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#1 |
Blu-ray Knight
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![]() NCAA Football 2010
Official Website: http://ncaafootball.easports.com/home.action More info below in posts, will be adding screenshots as released. ![]() Publisher: Electronic Arts Developer: Electronic Arts Platforms: All Gaming Platforms ESRB Rating: E for Everyone Genre: Sports Simulation Players: 1-2 Release Date: July 14th, 2009 PSN or Disc: Disc Based Trophies: Yes, no list has been released Best Screenshot: ![]() Description: True to the tradition of the award-winning franchise, NCAA Football 10 continues to push the bar on innovation with new online modes. NCAA Football 10 brings the excitement of college football to fans across the nation like never before with its newest feature, Season Showdown: in this new mode, every game counts as fans declare their loyalty to a favorite school and give the ultimate show of support in a nationwide competition. Settle who's number one once and for all with NCAA Football 10. With the eyes of college football upon you, begin your Road to Glory in a fully customizable career mode featuring player progression, and authentic college football atmospheres. From controlling a player's overall progression to controlling the pace of a game, make an historic run for glory with NCAA Football 10. This is a football simulation game in which you can select teams from real NCAA collegiate conferences, create and execute plays, and manage the recruitment and development of athletes. Football games are presented with extensive player statistics, real college "fight songs," and commentary from Professional broadcasters. Features: * Practicing against an opponent's playbook during the week with up to 10 plays on offense in order to increase your chances against live competition. * Experience the all-new Season Showdown, a career mode that includes Web-based games and a trivia challenges that sets players on the road to capturing the Heisman Trophy. * The EA Sports TeamBuilder that allows you to build your favorite FCS, historical, or high school teams, and share them with the rest of the nation. * An all-new play calling system featuring simplified game controls and playbooks makes NCAA Football 09 the most accessible college football game ever. * Running back comboand other moves that allow you to set defenders like never before by stringing together multiple moves, including jukes, spins, and stiff arms. Teambuilder: Teambuilder is LIVE!!!! - Make your team now so its ready on July 14th!!!! http://www.easportsworld.com/en_US/n...reate_a_school Download the list of TeamBuilder created team names HERE that have audio accompanying them in game. Season Shown: http://ncaafootball.easports.com/showdown.action Go here to support your team in Season Showdown!!! http://ll-100.ea.com/cem/u/f/GPO/eas...ickidfinal.txt Sweet Videos: http://www.youtube.com/watch?v=sKadQ...layer_embedded http://www.pastapadre.com/8802/e3-2009-day-one-videos Dgator or caliblue15 will be running the blu-ray.com League, sign up starts now. (FYI: Old members get priority, might make two leagues...) Blu-ray.com League: Old Members are Highlighted and given priority, more than likely making two leagues. Becomingwater - Texas - PSN:becomingwater Caliblue15 - Kansas State - PSN: caliblue15 jcolynn - Florida State AU6294TX - Auburn - PSN AU6294TX Beefbowl - Cal Frenchy17 - LSU - PSN: Frenchy17 Dgator - Notre Dame Magic - Michigan - PSN:Magic13 Patron Saint - Air Force Jenkskillnya - USC - PSN: jenkskillnya gbted1 -Ole Miss - PSN: rehab01 ajkj9 - Nebraska - PSN: ajkj9 Reserves (as of 2009 style only 12 in online dynasty, hope for more) STARSCREAM - PSN: brackosaurus AeroKU - KU - PSN: AeroKU Blu Blazer jono_0101 thunda123 degarcia09 Only Rule is to play the game as its intended to be played. (Don't QB scramble everytime you throw, and don't dump it off the RB for a screen everytime.) League is looking to start around 1-2 weeks after release. Screenshots: ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Last edited by caliblue15; 07-21-2009 at 09:41 PM. |
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#2 |
Blu-ray Knight
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The NCAA Football '10 voice talent is in the building at EA Tiburon. Lee Corso and Kirk Herbstreit are hard at work recording their commentary for the new game. We know they are super busy and don't want to bug them too much, but here are a couple of shots of Lee and Kirk inside the studio today.
