The game of Football is not limited to just the onfield gameplay, but also the atmoshphere in which it is played. Legend Bowl plans on filling stadiums with the little things some other games might choose to overlook. Not us… we want as much ambience as framerates will allow! 🙂
The Press team will be taking photos and recording games live for the world to watch! Capturing the onfield gameplay is all part of the thrill of it. We want the game to “feel” real both on the field and off.
Do you like customizations? What about unloclable abilities or equipment? These are all things coming into the game to make it as customizable as possbile.
The goal is to have fully customizable player characters. You’ll be able to change faces to your liking. Player likeness will be elevated in Legend Bowl to make each and every team look and feel different.
There will be a Player Card area where you can modify your equipment and see statistics for your players. This screen will show what abilities boosts each piece of equipment will give your player for unlocked assets.
You can unlock new equipment by completing special challenges and achievements in the game. Plans are to have an extensive list of add-ons to your player so they can each have something new to bring to the gameplan and strategy.
Helmet types will be plentiful as well. You’ll have the option to add face shields to your helmets to show off your killer instincts. There will be a few colors to choose from and some will have ability boosts as well.
Sports games are always some of the most difficult titles to pull of in the video game world. This is due to the physics aspects and calculating all the real-time variables on the field.
The throwing mechanics are something Legend Bowl has taken very seriously. We would like the game to mimic the physics of a real football being thrown through the air and we feel we’ve accomplished just that!
Making the field was a process that took some time to complete. Getting the player sprites to be the correct dimensions in a field was no easy task.
The dimensions of a real-life football field were not simple to add either. We wanted to make sure the game had as close to the real dimensions of a pro football field as possible. This meant tracing every inch and constructing a field that was true to life!
There’s some new art that was sent to compare against the previous art style. This video showcases the new sprites to get feedback and see what style works best.
Choosing the art style is not easy, just like sound for a game or menu styles. With that said, art helps showcase the game and the earlier I can get it into the game, the better! The main decision was to have art from the 8 bit days of the NES or jump up to the 16 bit style of the SNES.
Which style do you like better?
Throwing Physics Prototype
As part of the video, there is a small demo of the ball being thrown to a receiver. The benefits and negatives that come from adding the built-in Physics engine in GMS2 and how they can help or hurt a game.
The throwing aspect of the game is something we want to take serious and make sure if looks and functions as reaslistic as possible. The targeting systems are also part of the decision making process.
What do you guys think?
There’s some small talk about the player movement. Having the player move with momentum and weight is the goal. We really want Legend Bowl to have as much of a simulation feel as possible, while inside of a 2D Pixel environment.
The art in any game is really important and in this video I try to share some new art concepts from the artist who was working on 8bit-Football. The art shown in this game was something I really enjoyed and loved the detail and colors thrown into this game.
Pixel art is a classic art style that is timeless. There’s just something about the nostalgia and technique that truly brings many great aspects to any video game.
Below are some examples of the great artwork being done on the 8bit-football site.
If you like these sprites, then please be sure to subcribe to the 8bit-football site.
The video also dives into how physics play a role in any game, especially in a football game. GameMaker Studio 2 has built-in physics, but it comes with performance and development costs that seldom make sense to add to the project.
There are parts of the video that showcase the different physics elements being used as part of the built-in engine. In addition, I showoff the football throw targeting prototype that may or may not make it into the final product.
In this video, we cover the early gameplay movement using basic artwork sprites. Part of the video reviews other 2D Pixel art examples to provide inspirational goals for the art that will end up in the Legend Bowl.
Early development prototypes of a game codenamed “Football Stars” that would eventually become Legend Bowl. This video series was made to share the development process of making an Indie Game in GameMaker Studio 2.
We’ll share the initial design and plans for the game in this video. Also, share some of the basic functionality being built as part of the learning process.