Full Ace new version preview

A fresh new tennis game for the PC developed by the independent games developer Galactic Gaming Guild. Discuss it here.

Moderators: Elias, Cinemartic, Senior Hosts

Re: Full Ace new version preview

Postby JasonBourne » Thu, 09 Nov 2017 09:58

kschoice wrote:I think you're missing the point. How are you supposed to manually sprint if you are currently in the process of aiming ?


I don't see a problem, all there need to be is an extra bind for "sprint" and it needs to be pressed in just like in Top Spin 2. Obviously, one will only sprint from a far distance, not in the aiming zone. In TS2, you had sprint buttons and it worked very well.

Though I don't know how the analog works, maybe it already has speed sensitivity just like in Fifa, and when I get back my hands on my Xbox controller I will test it out.
User avatar
JasonBourne
The Turkish Capybara
 
Posts: 85
Joined: Fri, 15 Nov 2013 18:19

Re: Full Ace new version preview

Postby kschoice » Thu, 09 Nov 2017 12:54

Elias wrote:In short : do it, give the gameplay options to the players, don't enforce automated helpers if possible. Being a slider in gameplay options, or via modding, whatever. This aspect is what did personnaly put me off from Tennis Elbow in the long run, and moreover enforcing on us mechanics we don't like, when we were simply asking to have the *choice* the way we want to play the game. Of course ITST environment is specific, and always thriving for more control freedom (thus the inquiry of Jason asking you to let him strike 3m out of the court if he *wants to*, or just if the opponent puts him under pressure enough to suffer enough tension in his fingers to enforce him to make this error :) Ok it's about tennis, but above all, it's a videogame), and overall, because in a competitive environment you always want more control depht to let player skills express as much as possible, less control options and enforced helpers would smooth the field skill wise. I perfectly understand the need to also have a game easy to pick up enough to avoid scaring new/casual players, but it's also important to consider the needs of more dedicated/hardcore communities.

Would we enforce a certain setting ? Not sure what you mean about it. Would we enforce a setting the way the competitive matches have to be played on ITST ? Yes probably, i think it always has been the case on every tennis game hosted over here, some settings rules, fixed stats, depending the game and the mechanics/options offered.
As for the game itself, you can make it simple by having the host setting the options for the match (maybe these options could be displayed in the game browser in some way). You could also decide FA offering deeper gameplay settings/options via modding only, although in this case, some sort of mod ID/checksum would be necessary to enforce a modded game client to be only able to play with another client using the same mod (like TE does by the way).


Thanks for the input Elias. This is going to be a long answer, I apologize about that :? . But I really feel like I need to be precise so as not to be seen as dismissive and/or stubborn. :wink:

First of all, I am firm believer in customization. Before being a developer, I am a user of software, and I love when they offer a great level of customization, because I very rarely use the default settings. I have developed many pieces of software, games or not, and whenever I can conceive of any way something can be, without too much work, customized to be more agreeable to someone's (even unconventional) taste, or more convenient in a given situation (even a very rare one), I offer that possibility. So you can count on me on being receptive in that regard.

Now, when it comes to gameplay, I think the game designer needs to provide a framework and a set of principles.

When a player comes to me and asks for a change in gameplay that goes against one of those principles, I figure it can be one of those 2 reasons :
* The principle fails to address the player's concern, and therefore the gameplay is flawed in regard to that concern.
* There is a misunderstanding about the principle.
And I think it is worth it to explore the issue in order to find out which it is, but that needs an in-depth discussion about why the player wants a change, why I made it that way in the first place, and why those 2 things collide.

I'll take an example before addressing the latest issues :
Manual/automatic preparation :
I made Full Ace with the principle that I wanted the player to be able to wilfully play inside out forehands, without the game deciding for it. I also thought that preparing your shot is important enough in real tennis that it could be afforded controls in a tennis simulation game, and I thought trigger buttons would be very handy for that.
However, I later introduced auto-preparation because I realized some players don't want to bother with that. The trade-off is that they can't play inside-out forehands. This doesn't go against the principle as the player wilfully renounces the possibility I was trying to provide him with.

Auto-positioning :
FA gameplay uses the same directional controls for movement and aiming. Since you sometimes need to hit 'on the run', there has to be times where you'll be aiming while your character needs to continue moving in respect to the ball. The answer to that is auto-positioning. If the player wants auto-positioning to kick off later, and therefore get less assistance in exchange for more control, this doesn't go against the principle, so I'm open to customization in relation to that.

