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HOME / AMOS FOOTBALL GAME PLAYTESTING
AMOS FOOTBALL GAME Work in Progress and Play Testing
_Big thank you to Graham Humphrey for providing some feedback on the game in its current state.
If you are interested in helping with play testing for this game then click here to go the page containing the download link for the game.and a coments box for play testers to leave feedback.
The responses in blue relate to my current version and not the one available for download - an update with these amendments is expected to be released by the end of Feb / March 2012.
If you are interested in helping with play testing for this game then click here to go the page containing the download link for the game.and a coments box for play testers to leave feedback.
The responses in blue relate to my current version and not the one available for download - an update with these amendments is expected to be released by the end of Feb / March 2012.
Issues raised from Play Testing - (Responses in Bold)
_After game 16 the game quits out with a 'File Not Found' error. I loaded
up SnoopDos and it turns out a file called 'chairman.iff' is missing as
the game looks for it and can't find it.
Have changed this - the file now loads an iff image contained on the data disk
If you select music, before the first match it stops and never comes back.
This has now been fixed !
I'm pretty sure I also bought a player I already own who was on the transfer list once as well.
I thought this bug might exist so will now need to think about how to prevent it with suitable code. I am guessing I need to include an if routine.
In every single match there is a penalty given in the first eight minutes. These can be given to both teams and aren't always scored but they always, always occur.
This has been corrected - there is a one in eight chance a penalty will be awarded in each half.
Sometimes you have to press one of the number keys twice for it to register at half-time.
This has been corrected
A few quick suggestions/constructive feedback too:
I'd like to see a 'permanent' clock during the matches, Championship Manager-style - this would add more tension if you know how long there is left, otherwise it's hard to get a grasp on how long you've played.
I think I will keep the random clock which will update every 7 mins rather than the time passing for each minute - it makes it more like match of the day where the time jumps to the relevant action points.
Also I must admit I never really feel 'in control' or that I have much influence on a game - regardless of formation (because it's hard to know who plays best where) or team selection, and you can't really compare yourself with the opposition in too much detail.
Have added a comparison screen before the match - There is also an extra skill - heading now added
Subs would be a good option - I'm pretty sure in the eighties you were only allowed to name one substitute and it would be a nice feature to have.
I should be able to add a sub and option to change the tactics at half time.
Likewise cup competitions would add a bit of variety if you're able to add that in.
This might be possible -
I don't know if you plan the 'proper' squads and lineups to each club from the era, if that's too ambitious or if that's not really what you're aiming for with the game. Nice to see a lot of familiar names actually in the game though.
This will not be included on the next update due to the amount of time needed in both research and coding.
I like the idea of crowd trouble and so on, but it's a bit galling being fined every week! One week I made a £15k surplus on pies but that was instantly cancelled out with £15k paying for damages.
Crowd trouble will now only happen if you fail to keep the fans happy - some choices you have to make at the end of each week may improve or reduce your relationship with fans - if fan morale drops very low then the risk of crowd trouble increases.
Not really a big deal but there are a lot of 4-4, 5-4, 5-3 scorelines in the other results, which seems a little outlandish.
This has now been amended. There are now more 0-0 and 1-0 results.
Also it would be nice if you could somehow mix the fixture list up a little?
I am thinking of adding home and away fixtures.
A few cosmetic things too, pretty minor but I thought I'd mention - i.e. the Premier League didn't exist until 1992 so it seems a bit out of place in a game set in (and as a tribute to the management games of) the '80s.
This has now been fixed !
Morale is spelt 'moral' throughout
This has now been fixed !
and a bit more confusing is when you select Load Game but still asks you if you want to save your game!
This has now been fixed !
Overall, I know it's still WIP, but there are some good ideas here (the 'human' element, with the team talks, post-match interviews, sending your players on a break etc are all interesting and the idea that making the wrong decision can damage morale adds a different dimension to things) and I'm also interested in using the drugs/bribes option a bit more (if I can stop getting the 'no corrupt officials and players anymore' message, that is)
This should only happen if you select to shop the corrupt individuals -
- that reminds me a bit of the match rigging/betting option in Ultimate Soccer Manager. It has a real 8-bit charm and feel about it which I quite like, and it's quick and accessible to play. I think it could do with a little more depth in terms of 'influencing' the game's outcome (i.e. subs as mentioned earlier) as it does feel a bit arbitrary to be honest - although we all know that sometimes real football can be like that too. Really it depends on what you're aiming for though I suppose, and what you feel you are able to include.