![]() ![]() What would you most like to see in the NCAA Football '10 commentary? Leave your thoughts in the comments. |
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#3 |
Blu-ray Knight
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Hey I’m Russ Kiniry, a Designer from the NCAA Football 10 team and wanted to jump on here and offer a little feature added to NCAA Football 10.
http://www.vimeo.com/3285958 Really quick about me: I’ve been here at Tiburon since 2000 when I started as a QA tester. I’ve spent the majority of my EA years on our football titles (and many years before as I grew up on Madden/NCAA like many of you). Currently I’m working on Dynasty and Game-Play features for NCAA Football 10; by far the two most important areas to me personally so it’s a good fit, in my opinion at least J. I’m ecstatic to be here and want to get as much info out as we can to all you guys. A feature we get asked for by some of the more simulation (SIM) oriented crowd is the ability to just call plays and let the CPU make the moves on the field (basically “Coach Mode”). Just calling plays hasn’t worked in years past because the Quarterback would never throw the ball so you would be stuck making at least one decision on the field. A new option in the Game Controls Settings called Auto Pass aims to solve the problem. Very simply put when it is turned on your QB will be under CPU control if you just snap the ball and don’t move the analog stick. Note: This option is OFF by Default, so make sure you visit the Game Controls – Passing screen and turn it ON when you pick up the game. ![]() Ideally this provides a different way to play the game and give some of us football purists a way to settle the occasional game by play calling alone (as much as I LOVE giving someone a little D-pad juke). There are so many more things I want to (and will get to) talk about… Technically I’m not breaking the news so I should be able to get away with a second feature from the Game-Play side of things … If you’ve been reading this site and seen Ian’s post February 1st Madden NFL 10: First Look which pertained to Procedural Awareness you’ll be happy to know the same technology exists in NCAA Football 10. Please make sure you give the post a look; I don’t want to take away from a great read. Let me say my controllers may actually make it through a year; it’s amazing to see DB’s and WR’s track the ball in the air. Keep checking back here every week or so for more sneak peeks into NCAA Football 10 from myself and the rest of the team. |
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#4 |
Blu-ray Knight
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Time for this week’s look at what’s new in NCAA Football 10 for the PS3 and Xbox 360!
I am Adam Thompson, one of the designers on NCAA Football 10. I’ve been at EA SPORTS since 2002 working on every NCAA Football title since 2004. I am in charge of content related features such as art and commentary, and I’m going to show you some of the new updates to the in game experience this year. Camera Flashes, Field Goal Nets, and Windsocks One small detail we added this year is camera flashes going off in the stands. The bigger the game, the more flashes will be going off. This will help give the bigger games that “big game” feel. We were able to borrow this from Madden NFL and are tuning the intensity of these now. ![]() Field goal nets have been missing for too long, so we were sure to bring these to the current gen consoles this year. Nothing too exciting, but it brings a little more realism to the game. Another small detail you’ll notice are the wind socks on top of the goal posts. Want to add a challenge to the kicking game? Don’t look at the meter for the wind factor and use the socks instead. ![]() ![]() Swappable Bowl Endzones Ok, enough of the little things. Here’s the addition I’m very pleased to FINALLY get in the game. Team specific bowl endzones! We call these “swappable endzones” as we can swap them around dynamically when we please. Unlike the previous generation of consoles, the high definition consoles we have today require much more detail for the fields. The technology for having team specific endzones on the PS2 wouldn’t get the job done, so we had to come up with a new solution for the current generation. Fortunately, our brilliant graphics engineers created what is called the Texture Compositor. This was originally developed for handling created stadiums and uniforms for Madden. It allows the game to take multiple pieces of art and combine them into one as the game loads. Before we had to use a single piece of art for every field. With 120 teams and 38 bowl and championship games there was no way to create a field for every game with every possible team matchup and fit it on the disk (I was going to do the math but gave up quickly!). Instead we have 38 bowl and championship fields