Aiming :
FA gameplay for aiming is based on the fact that every shot comes with a margin of error, impacted by many parameters such as character stats, positioning, ball impact height, incoming speed, outgoing speed, etc...
This is, it seems, a novel idea in tennis games and I think players who are accustomed to other games struggle to come to terms with it. It is however the case, for instance, in soccer games, and it has been for a long time.
As a result, the player should never expect 100 % accuracy on the spot he's aimed at, and therefore it should never be seen as a reasonable thing to aim on the line. Instead, you should meticulously place your aiming spot inside the lines in accordance to the accuracy you expect from hitting in your current situation.
This means that the gameplay should provide maximum precision for choosing a specific spot inside the court lines.
Of course, tennis players sometimes take unreasonable risks and accordingly, in certain situations, the player might go for a Hail Mary and aim at the line. Similarly, if you have tension in your fingers and inadvertently aim for the line, you are putting yourself in unwarranted trouble.
Plus, as I tried to explain in a previous post, intending to aim somewhere isn't a problem in real life. As a low-level amateur player, I can spend an hour aiming at a specific spot (say, the size of a ball) on the court. Sure, I'll probably struggle to achieve as low as 10% accuracy to that exact spot, but every single time the goal I would have visualized in my mind was that exact spot. I would even argue that aiming for the lines is easier, as you have a clear visual goal. The only exception I can think of is if during a rally, you become disoriented in respect to the court, but I expect pro players don't experience that much.
In that context, since I want to provide maximum precision inside the court lines, why would I open the possibility of aiming further than that ? Especially in the case of analogue controls, I see it only as losing a good fraction of the precision to allow something you should always refrain from doing anyway.
Because that's how I see things, when Jason told me that Full Ace couldn't be a simulation if the player couldn't aim outside the lines, I felt compelled to answer along those lines. That doesn't mean I disregard his request, it means I don't agree with his statement. I'm trying to let him know how I see things, so he can then go on arguing with the full context.

More than that, when someone asks me to allow aiming outside the lines, I have the feeling that what they're asking for is a completely different gameplay, where the shot outcome is exactly accurate to the aim, and therefore entirely skill-based. If that is really what it is about, and many players want that same thing, I'd rather offer a separate gameplay mode that works accordingly, than modifying the current gameplay that, I can assure you, many players already agree with.

Anyhow, my mind isn't made either way, and I'd like more input before reaching a definitive conclusion. Also, if you take issues with, or want more precisions about the principles of FA gameplay, I'm open to discussion, here, or as I said earlier, in a chat, as an immediate back-and-forth may be more productive.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

Re: Full Ace new version preview

Postby kschoice » Thu, 09 Nov 2017 13:18

JasonBourne wrote:
kschoice wrote:I think you're missing the point. How are you supposed to manually sprint if you are currently in the process of aiming ?


I don't see a problem, all there need to be is an extra bind for "sprint" and it needs to be pressed in just like in Top Spin 2. Obviously, one will only sprint from a far distance, not in the aiming zone. In TS2, you had sprint buttons and it worked very well.


You lost the thread of discussion there, I think. The previous exchanges of that back-and-forth were those, if I'm not mistaken :

JasonBourne wrote:Well I feel that when autoposition kicks in, the player starts sprinting faster.


kschoice wrote:Not faster than you would normally be able to, and only if it is needed to reach the ball. We can't really have your player slowly walking towards the ball and missing it, while you are using the direction controls to aim your shot, can we ?


JasonBourne wrote:Yes and thats why I also suggested manual sprint. That way we can sprint to the ball when we need to.


So, we were, I think, indeed initially talking about sprinting and autoposition, which happens while aiming, and close to the ball.


On a more general note, I am not a big fan of a sprinting button in a tennis game, because it seems to me there isn't really a situation where you would not want to get to the ball, or back to the center of the court, as fast as possible. So if we end up adding a sprint button only for it to be always (or almost always) pushed, it bothers me.

JasonBourne wrote:Though I don't know how the analog works, maybe it already has speed sensitivity just like in Fifa, and when I get back my hands on my Xbox controller I will test it out.


Of course when you play in analog, it has speed sensitivity, which allows you to accelerate and decelerate more smoothly. Things I don't think a sprinting button would really allow, and I generally don't know how to properly achieve without analogue controls, but I'm open to suggestions.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

Re: Full Ace new version preview

Postby JasonBourne » Fri, 10 Nov 2017 05:59

kschoice thanks for the indept response!