At present the chances are created on the stats of the two teams - the attacks are compared against the defence and the midfields are compared against each other - then there is an element of luck to represent those freak goals. The team with the highest team morale will also tend to have more opportunities.
Overall if your teams attack is greater than the oppositions defence - your teams defence is greater than the oppositions attack and your morale is greater than the opposition then you will pretty much always win those games. If you are looking for a draw make sure your defence is greater than the oppositions attack and get your team morale above the oppositions - you might even manage a sneaky 1-0 win.
Have changed this - the file now loads an iff image contained on the data disk
If you select music, before the first match it stops and never comes back.
This has now been fixed !
I'm pretty sure I also bought a player I already own who was on the transfer list once as well.
I thought this bug might exist so will now need to think about how to prevent it with suitable code. I am guessing I need to include an if routine.
In every single match there is a penalty given in the first eight minutes. These can be given to both teams and aren't always scored but they always, always occur.
This has been corrected - there is a one in eight chance a penalty will be awarded in each half.
Sometimes you have to press one of the number keys twice for it to register at half-time.
This has been corrected
A few quick suggestions/constructive feedback too:
I'd like to see a 'permanent' clock during the matches, Championship Manager-style - this would add more tension if you know how long there is left, otherwise it's hard to get a grasp on how long you've played.
I think I will keep the random clock which will update every 7 mins rather than the time passing for each minute - it makes it more like match of the day where the time jumps to the relevant action points.
Also I must admit I never really feel 'in control' or that I have much influence on a game - regardless of formation (because it's hard to know who plays best where) or team selection, and you can't really compare yourself with the opposition in too much detail.
Have added a comparison screen before the match - There is also an extra skill - heading now added
Subs would be a good option - I'm pretty sure in the eighties you were only allowed to name one substitute and it would be a nice feature to have.
I should be able to add a sub and option to change the tactics at half time.
Likewise cup competitions would add a bit of variety if you're able to add that in.
This might be possible -
I don't know if you plan the 'proper' squads and lineups to each club from the era, if that's too ambitious or if that's not really what you're aiming for with the game. Nice to see a lot of familiar names actually in the game though.
This will not be included on the next update due to the amount of time needed in both research and coding.
I like the idea of crowd trouble and so on, but it's a bit galling being fined every week! One week I made a £15k surplus on pies but that was instantly cancelled out with £15k paying for damages.
Crowd trouble will now only happen if you fail to keep the fans happy - some choices you have to make at the end of each week may improve or reduce your relationship with fans - if fan morale drops very low then the risk of crowd trouble increases.
Not really a big deal but there are a lot of 4-4, 5-4, 5-3 scorelines in the other results, which seems a little outlandish.
This has now been amended. There are now more 0-0 and 1-0 results.
Also it would be nice if you could somehow mix the fixture list up a little?
I am thinking of adding home and away fixtures.
A few cosmetic things too, pretty minor but I thought I'd mention - i.e. the Premier League didn't exist until 1992 so it seems a bit out of place in a game set in (and as a tribute to the management games of) the '80s.
This has now been fixed !
Morale is spelt 'moral' throughout
This has now been fixed !
and a bit more confusing is when you select Load Game but still asks you if you want to save your game!
This has now been fixed !
Overall, I know it's still WIP, but there are some good ideas here (the 'human' element, with the team talks, post-match interviews, sending your players on a break etc are all interesting and the idea that making the wrong decision can damage morale adds a different dimension to things) and I'm also interested in using the drugs/bribes option a bit more (if I can stop getting the 'no corrupt officials and players anymore' message, that is)
This should only happen if you select to shop the corrupt individuals -
- that reminds me a bit of the match rigging/betting option in Ultimate Soccer Manager. It has a real 8-bit charm and feel about it which I quite like, and it's quick and accessible to play. I think it could do with a little more depth in terms of 'influencing' the game's outcome (i.e. subs as mentioned earlier) as it does feel a bit arbitrary to be honest - although we all know that sometimes real football can be like that too. Really it depends on what you're aiming for though I suppose, and what you feel you are able to include.
At present the chances are created on the stats of the two teams - the attacks are compared against the defence and the midfields are compared against each other - then there is an element of luck to represent those freak goals. The team with the highest team morale will also tend to have more opportunities.
Overall if your teams attack is greater than the oppositions defence - your teams defence is greater than the oppositions attack and your morale is greater than the opposition then you will pretty much always win those games. If you are looking for a draw make sure your defence is greater than the oppositions attack and get your team morale above the oppositions - you might even manage a sneaky 1-0 win.
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