with blank endzones, and 120 custom endzones (one for each team). When you load into a bowl or championship game, the Texture Compositor takes the three pieces of art and combines them into one field. One of the nice things about this system is that instead of getting an endzone from your home field and throwing it on the bowl field (like on PS2), we have a bowl game specific endzone for each school (though for many schools we went with the design of an endzone used on their home field). Instead of slashes across the endzone for Notre Dame, you’ll actually get this: ![]() This addition is long overdue, but we finally have it on NCAA Football 10. Below is a gallery of each team’s endzone. Click each thumbnail for the full sized image. Be sure to check in every week as we roll out new features, updates and changes that are going into NCAA Football 10. See ya next time! ![]() ![]() ![]() ![]() ![]() ![]() |
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#5 |
Blu-ray Knight
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Hello Madden, EA, and NFL faithful - welcome back to another weekly update provided by yours truly, Ian Cummings, lead designer for Madden NFL 10. Can you believe that this is already our 6th official post? If you haven't had a chance to read all of the other posts yet, I'd strongly suggest you do so...they should give some key insight and hopefully show you (slowly but surely) the goals and direction for this year's game.
You can check them out here: 1. Team introduction / Mission Statement [link] 2. Procedural Awareness [link] 3. New Ratings Philosophy [link] 4. Half Sacks / Tackle Assists [link] 5. Improvements to the QB position & layered blending technology [link] After that quick look at what's been discussed so far, now comes this week's installment: a focus on improvements made to the DB and WR positions. As most folks already know, as a design team we've been very active on the forums recently (starting about a month or so before the Madden NFL 09 release). Within minutes of talking with the community it's easy to tell that one of the most common areas requested for improvement is DB/WR play. Obviously, we're listening to you, and here are just some of the other improvements and changes that you can expect to see in Madden NFL 10 come August. Defensive Assignments / Matchups This screen has some pretty broken stuff all over it, but what the heck, you guys can look at early software objectively right? ![]() For any that aren't totally familiar with this feature, in a nutshell it allows you to assign a defender to ALWAYS shadow a specific receiver around the field. So if someone is moving Randy Moss all over the place and you can't keep track of him, then you can assign your best defender to always keep him covered. I am not really going to dwell on this feature too much as it did exist in the PS2/Xbox days, but I did want to mention that we finally have it back (and it sure feels good to have back). Also of note - this is a Madden only feature. Route Running and Man Coverage We've really spent quite a bit of time on the 'game within the game' of WR/DB interaction. There are two improvements that I'd like to expand on first (as I feel they are the most important), and both are animation related. First, we replaced nearly every single receiver route animation in the game, with the goal of more accurately recreating real life acceleration and momentum. We are also utilizing the route running rating much more now when selecting these animations. We totally re-tuned which cut moves play (and how 'open' the WR gets) based on an elite/agile/non-agile separation in regards to that rating. Check out the video below - it should really show you what kind of difference this makes from 09 to 10: http://www.youtube.com/watch?v=t30-l...layer_embedded We did basically the exact same thing for defensive reactions while in man coverage. This has allowed us to really re-work our man coverage AI to use animations as the true determination of how open the receiver gets. Before, there would typically be a time delay placed on the defender's reaction time based on his (and the receiver's) ratings. Now, we can specifically pick different animations to determine how fast he reacts, or whether he gets faked out or not. This creates a much more believable and realistic simuation of momentum. Here are two example cut moves for a defender backpedaling with the receiver in front of him: http://www.youtube.com/watch?v=MUy0N...layer_embedded Second, we took a page from the FIFA team and added in the concept of 'jostling'. Personally I am extremely stoked to have this in the game because I've written a design for it for 5+ years in a row...unfortunately we just never had the technology to accomplish it. The 'jostling' concept is a set of looping 2-man animations that can play for the WR and DB as they run downfield. The main