It is nice to see that you are in agreement with us to have the options for more modification, and I really appreciate your empathy!

kschoice wrote:Aiming :
FA gameplay for aiming is based on the fact that every shot comes with a margin of error, impacted by many parameters such as character stats, positioning, ball impact height, incoming speed, outgoing speed, etc...
This is, it seems, a novel idea in tennis games and I think players who are accustomed to other games struggle to come to terms with it. It is however the case, for instance, in soccer games, and it has been for a long time.
As a result, the player should never expect 100 % accuracy on the spot he's aimed at, and therefore it should never be seen as a reasonable thing to aim on the line. Instead, you should meticulously place your aiming spot inside the lines in accordance to the accuracy you expect from hitting in your current situation.
This means that the gameplay should provide maximum precision for choosing a specific spot inside the court lines.
Of course, tennis players sometimes take unreasonable risks and accordingly, in certain situations, the player might go for a Hail Mary and aim at the line. Similarly, if you have tension in your fingers and inadvertently aim for the line, you are putting yourself in unwarranted trouble.
Plus, as I tried to explain in a previous post, intending to aim somewhere isn't a problem in real life. As a low-level amateur player, I can spend an hour aiming at a specific spot (say, the size of a ball) on the court. Sure, I'll probably struggle to achieve as low as 10% accuracy to that exact spot, but every single time the goal I would have visualized in my mind was that exact spot. I would even argue that aiming for the lines is easier, as you have a clear visual goal. The only exception I can think of is if during a rally, you become disoriented in respect to the court, but I expect pro players don't experience that much.
In that context, since I want to provide maximum precision inside the court lines, why would I open the possibility of aiming further than that ? Especially in the case of analogue controls, I see it only as losing a good fraction of the precision to allow something you should always refrain from doing anyway.
Because that's how I see things, when Jason told me that Full Ace couldn't be a simulation if the player couldn't aim outside the lines, I felt compelled to answer along those lines. That doesn't mean I disregard his request, it means I don't agree with his statement. I'm trying to let him know how I see things, so he can then go on arguing with the full context.

More than that, when someone asks me to allow aiming outside the lines, I have the feeling that what they're asking for is a completely different gameplay, where the shot outcome is exactly accurate to the aim, and therefore entirely skill-based. If that is really what it is about, and many players want that same thing, I'd rather offer a separate gameplay mode that works accordingly, than modifying the current gameplay that, I can assure you, many players already agree with.

Anyhow, my mind isn't made either way, and I'd like more input before reaching a definitive conclusion. Also, if you take issues with, or want more precisions about the principles of FA gameplay, I'm open to discussion, here, or as I said earlier, in a chat, as an immediate back-and-forth may be more productive.


I agree with you here (besides limited to aiming), and I also understand u for limiting the aiming actually. I see your vision what you are trying to achieve. What you wrote about the precision of shots is very realistic, and it is one of the reasons I love the game. You cannot hit 100% on the spot you aim just like in real life. In Tennis Elbow, aiming was like a sniper and I disliked it.

The reason why I believe you should be aiming outside was what Elias wrote: ..or just if the opponent puts him under pressure enough to suffer enough tension in his fingers to enforce him to make this error

Obviously no one wants to aim outside and loose a point. But there are these situations where the tension of the game is very high, and you make this error and say to yourself "ah crap I aimed too much!". This happened to me in tennis elbow and in real life tennis too. It even happens to the pros in tennis, when they hit an out in a very critical moment and you go "what has he done ?!", these things happen. But right now you can basically aim while lean to the sideline (even though there is a precision handicap) without having pressure of aiming too much, so it is less stress in the head.

Why I said it still feels like an arcade is this: In real life, you cannot aim while leaning into the sideline without worrying you wont be able to aim outside, but you are basically using precision skill without a helper, and thats is where the actual fun is.

kschoice wrote:More than that, when someone asks me to allow aiming outside the lines, I have the feeling that what they're asking for is a completely different gameplay, where the shot outcome is exactly accurate to the aim, and therefore entirely skill-based. If that is really what it is about, and many players want that same thing, I'd rather offer a separate gameplay mode that works accordingly, than modifying the current gameplay that, I can assure you, many players already agree with.


I speak for myself here: The shot precision is very good in the game, and I definitively do not want the "where the shot outcome is exactly accurate to the aim" mechanic, because that is what tennis elbow is, and it is unrealistic. My view is thus: The precision mechanic you created in the game right now ,which is awsome, + aiming outside the lines to make it more realistic an fun.


I hope you don't misunderstand me when I give suggestions or express myself how I feel about a certain mechanic, im not being provacative nor im trying to advocate how you should create your game, Im just trowing you idea`s and I respect your decisions.
User avatar
JasonBourne
The Turkish Capybara
 
Posts: 85
Joined: Fri, 15 Nov 2013 18:19

Re: Full Ace new version preview

Postby kschoice » Sat, 11 Nov 2017 09:54

To clarify for everyone : I have taken the discussion about aiming to PM with Jason, so that the thread doesn't revolve around this single topic.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

Re: Full Ace new version preview

Postby JasonBourne » Sun, 19 Nov 2017 18:12

Quick update on my experience.

