puresimmer -> PureSim 2006 Status Update (long) (4/8/2006 11:01:19 PM)
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Things are moving along pretty well on the development front with PureSim 2006, today I completed implementing the ability for the manager to set outfield depth when managing a game. The AI will use this too, it will do things like bring the outfield in shallow if it's a tie game in bottom of the 9th with the winning run on third, or back the outfield up a bit to avoid getting something hit over their head. I also made some nice tweaks to the in game play by play text, minor stuff, but some of the old text that read "+++ special result..." looked almost like it was debug info so I cleaned it up. There is now a radar reading and pitch type displayed after each pitch that ends an at bat and I removed the "Pitcher is X pitches over his limit.." message. Now as a manager, you'll have to get to know your staff and also keep an eye on the radar gun when you are gauging how fatigued a pitcher is. I think I want to make a few more tweaks on the in-game stuff... Multiple levels of minors is fully implemented and I love how non-intrusive it turned out. Just one simple screen to visit for analyzing how players are doing at the 3 levels, promoting/demoting etc. No need to set lineups or rotations, stats are simulated by the engine using an algorithm that estimates playing time based on how crowded a given position is at a given level of the minors. You can also name the minor league cities just to add a little flavor. I also completed some other database changes. PureSim now archives the result of every pitch of every at bat historically (it use to discard the pitch-by-pitch data at the end of each season). There is a new database that gets created along with your .psa file which has a .psx extension which stores all this addtional info. I haven't done anything with reporting on this stuff yet, but it will allow me to do all kinds of crazy historical reporting on splits, situational and pitcher vs. batter stats etc... Last week I completed the implementation of DirectX into the game as well, so I am looking at where I can add some graphical flair. Nothing huge for PS 2006, but an important body of code to get in there as I move PureSim forward. At the very least I'll look at what it will take to add in some cool fireworks displays after a home run. I'd like to put in a few more sounds as well. All this stuff is still 100% compatible with "PureSim 2005 Gold" associations, there is an automatic upgrade process that takes place. Obviously you won't have any historical split data with a PS 2005 association until you rack up a few seasons playing with PS 2006. I've been spending a good bit of time on the AI as well, and I have seen some promising results with some tweaks I have been making to try and get the AI to do a better job of not saddling itself with older players on the decline. I feel like the AI needs to value youth and potential a bit more on many levels. My favorite feature by far has to be the HTML almanac. I posted some screenies earlier this week so be sure to have a look. You can really just lose yourself clicking around browsing through your association's history. Lastly, today I did the boring task of building the installation program and testing all that out on a clean machine etc. So at least I have a 2006 build and install process ready for when I begin the beta. So what's left to do? * Complete the Almanac feature, that is a few days of work. * More AI tweaks and testing, which is ongoing work * Revamp the player card layout, add splits etc... * Make a sweep through the user interface and make some tweaks * Complete the PSPN on-demand feature, which lets you generate any of the PSPN stories at the click of a button (note: this one might get cut for the intial release) I have two possible approaches, complete the above and get 2006 out the door and follow up with a few feature updates over the summer, or make some wholesale changes and shoot for a release at mid season. I am leaning towards the former, but I'd be interested in any feedback you guys have. PureSim 2006 is not a re-write, it is the same core game with some solid new features. That's great for stability, but I also want people to be satisfied that there is enough new stuff for this year's version to consider purchase. Wow, long one. Please give me any feedback you might have on things you'd love to see addressed/tweaked/added! Shaun
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