reason that I am so big on these animations is that it really helps alleviate a balance problem that has existed in Madden for years. I'm talking about the fact that traditionally you can send a player with a 99 speed rating (regardless of his other ratings like route running, catching, etc) on a streak and easily get behind a defender in man coverage. In real life, regardless of the difference in speed, a good defensive back can use his body to keep the receiver in check... a fly route is rarely an untouched foot-race sprint to the endzone. So here's a video example of just one of the many jostling animations you can expect to see in Madden NFL 10: http://www.youtube.com/watch?v=YYm4a...layer_embedded Adding these animations also allowed us the ability to call more realistic pass interference penalties. We've added a lot of variety that ranges from minor hand-fighting to severe push-offs and holds, so now we can make sure that pass interference gets called in a much more accurate manner. We're using the man coverage rating of the defender to determine how well he keeps the WR in check and how often he gets penalized. Here are some other changes that have been made so far for route running: * Added support for slip & fall receiver cut moves in bad weather (chances of slipping come from route running ratings) * Re-factored all double moves to work correctly, including defensive cut moves that are companions to the WR cuts (chances of defender biting come from man coverage rating, play recognition rating, as well as boosts for correctly timed pump fakes) * Added all new start play WR animations with more realistic acceleration (should be visible in the videos above) * Added "pop" animations where say a LB will hit a WR as he comes across the middle through his zone Press / Release Another area that we thought needed definite improvements was in the battle between receivers and DB's at the line. Below is a list of all the fixes we've made so far: * Deleted all previous chuck animations, re-added all newly captured ones from scratch * Extended animation time drastically on chucks. Longer times not only mean smoother looking animations, but also more realistic reactions from WR's (i.e. they can't catch the ball while they are being chucked so you can't fire the ball over to them immediately and expect them to catch it as they aren't looking for the ball) * Removed all animation compression on chucks to increase visual fidelity. * Found and fixed an issue where the players wouldn't align properly during the chuck animation which used to cause some weird clipping through each other * Fixed "suction" bug where press animations could start from like 5 yards away. * Fixed a bug with zone / man chuck animations...in 09 the chucks for DB's in zone coverage looked just like chucks in man coverage. * Re-factored the logic for win/loss on chucks based on the route the receiver wants to run. For example, if the WR wants to run inside (i.e. a post), and he "wins" the press, then he won't just pick an animation that beats the press, he'll pick one of many press beating animations that actually break inside. Likewise for defensive players...they'll push the player inside if they "win" the press in like a Cover 2 situation. * Made it so chucks can now start from stand Lastly, we've started to use Procedural Awareness (so far just as a purely visual thing). We recently got head tracking in pre-play for WR's so they now look in towards the ball at the snap. This has been long overdue. We also enabled Procedural Awareness head tracking for DB's. In man coverage they will directly 'track' the eyes of the WR, and in zone coverage they will track the QB's eyes, with the ability to also randomly swap targets based on proximity of guys entering their zone. That's it for this week! We hope these updates and improvements are starting to really show everyone our vision for Madden NFL 10 - one of a true football simulation. For those that would like to know, the NCAA team took all of these improvements (except for the Defensive Matchups - that's Madden only) for NCAA Football 10. As always, we want your feedback! Definitely let us know any other improvements you'd like to see in this area. We actually have some more improvements still planned to this area but we always want to hear your feedback and any ideas you may have. Ian Cummings Lead Designer, Madden NFL 10 |
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#6 |
Blu-ray Knight
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What’s up everyone, this is Greg Heddlesten and I’m a designer on NCAA Football 10 for Xbox 360 and PlayStation 3. I started with the team late in NCAA Football 08 cycle, after concluding my duties on NFL Head Coach 09, and have been with the team ever since. I work in various areas of presentation including custom stadium Sounds, Super Sim, PA audio, cameras, and more.