I tried out the game with my xbox controller using analog sticks. I have to say it feels great. It convinced me to switch to my xbox controller instead of using keyboard.

The reason is, the analog sensitivity which allows u to move smoothly, and also directional precision. I always wanted this in TE.


Ive also tried to experience with sounds. To test the experience, I basically added some original sounds which I took from the ITST mod.

Heres a video:

https://www.youtube.com/watch?v=VmJZAmyR6yg

It works very well. Although I want to suggest some things about it. Remember, these are my just my ideas. Maybe you are already aware of some of them or maybe its not possible to implement them.

1. Creating a court sound profile.

All sound including ball sounds, even ball machine sounds are packed in the players profile. I think they should be seperate, otherwise there would be a alot of duplicating ball sounds which will make mod patches huge. For example, if I want to create 5 ball sounds for different courts for Nadal, with Nadals grunt, I have to create 5 different profiles, with the different ball sounds and copies of the grunts. That is 5 profiles for 1 player alone. It would be easier to seperate them so 1 profile for a player and for a court can solve this.

2. Regular and double click attacks should have their own unique ball sound.

I think every shot should have his unique sound. For example: The regular topspin is less power more spin, while the double click is more power less spin. Right now they have the same ballsound. This feels a bit unrealistic epsecially when u play with Nadal because double-click spin shots is more suitable for his style, and it sounds like a normal spin shot instead of a hard spin shot. I think give the double click shots their own separate sound. Although if someone wants to use the same sound, he can just copy and rename the file so its a win win situation for both. So for example, stroke_lift.ogg is the normal one and stroke_lift_dc.ogg (or another name) can be the second one. The more options we get the better ;).

3. Seperate gruntsounds for volley and smash attacks.

I see that net strikes have the same gruntsounds as baseline strikes. In real life, Nadal doesn`t grunt on the net, and I dont know if anyone does, so I think they should be isolated from baseline grunts. Same for smashes. I don`t remember a pro player grunting on smashes either.

I really love how easy the sounds can be added which is very positive. As you can see in my video, it works very well and it makes the game more enjoyable!


As last I want to show u an existing bug which I told u about is, the strike anims kick in even without activating prepare (for manual prepare settings). This happens mostly when the ball is very low about to bounce, I think, you should have a look:

https://www.youtube.com/watch?v=u9qtocRAf_o

That is it for now. I will keep u updated if there is something else!
User avatar
JasonBourne
The Turkish Capybara
 
Posts: 85
Joined: Fri, 15 Nov 2013 18:19

Re: Full Ace new version preview

Postby kschoice » Wed, 22 Nov 2017 09:43

JasonBourne wrote:I tried out the game with my xbox controller using analog sticks. I have to say it feels great. It convinced me to switch to my xbox controller instead of using keyboard.

The reason is, the analog sensitivity which allows u to move smoothly, and also directional precision. I always wanted this in TE.


Great !

JasonBourne wrote:Ive also tried to experience with sounds. To test the experience, I basically added some original sounds which I took from the ITST mod.

Heres a video:

https://www.youtube.com/watch?v=VmJZAmyR6yg

It works very well. Although I want to suggest some things about it. Remember, these are my just my ideas. Maybe you are already aware of some of them or maybe its not possible to implement them.


The results in the video are awesome. I am currently working on other issues but your ideas are good, and I should be able to implement them pretty easily.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

Re: Full Ace new version preview

Postby Fez » Wed, 20 Dec 2017 02:38

Forgive me if this has already been addressed and fixed, but in connection with the discussion about aiming outside the lines left and right and also deep, kschoice, you say the idea seems absurd to you, but I think you are taking it the wrong way. It is not that we would purposely aim outside the lines, it is that we might accidentally aim outside the lines when risking to play the ball on the line. This is the nature of error. You have removed error in this way by not making it possible to aim outside the lines. The better way of expressing “we should be able to aim outside the line” would be, “we need to be able to accidentally go too far when attempting to aim for the line”. And this, to be sure, is not absurd. :D

Basically, without the ability to accidentally aim outside the line there is a very stiff feel, the sense of such a narrow aiming zone is stifling. The way it is now, aiming has so little to do with the rally. If i push left, all i know is, “it will go somewhere leftish”. And if i push right, “it will go somewhere rightish”. That feels highly restrictive. Every tennis game should have the capability of HUGE error. Not only because huge error happens, but because it gives one the sense of an open world, not an alleyway. As it is now, the worst error u can make is just barely outside the line, and this only slightly related to the user aim. And, the exhilaration of playing a ball on the line is lost. If its just a fluke of the margin, its like, “oh, cool, it happened to hit the line this time”, instead of, “hell yeah! I went for the line and got it!” Please note, im not asking for “exact accuracy of the aim”, as u said above, because such is unlikely if the demands are high. Could i really have perfect position, perfect timing, and perfect aim on a shot. Thats the planets aligning! And if it did happen to occur once in a while, awesome! Rewarded!

