Just a little summary of what has been going on. We have started to work on the gamescom build. A lot of things are coming together and you are starting to see the picture shaping as the puzzle becomes more complete. Do you remember that there was only three different hair and skin colors in Sensible? Well we got quite a lot more. We are also wrapping up work on a new stadium, player cards, inserting a new HUD and adding stuff to gameplay. This coming Monday we will make a new video and we got a press release coming up for Gamescom. Both will be released quite soon!
Is all this talk about fixing the core and working on tech issues with different platforms making you feel worried that we are forgetting gameplay?
Here’s an update on what gameplay related development we are doing next.
1. Throw ins.
One of the reasons you haven’t seen a longer game play clip is that we haven’t finished the throw ins. They haven’t had much priority but there will be several ways in which you can throw in the ball.
Players can do (these are under consideration still and some may not make it for the final game)
(I) a low throw with pass button
(II) a regular throw with kick or shoot button
(III) a chip throw with chip button
In addition there will be football rules and physical laws attached to the throw ins.
2. Ball hitting outside of net
The net needs to know what hit it. At the present you can actually shoot through the net on the outside. The only physical laws we’ve set here is that if the ball enters the goal (the correct way of course) it will bounce around in the net. Time to make it feel realistic on the other side too.
3. Goalkeeper code overhaul
The goalkeeper don’t know much about his surroundings and he needs to have more skills. At the moment he is really bad at catching curled/aftertouch shots. That’s why we are going to create his run speed, his decision making and his orientation skills so that he will become like a wall in the goal. No just kidding. He’ll be a clown. He’ll be average. We hope. We know what we are doing. Trust us.
That’s some of the points on our list. When any of these have been completed we’ll show you in a video.
So this week the full Combo-Breaker team met up in Helsinki. It was time for us to co-ordinate things and to exchange views on the game making progress we are in. The lead programmers and artists are very thorough when it comes to detail and that is mostly why you haven’t seen any screenshots or videos for a long time. There are some things that are shaping up extremely well.
1) Network play. Currently you can play the game on and against others on PC, IOS and Android. That means cross play. Yes you heard it right, as long as the platform holder allows it we will support it. If they do not we will be letting the tears roll. Lag will be minimal as long as you connect to a player within a reasonable distance. It will be less heavy than in games like FIFA and PES simply because we don’t have as many outcomes to calculate as in those games. We’ve already made a match making system too, we’ll go more into detail towards release.
2) The collect cards system and build your team mode. We’ll have about 31 000 players in our game. All with 7 stats (just like in SWOS) plus their preferred foot, magic huh? We’ll also have classic players that you can add to your team for certain period of time.
3) Gameplay – It’s all about gameplay right? What we have been testing is to put low passing on a button of its own. This decrease response time and makes the game even quicker. If you don’t like this you will have the option to play with a one-button-does-all like before. Also we added the chip/lob shot to the engine. You will be able to counter act it by telling your goalie to come out. We think this will give the gameplay even more depth.
The next thing we are looking at for gameplay is adding the skills. Right now all players are the same and when we get this in and right you will see a depth to gameplay that you could never dream off. The first skill we will start with is speed, since we are a fast paced game it makes most sense.
Oh I forgot to mention. Just as a side note. You will be able to play the VR version head to head online and offline and even against someone who do not have a VR version. Sweet huh?
So next up is our trip to Berlin on the 24-26th of April.
We haven’t posted for a while but we can assure you that we are hard at work with Sociable Soccer. The game will be out sometime during 2017. We’ve had to change the Q1 release because we were expecting some more staff to join us the last months of 2016 but that didn’t happen so naturally progress didn’t go as fast as we wanted. Most of the work the latest months have been about game/engine stability so there hasn’t been much to update about. The whole team are having a meeting in the middle of March in Helsinki and after that we hope to show you something new.
It’s almost Christmas and we are working away here at Combo-Breaker. We’ve been having our hands busy with local multiplayer so that you’ll be able to play PC vs Android and VR vs VR. Other cross platform play is a difficult task to handle, mainly because of the time that has to go into testing and the time it takes for the different platform providers to validate our updates. We’ll have more definite news about cross play as we get closer to our finished product.
We are also making good progress on the Online Multiplayer and we’ll update you on that soon. In-game we’ve added a new arena and for the menus in our modes we’ve made everything look continuous and flowing. We’d like to show you more pictures but since a lot is still work in progress we think it’s best not to. The splash screen above has now been reworked a couple of times and is now where we think it’s up to scratch for a modern arcade football game.