Speaking of Super Sim here’s a little scoop of what’s to come for NCAA Football 10… • On-the-Field presentation: This helps keep you “in the game” by drawing the simmed play bars directly on top of the field. Once you are ready to go back into the game, the lines are erased and the players are thrown back onto the gridiron. • Updated CPU Clock Management: We’ve been able to update our CPU Clock Management logic, which now causes our CPU coaches to call time outs when needed late in the half or game. Also, the team that is up will attempt to burn out the clock by running the ball late in the game, or by having the QB kneel the ball (once their opponent has exhausted all three timeouts). • Skip Play in Campus Legend: Everyone is already used to seeing Super Sim when their Legend is on the bench, but we have found another way to leverage this feature. Skip Play is new to NCAA Football 10, and it does exactly what you think it should. Tired of having to block on offense as a WR or HB? No problem, hit Skip Play from the Legend Play Call screen, Super Sim will simulate that down and return you to the huddle the next play call. And it’s all at the press of a button. ![]() On-the-Field Presentation: Stanford has a long drive that ends in a 36 yard FG. ![]() Updated CPU Clock Management: Cal has just turned the ball over on downs late in the 4th quarter and has no timeouts remaining. USC runs QB Kneel to end the game. Hope you enjoyed this quick preview of our updates to Super Sim in NCAA Football 10. I look forward to sharing more about other areas of the game with everyone over the next few months. -Greg |
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#7 |
Blu-ray Knight
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Hey Everybody, I’m Ben Haumiller and I’m a designer on the NCAA Football series. I’ve been at Tiburon since 2000, starting out as a tester in QA, and I’ve been a member of the NCAA Football design team since NCAA 06. Since joining the team I’ve primary worked on our career modes (Dynasty, Campus Legend, etc.) our Online features, as well as a lot of the features you’ll find when checking out the My NCAA and Team Management sections of the Main Menu . You would be hard pressed to find a more passionate college football fan than myself, so working on the NCAA Football series has been a dream come true.
On NCAA Football 09 I was the designer for what had been long considered the “Holy Grail of NCAA features”, Online Dynasty. I couldn’t have been more excited to get this feature into the game. Dynasty is without a doubt my favorite feature in any sports game, and bringing that experience online brought a tremendous amount of life into an already great game mode. Based on the feedback from the community I was not the only one that was able to resurrect gaming rivalries with old college roommates that now live on the other side of the country, increase my desire to sign the recruits in the nation for no other reason than to force the other dynasty members to settle for a 3 star prospect, and feeling the pressure of knowing the result of your head to head game will mean the difference between a BCS berth or finishing your season in December. When it comes to any Dynasty (online of offline) it all starts with which team(s) will be human controlled. One of the most difficult decisions to make is which conference will be used. If you are all about the head to head games and want that BCS tie-in then the PAC-10 and Big East are great options since you know for sure you will play everyone each year. If you have a full 12 members and want to decide the conference title in a championship game, or if you want the challenge of taking a “mid major” and turning them into the next powerhouse you have a number of options. ![]() ![]() However, sometimes it’s not that easy, sometimes it can be next to impossible to find a conference with the right mix of teams to make everyone happy. Well in NCAA Football 10 we have made life easier on commissioners across the nation with the addition of Custom Conferences. Now you will be able to swap any school in or out of your conference and replace them with another FBS school. Each conference will keep their current number of members, so if you feel it’s about time that Notre Dame joins the Big Ten you’ve got to decide which school will become an Independent. Since there are 120 FBS schools in real life, you will need to keep 120 FBS schools in your dynasty. While Michigan fans won’t be able to prevent Ohio State from ever playing football again, they can take pride in relegating them to the MAC. ![]() ![]() Custom Conferences will allow for increased flexibility in your dynasties. Now it’s entirely up to you how the college football landscape will look in your dynasty. If you can’t play with anyone but your Cornhuskers, and your friend feels the same way about Clemson don’t just duke it out in a non-conference game, put a conference title on the line. Wanna create a super conference with the top schools in the nation? Go right ahead. Do you miss the days of the old Southwest Conference, dust off the old wishbone playbook and put them all in the WAC, Mountain West, or Sun Belt. In NCAA Football 10 it’s up to you how you want to set it up. -Ben |
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#8 |
Blu-ray Knight
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This year we were able to convert our gameplay cameras to a new system that can be tuned by the designers on the team while playing the game. The benefit to this is we now have the ability to prototype new camera angles quickly and see how we can make your view of the game even better and more dynamic.
