are there other intercepting players who will attempt to do so. You can also attempt a high pass, which can get the ball behind defending players. In this case, the target needs to be selected, as it won't be the closest player.
The strength of passes, as passing is something you do often in a football game, will be managed automatically for you, however this is not the case with shots. You will be able to hold the shoot button, at which point it will start powering up. If you hold the button for too long, it will use maximum power, if you let go earlier, it will use the current power to shoot the ball with. How much power you need depends on distance and knowing the opponent's keeper
Goal keeping will be automatic, but you will be able to control the keeper during penalty shots.
Tackling is something that needs to be timed. You will have audible feedback. Even if you do a perfect tackle, the tackling player's ability can largely influence how successful you are.
Player pressure and squad pressure is also something you will be able to apply, when the ball is controlled by your opponent.
If you've read this far, thank you! I am looking for any kind of input you may have. As this is an incredibly huge project to undertake alone, call me insane , any help is greatly appreciated.
Cheers!
Robjoy, AKA Erion
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