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<blockquote data-quote="GravyboatCaptain" data-source="post: 426151" data-attributes="member: 41360"><p>Mario the game looks fantastic. Can't wait to buy it on release and i'm sure it will keep me busy for a long while. </p><p></p><p>Just two things i have noticed from all the video's being shown and such that I think will really make a difference, should you decide to pursue another rugby game. </p><p></p><p></p><p>1. The only motions that look somewhat out of tune are around the tackle animations. When a tackle animation is initated, you will see that the surrounding players stop all movement and look somewhat bewildered by what is going on around them. This is one of the key area's that rugby games usually suffer, and something that really makes a rugby game feel "right". In this situation, the players surrounding could join the tackle, try and force back players, or even try to steal the ball just as a real scenario would play. </p><p></p><p>Mauls can be created by players during the tackle animations, or quick rucks that are formed immediatly. Defending players using the (tackle and jackle) technique and such. Might seem like i'm nitpicking, to which i probably am, but it makes a great deal of difference to the game. I also know that the ruck sequence is a significantly hard area to understand and animate. But little things such as larger players ( forwards namely) wiping other players off their feet immediatly, instead of waiting for the the ruck quick time event to happen. Rucks are generally fluid in union with the odd ruck becoming a contest( usually when the attacking player has little support). I guess i'm trying to convey that real rucks happens over 2-10 seconds in which there is significant movement through the entire phase. In pretty much all rugby games, the animations of the winning and losing teams happens after a set period of time. I guess just having the view that players could be eliminated from the rugby at any time during the quick time event would make things look a little more realistic. </p><p></p><p>2. The kick-offs. Probably one of the key components to the game. With the developments for the last 15 years, seeing players being lifted to catch the ball, seeing players form a protection barrier( illegal, but it happens in every game), and generally seeing very few times in which the kicking players can compete for the ball. What I have noticed in Rugby Challenge is that it doesn't really seem to matter where you kick the ball, an attacking player can pretty much reach the ball before it lands. It's not really viable unless the chasing player is an extremely fast winger. </p><p></p><p>Just some things I have noticed, you can tell me straight if you think i'm barking up the wrong tree. </p><p></p><p>thanks.</p></blockquote><p></p>
[QUOTE="GravyboatCaptain, post: 426151, member: 41360"] Mario the game looks fantastic. Can't wait to buy it on release and i'm sure it will keep me busy for a long while. Just two things i have noticed from all the video's being shown and such that I think will really make a difference, should you decide to pursue another rugby game. 1. The only motions that look somewhat out of tune are around the tackle animations. When a tackle animation is initated, you will see that the surrounding players stop all movement and look somewhat bewildered by what is going on around them. This is one of the key area's that rugby games usually suffer, and something that really makes a rugby game feel "right". In this situation, the players surrounding could join the tackle, try and force back players, or even try to steal the ball just as a real scenario would play. Mauls can be created by players during the tackle animations, or quick rucks that are formed immediatly. Defending players using the (tackle and jackle) technique and such. Might seem like i'm nitpicking, to which i probably am, but it makes a great deal of difference to the game. I also know that the ruck sequence is a significantly hard area to understand and animate. But little things such as larger players ( forwards namely) wiping other players off their feet immediatly, instead of waiting for the the ruck quick time event to happen. Rucks are generally fluid in union with the odd ruck becoming a contest( usually when the attacking player has little support). I guess i'm trying to convey that real rucks happens over 2-10 seconds in which there is significant movement through the entire phase. In pretty much all rugby games, the animations of the winning and losing teams happens after a set period of time. I guess just having the view that players could be eliminated from the rugby at any time during the quick time event would make things look a little more realistic. 2. The kick-offs. Probably one of the key components to the game. With the developments for the last 15 years, seeing players being lifted to catch the ball, seeing players form a protection barrier( illegal, but it happens in every game), and generally seeing very few times in which the kicking players can compete for the ball. What I have noticed in Rugby Challenge is that it doesn't really seem to matter where you kick the ball, an attacking player can pretty much reach the ball before it lands. It's not really viable unless the chasing player is an extremely fast winger. Just some things I have noticed, you can tell me straight if you think i'm barking up the wrong tree. thanks. [/QUOTE]
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