One aspect of the new tech is the camera’s ability to frame all of your receiver options on-screen as much as possible. What we do is have the camera behave like a turret on your head and as you and the receivers move on the field the camera will focus at a calculated point on the field (called a proxy target) that will give you the best vantage point. We are able to add weights on the calculation that can force the camera to pay more attention to the QB’s location, the receivers, or even the player going out for the screen pass. In addition, we can lock this point to be a set distance from the line of scrimmage so that its location keeps a steady position instead of flying up, down, and all over the field as your receivers move in real time. ![]() Using this proxy target can really open up your ability to read the coverage on the play and make an educated decision on which player to pass the ball. And if there are no options available, you’ll be able to determine if you should tuck the ball and scramble. Also, we’ll be paying attention to how this benefits/burdens the defense’s perspective as well and update the camera’s placement and proxy target weights accordingly. The camera is a work in progress at this point, but you can see some examples of things we’ve can do with this new system. ![]() ![]() ![]() In addition, we are also able to create dramatic camera angles for some of the areas of the game. One example of this would be during kickoffs. With the new system we are able to cut from one camera to another and create some really interesting transitions. For instance, we can fly down to the ball on the kick off and create some great shots that weren’t necessarily easy to do on the old system. Also, when the ball is in the air we can give you a better view of it coming into your return man as well as show if someone is flying down a lane untouched. ![]() ![]() Lastly, this new system has given us the ability to implement another feature that has been requested by the community a number of times. However, we’re not quite ready to announce what it is, so stay tuned… -Greg Heddlesten P.S.: You’ve probably noticed the passing icons are somewhat transparent in the images. New to NCAA Football 10 is the hiding of the passing icons as you run further from the line of scrimmage. If you are looking to run 20 yards backwards and launch a crazy arcade-like pass, we hope you memorized the routes your receivers are running and their assigned button on the controller. Otherwise, you could end up throwing into double/triple coverage and giving the ball away. |
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#9 |
Blu-ray Knight
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Quick note before I get into the shots below; this is not the official post for NCAA Football 10 this week. Expect another drop of information really soon.
Hey NCAA Football Fans I wanted to jump in and show some work being done with the Offensive/Defensive Line play. Rather than just a bunch of stuff I read, figured it would be better to post some shots and comment a little on each one. ![]() Well there you have it, a full pocket. You can see that both Offensive Tackles (OT) were able to ride the Defensive Ends (DE) or Linebackers (LB) out wide behind the Quarterback (QB) instead of just standing them straight up. This year we are giving the Tackles the ability to take a Defensive End wide around the QB in a realistic fashion. First look at the right side of the line: ![]() Here is a close up view of the LB being strung out wide by an OT; you can see the body lean as the LB is trying to get around the OT using a speed rush. Instead of being pushed once or twice and standing still you’ll notice the interaction between the OT and DE (or LB) play out in a more natural sequence. Now let’s take a look at the other side of the line and the different rush style: ![]() This example is showing an attempt to use a bull rush and muscle his way to the QB; however the OT is able to keep the DE at bay. And like on the other side of the line push him out wide to help create that pocket from the first screen shot. All the above shots are from the same play to give an example of how things are progressing on the NCAA Football 10 game-play front. And before you ask this does mean we are working on the ability of the Defensive Line to get to the QB as well: ![]() The edge rusher in this case was able to make a move back inside. Sorry to ruin the suspense… it ended in a sack. We are still in the process of working how often the defender vs. the offensive line will win. Like how much does Finesse Moves factor against Pass Block Footwork? Or how often will AI defenders attempt special moves? And a number of other tuning issues. It is a high priority to the team right now to ensure our line play is balanced on both sides of the ball. That is all for today... Check back in a few days for this week’s NCAA Football 10 Blog. Russell Kiniry – Designer NCAA Football 10 |
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#10 |
Blu-ray Knight
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Alright it’s time to take another look at NCAA Football 10. The design team has covered a wide array of info from Custom Conferences to our First Look into QA Auto Pass. We’ve really only begun to scratch the surface of this year’s game and we haven’t even hinted about a few of the biggest additions. Sadly we still are not ready to talk about them yet, but from reading all the comments and messages boards… I know one in particular will be a fan favorite.
