Quick Candid Dev Log Update on Legend Bowl

Just a quick update on Legend Bowl and my plans for development videos in the future. I’m planning to do more quick candid videos on the process while making the game. Indie game development is not easy and this will be a good outlet for me to share updates and news on the game.

This is the year for Legend Bowl so stick around on the progress as the year progresses

Chain Gang, Sim vs Arcade, and More – Indie Devlog Update

Happy New Year!

Just thought I’d drop a quick video discussing a new feature to Legend Bowl I think you’re gonna like!

In this video, I discuss adding in a “Chain Gang” and how that adds polish and detail to the game. Being a SIM minded guy, I want this game to have a nice bit of quality and realism even though it’s an old school pixel graphics style.

Normally I would add this to my devlog videos, but thought it would be easier and take less time to just drop this update like this instead. I’m not sure if I’ll continue to do weekly devlog videos to save time while I crunch to get this game released, but updates will come at some level so don’t worry if you like following along.

That’s it for now everybody! Thanks for following Legend Bowl’s creation process and look forward to a release in 2020!

Gameplay Improvements, Routes, Rushing, Defensive Roles – Indie Devlog Series

This week was busy continuing work on game play issues from the changes to add two player to the game, along with new AI logic for players to adhere to called plays using the new play calling system.

The work began with testing turnovers and making sure the proper teams were getting the ball and the ball was being placed at the correct spot on the field. The new changes to add two player to the game has caused a variety of new bugs that continue to pop up and should be around for a little while until I can test things enough to clean up the core game play engine.

While dealing with testing game play issue, I spent time working through the play calling screens to get plays you pick to be the actual plays being run by each team on both offense and defense. Depth chart issues needed to be added into the mix and players needed to get proper routes and roles assigned to them prior to the snap.

Offensive plays were the first priority with blockers, receivers, and rushers all taking on new AI programming to act out each play as designed. This included go routes, cutback routes, and more. Rush blocking was vastly improved to run on a path more intelligently and block defenders in their way. This took some time to get working because on a toss play, for instance, the blockers would try to block the lineman on the line too early and not run their path before looking for defenders to block. In the end, I think it’s working better now and I’m satisfied for now to keep moving onto defensive plays.

Defensive plays were never being drawn or used up to this point. So I had to get the plays from the play calling menu to draw for the defense on the field as the first step. Next, was to get the players to actually take on a role of QB spy, man, zone, deep zone, blitz, or delayed blitz where as before it was simply man or zone roles.

In the end, I’m satisfied with the progress made this week and the game is getting closer to feeling like a complete game on the field each week that passes. I’m looking forward to the next coming weeks and can’t wait for what lies ahead in 2020!

Be sure to leave comments if you want to get your voice heard or have any feedback on the game.

Kickoff Plays, Fumbles, Interceptions, Local Multiplayer, and More – Indie Devlog Series

In this week’s Legend Bowl devlog video, I continued the work from last episode with playcalling and getting the game to run using cpu vs cpu, human vs cpu, or human vs human. It all started with working on Kick plays and getting the game to identify controller inputs on the playcalling menus for either player or cpu alone.

The idea is to work through the game from the coin toss all the way until the game ends and get plays working along with the different player vs player modes without any major bugs. As I worked through this, I started running into weird bugs that were new or old and I never really noticed them before which added more to my plate. Turnovers, ball placement, teams being on the same side of the ball, and other various bugs were popping up as I worked through my task list.

Progress was definitely made and I’m pretty close to getting things working for all the player modes, but you’ll have to watch the video to see how far I got! Hope you enjoy the LONG episode and thanks for watching!

Be sure to leave comments if you want to get your voice heard or have any feedback on the game.

Play Art, Create Plays, Playcalling Screen – Indie Devlog Series

This week was short due to the ThanksGiving holiday, but I was able to do some nice work on the play calling screens. The goal for the week was to start building plays and bring them over to Legend Bowl’s new playcalling screens all while getting the play calling menu to work properly.

The play calling menus were improved to allow for proper scrolling through the play types, formations, coach, and more. The idea was to get the skeleton built for plays to be accessed by the user with the next step being to populate the plays for each category of plays. I’ve been working mostly on offense, but special teams plays and defensive plays are still missing from the mix.

The final step will be to “beautify” the screens with team logos and information about the match so you can choose plays wisely while planning your next play. Of course, there’s making sure this all works with 2 players and cpu vs cpu and all! Plus on the field so players know where to run and don’t get lost when you hike the ball.

It’s a major task and all part of the overarching goal of adding local multiplayer into the game, but one step at a time. I’m exciting to get this working in the game to see how these new plays affect gameplay! The coming weeks will be busy with holidays, but I hope to end the month of December with playcalling and local multiplayer finished.

Keep watching to see if I can make it to the finish line before 2020! Wish me luck!

New GUI Screens, Ball Physics, Plays, and More – Indie Devlog Series

In this week, I tackle (no pun intended) the polishing of menus and screens in the game. This work is a precursor to building out the new plays into the game and building local 2 player options in the game.

The goal is to be able to import custom plays into the game and obviously show them in a nice playcalling menu. Before I get there, though, I must first build out new GUI menus starting with the coin toss screens during the pregame phase of the game.

It was a short week, but I was able to get a nice start to this path of UI changes and also added in a long awaited bonus to add more realism into the game’s environment and ball physics!