JasonBourne wrote:Here is my review so far by playing the demo, and I play almost everyday 2-3 sets because I like the game.
Keep in mind im still learning the gameplay and I dont have knowledge of context of the early years updates and reasons for these settings.
Sure thing. First of all, thank you for this thorough report, and I must say I am glad you enjoy playing Full Ace.
JasonBourne wrote:Crosshair:
I noticed that we cannot aim outside the lines. Personally I dont like this and I think the more we press directions, it should aim outside the lines. This will make it even more challenging when aiming your shots, especially those double click accels.
To hit a perfect deep shot, all you do is keep forward and a direction pressed, its like set and forget, which makes it a bit unrealistic. Thats why most of my shots always are super deep.
But for example, If I want to hit a short accel, and I aim too much down, the ball goes to the net and that is good. I think it should be the same with deep balls, the more you press up, it should not stop at the lines, it should go further out so we have to get the feeling how far. Same with the directions.
I see your point, and it gives me food for thought. But just to let you know, the original philosophy of the game is that the player controls are supposed to give instructions to the 'brain' of the character you control. In this regard, the possibility of aiming out of the lines seems absurd to me. At the same time, as there is an element of inconsistency in each shot (as in real life), you are supposed to apply a margin of error on each of your shots to avoid making too much faults.
Ans even if you could aim outside, skilled players would soon find the right timing to always avoid it. However, I have an idea that I think could be a middle ground between the philosophy of the game and what you are seeking.

JasonBourne wrote:Motions:
I love the idea of preparing and releasing at a certain timing. It resembles real life tennis in a way. But there is one thing that I believe should get a fix, is the prepare waiting anim.
Irl, a good swing is a constant motion, you dont wait with your raquet (racket, dno which one is the right spelling lel) back untill the ball comes to you, that way you will loose leverage on your swing. Its a constant motion, but there are some players with exeptions like Gulbis but no one cares about him besides djarvik. However, even Gulbis has his own way of timing and smoothing his racket, it just looks more static then the rest.
Obviously this would be hard to kinda fix the issue and I understand that. Maybe you can make the prepare anim slower and smooth, so untill the ball comes to you, you swing and it could look like a constant motion? Or maybe you can make that anim less obvious?
Maybe it is hard to tell in the videos I uploaded on youTube because those are two CPU AIs playing, but I have already changed the swinging system and motions so that :
* The motion of swinging is more a constant one, as you said.
* Even if your player gets stuck waiting for the ball for a fraction of a second, the prepare waiting position is more accurate.
JasonBourne wrote:Camera:
I think there should be more modes with camera, because right now there is only 1 mode. In TE there is like 6-7 camera modes and I love the freedom of that.
What I am hoping for is a 3rd person following camera with zoom options. This is the cam I played with in TE:
https://www.youtube.com/watch?v=WMlMhQPV8ts
Maybe also a 1st person cam too, why not ? Ultimate realism. I would play with it
So, the more options and modes, the better it is.
Adding cameras is not a major issue, I had already planned adding a 3rd person camera after your first feedback. I'll also experiment with a 1st person one.
JasonBourne wrote:Modding:
How far can we go with modding ? I heared that we will be able to make our own anims in the game, does that include also running, idle, cheering, ect.. anims too ?
I am very open with modding. I can work closely with the modders to open any new area to modding, as long as there are means for modders to create the assets, and export them to the game. In the previous versions, the issue with modding anims was that we were using a proprietary animation tool and all the publicly available ones, and their file formats, were too complicated to transfer into. Now we use akeytsu for creating anims (https://www.nukeygara.com) and we can use FBX as a file format. So all anims in the game can be open to modding eventually.
There could also be some experimentation with modding 3D assets via FBX, if some modders are versed and interested in it.
JasonBourne wrote:The gameplay is awsome right now, and with a couple tweaks it could be super awsome.
Also, I believe, to attract more players to this game, anims are very important. The biggest reason I think TE is being played, is the smoothess of the anims, and the rythm of the game, it kinda looks realistic.
The reason why I never played this game in the first place, were the ugly (no offense, im just giving feedback) anims which pushed me away from the game.
I hope I could be of some help.
What you say here is on par with what I think. The feedback from people who would not give the game a chance was, most of the time, that anims were too poor. It is hard to realize what you have in your game is ugly when you're deep in it every day, and it was a major undertaking to rework that aspect late in the development, but now I am taking the time to do it, so I hope it will bear fruit.
Once again, thank you for your thorough feedback and kind words.