Work continues this week with improvements to our “build your team” mode. If you have any questions don’t hesitate to ask us! 🙂
/Your community manager and the team at Combo-Breaker.
This year’s last (announced) public screening is over and we got some new pics and a video for you guys. Hundreds of people turned up to play Sociable Soccer on three different formats. In total the show had about 16-17.000 visitors. We brought the latest build to the show and it was playable on PC, IOS and Android (GearVR). Unfortunately we had problems at the opening because of old drivers and some early visitors might have missed the opportunity to play the game – BIG SORRY FOR THAT.
Jon made a speech about his career on the first day and on the second day he played some songs on stage familiar to the fans. I arrived a bit late on the first day because I was in Luxembourg with my family to watch Sweden play. We won 1-0. Happy Happy despite the low score.
People were playing the game and enjoying it and the usual questions “When is the game out?” and “Where can I get this?” flowed over us constantly. The answer is that the game still doesn’t have an official release date. We’ve been saying it should be out Q1 2017 and we want that. But the delay with getting a publisher makes us think the game may be pushed forward. I will announce any changes as soon as we know.
As usual we also arranged a tournament to finish of the event with. The winner walked away with a signed Jon Hare Cannon Fodder copy for Mega Drive.
All in all big thanks to all our passionate fans and to the arrangers and Andy with team at Replay. Hope to see you all soon again!
Guys, it’s time for one of the events of the year. Sociable Soccer is coming to the theater of dreams, or at least close. We’ll be bringing the standard version on IOS, PC and Android but also the GearVR version so that you’ll be able to get a totally new football experience. Please come visit us Saturday and Sunday and tell all your friends about this. Me and Jon will be there to talk to you and answer all your questions and maybe even give you a game or two. We will have four machines to our disposal. On Sunday we will even have a tournament. WOW WOW WOW!
This Monday/Tuesday we took part in PocketGamer Connect Helsinki, an event for the mobile game industry. We showed the game on Android & IOS and also took part in a competition for best VR pitch on mobile.
We won 2nd place but we are fairly convinced a lot of 1st place wins will come in the future. Why not let somebody else win until we completely knock it out of the country? For now the 2nd place win is great and considering this is the first competition the game has entered in we have 1st place to strive for in up coming competitions.
I’m gonna give you a short summary of what happened the last week at Gamescom.
Me and Jon met in Cologne Tuesday afternoon for some refreshments at an event for developers called Respawn. The event focuses on devs making presentations about their work and you can also get some good feedback on your game from a dev perspective. Here I tried the Samsung 7 VR experience with Sociable Soccer for the first time. The depth of how you see things is really cool. Imagine yourself being at an arena where you have the best seats and then you look left and right while you play the game. On the Oculus things are even better and sharper of course but the Samsung 7 does a really good job despite not having the same power as a Geforce 9 or 10 card.
After some wine, grapes and cheese we packed down our stuff, jumped into a taxi and went towards Gamescom. We spent a good full hour with that taxi driver because of access problems to our hall. We’ve seen the Gamescom buildings from more than one angle, let me tell you that.
After finally getting in we setup stuff. We had two phones with the Gear VR version, one laptop and one IOS version with bluetooth controllers with us. Also Jon had a cabinet of memorabilia. The cabinet was a really nice addition to the setup and we’re looking to do the same at other events. Besides Sociable Soccer the visitors could also play Jon’s classic game Wizzball on a Commodore 64. After setting everything up we had some late dinner at a latin restaurant.
I arrived in Cologne from Dusseldorf where I was staying at a hotel near the airport since we booked our trips really late. It was a calm day at the fair since it was only media and other exhibitors there that day. I went around a little on my spare time and watched some of the games. This was the day when we had most of our meetings with publishers. Jon brought a VR Gear version with him to the meetings and more than often he then came back with the representatives to play the other versions.
DAY 3 & 4
So at our booth what mostly impressed players was the VR version. A lot of people came walking by and saw the VR kit and wanted a go, despite maybe not even liking football. It was great for us since many people might have gotten their first VR experience through Sociable Soccer. We had more media coming around and hopefully you’ll get to see the fruit of their hands on’s soon. I’ll publish media links in the next post.
We got more than 1000 teams to choose from in our game, if you multiply that with about 20 players in each team we got a database of 20 000 players. All teams will have classic players that you can unlock and let be part of your team. Bigger clubs will have more of them.
More news to come during this very exciting Gamescom week.