This week we are going to cover the Player Pursuit Angles and how they have improved from last year’s game. First let’s take a look at an example of last year: http://www.vimeo.com/3867630 You can see the defenders gave up huge play due to the angle they took. The entire team took a bad angle instead of trying to intercept the ball carrier down field. Basically you could gain extra yards (or a touchdown) because defenders would use the sideline and while trying to make a tackle. Let’s look at the same situation in NCAA Football 10: http://www.vimeo.com/3869016 So instead of allowing the ball carrier to beat the whole defense to the sideline the defenders took a much better angle to stop a TD. What this means is all the extra yards picked up by just running to the sideline will be greatly reduced. Now if you are still able to get to the outside on a defense there are still yards to be had; but a much more reasonable amount. The next example is from last year’s game as well: http://www.vimeo.com/3867656 The reasons behind that video come from a few different factors… Defenders would take the exact direction the ball carrier was using to calculate their pursuit angle. So if you were a “twitchy” runner the defenders would continue to change directions while still attempting to chase you. This would cause the defenders to slow down each direction change and not get to the ball carrier as fast as possible (or at all in the worst examples). Now for NCAA Football 10: http://www.vimeo.com/3867658 As you can see given the same situation as our previous example the defenders are not thrown off their angle by the direction changes. Long story short… the defenders do not fall for every direction change, but instead will move to intercept the ball carrier at a more logical location. This will really cut down on the effectiveness of “twitch” runs. Also the new Player Pursuit will recognize a ball carrier pulling away from a slower defender and make them attempt a diving tackle. This creates more tackles and more realistic chase situations… more often than not a player will attempt a dive as a last ditched effort when they know they are falling behind, not just continue to follow the ball carrier. That isn’t all; this new system has allowed us to have defenders sometimes take a bad angle using the Pursuit Rating (PUR) of the player. Bad pursuit is a part of football, not every player will play the perfect angle every play. So playing against lower rated players (or younger players with lower PUR) you will see them over run a play allowing the ball carrier to cut back against the gain and pick up some more yards. And that is a wrap for this week’s look into NCAA Football 10. Leave your thoughts here or on our Forums. -Russell Kiniry Designer NCAA Football 10 |
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#11 |
New Member
Apr 2008
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As always I am really excited for NCAA to come out. Football season can not come here quickly enough!
I was wondering if you guys would be willing to post any screenshots for Oregon State. I noticed you guys used Cal/Stanford, so I figured you could maybe use another Pac-10 team next time. Nothing would be better than seeing Jacquizz Rodgers run through the USC defense again. Thanks! |
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#12 | |
Blu-ray Knight
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#20 |
Blu-ray Guru
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I'm game! Nebraska for me!
I tell ya what, I sure would like to see more than one set of commentators. Like you see on ABC, the bigger the game, the better the commentators. Have the game of the week with Musberger and Herbstreit calling it. That'd be cool. Last edited by broganreynik; 04-02-2009 at 12:59 AM. |
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thread | Forum | Thread Starter | Replies | Last Post |
Ncaa football 2009Rosters? | PS3 | Tanv54 | 15 | 07-23-2008 02:24 PM |
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Ncaa Football 08 for PS3 | PS3 | raginranger | 6 | 11-06-2007 07:00 PM |
2k ncaa football 08 demo? | PS3 | paulca | 17 | 07-12-2007 08:39 PM |
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