This is so important to me, that I can’t imagine playing this game the way it is. And I think I speak for many others. However, the game is great in many other ways. Thank you for your work.
Effect
Fez
Andy Murray Snuggle Buddy
 
Posts: 249
Joined: Thu, 22 Nov 2012 20:20

Re: Full Ace new version preview

Postby Rob92 » Wed, 20 Dec 2017 15:31

.
Last edited by Rob92 on Mon, 27 Jul 2020 23:16, edited 1 time in total.
Rob92
 
Posts: 42
Joined: Fri, 05 Apr 2013 04:39

Re: Full Ace new version preview

Postby kschoice » Wed, 20 Dec 2017 16:05

Thanks for your feedback Rob92. (Thanks to Fez+ also, but I PMed him so we could hopefully have a chat because I don't want put other walls of text here about aiming outside the court).

I understand that you want to play a little more, but there was one thing I wanted to address as it might help you master the game faster :

Rob92 wrote:it seems difficult to perform the controller gymnastics to go from running to the ball with the stick 100% pressed one direction, then go into 80% up for depth, 90% to a side for aiming a little inside a line all within the few milliseconds you get to execute the shot when transitioning from movement to aim stick positioning.


You actually have way more than a few milliseconds to do that. You have to learn the gist of it, to know when you should change, and I agree that it's not immediate. But as soon as you push the button for your shot (and you are close enough to the ball), auto-positioning kicks in and allows you to use the pad for aiming. During a rally, it gives you between 200 and 500 milliseconds to adjust your aiming, roughly.

Many games, like Super Tennis on Super Famicom, used this kind of system, with the same controls for moving and aiming, and the need to grasp when the game switches from one to another.


I think you have a point about slices, volleys, and returns. Returns are very difficult to deal with, and I have yet to find a completely satisfying way of dealing with this area of the gameplay.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

Re: Full Ace new version preview

Postby Fez » Thu, 21 Dec 2017 20:02

update: Now that I've played most recent version of game, the aiming is much improved. My above complaints I retract. Now, it is very easy to mess up badly and hit way off court. Well done, dev.
Effect
Fez
Andy Murray Snuggle Buddy
 
Posts: 249
Joined: Thu, 22 Nov 2012 20:20

Re: Full Ace new version preview

Postby Fez » Fri, 22 Dec 2017 01:46

Another question: How important is position? if I take ball super early (almost at my toes), and yet my timing is perfect, does this weigh in on shot accuracy? I hope it does.
Effect
Fez
Andy Murray Snuggle Buddy
 
Posts: 249
Joined: Thu, 22 Nov 2012 20:20

Re: Full Ace new version preview

Postby kschoice » Fri, 22 Dec 2017 06:56

Fez+ wrote:Another question: How important is position? if I take ball super early (almost at my toes), and yet my timing is perfect, does this weigh in on shot accuracy? I hope it does.


Indeed, many parameters may have a negative impact on your margin of error, apart from your timing : ball height at impact, incoming ball speed, how hard you're hitting, your character's running speed...
If the parameters of your shot aren't good enough, even a perfect timing won't be enough to completely compensate this negative impact.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

Re: Full Ace new version preview

Postby Fez » Fri, 22 Dec 2017 21:08

I have full game, forwarded port, still cant host. Any tips? seems many have same problem
Effect
Fez
Andy Murray Snuggle Buddy
 
Posts: 249
Joined: Thu, 22 Nov 2012 20:20

Re: Full Ace new version preview

Postby kschoice » Fri, 22 Dec 2017 21:40

Fez+ wrote:I have full game, forwarded port, still cant host. Any tips? seems many have same problem


Does the game hold a long time when you launch it ?
Port forwarding won't be needed anymore when using Steam, fortunately.
kschoice
Galactic Gaming Guild
 
Posts: 203
Joined: Mon, 02 Feb 2009 10:20

PreviousNext

Return to Full Ace Tennis General

Who is online

Users browsing this forum: No registered users and 0 guests

cron