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attn programmers re: hockey fighting game
years ago Travman from Fried Chicken's programmed the FC Hockey Fight Simulator, which I still use for my fantasy hockey leagues. I would love to see an upgrade to it, though, so I thought I'd set out and see if I can find any programmers interested in picking up the project. The simulator itself did not take much time for him to program, though of course there was a trial and error process, constantly tweaking the sim until it was finally completed.
Basically, I think someone could either pick up where he left off, or start from scratch with several of the same ideas in mind. Some things I'd really like to see: *ability to run more than 1 'season' without needing to copy the program 14 different times for 14 different seasons *ability to combine seasons for 'career stats' *fightlog includes the length of fight -some adjustments to the actual fighting engine, for instance: *fewer punches thrown and landed *tying up, instead of simply a defense rating, which would then allow for... *more variety in the 'style' of the fights. Sometimes we'd see hugfests where both guys are really tied up, sometimes we'd see rock em sock em with neither guy tied up. At any point during a fight, one fighter could get the ty up, or could get a hand loose. *switching hands Anyway, we can get into more details if this actually happens. If anyone is interested in working on this, please let me know. Thanks. |
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Well, I guess a game where you kin have just the fights. I don't know maybe its unnecessary, but I still wouldn't mind seein a game with just the fights, to see how much people like hockey fights.
I guess partly for my own interests, but also to shove down Buttman's throat. Make sense?
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"I'm honored to be standing here, and I rather imagine you're surprised that I am." -Foster Brooks |
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yes, that already exists...I'm just talking about improving upon it.
http://www.hockey-fights.com/files/fightsim.exe this is an old version, I'm gonna have to find a way to update the one with new fighters and stuff. |
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I had no idea. Thank you kindly bradu! I owe you one there.
Yes sir, I owe you one there.
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"I'm honored to be standing here, and I rather imagine you're surprised that I am." -Foster Brooks |
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I 'think' I uploaded a newer update of fighters. Try this:
http://www.geocities.com/bradutterstrom/fcfightsim.zip If it doesn't work, let me know and I'll try again. This would be updated through the 04-05 NHL season, it would not yet include last season's rookies, as I use it for my fantasy hockey league and this fantasy season is based on last NHL season, and we're just getting started. Also, if anyone is interested, I am working on creating all time fighters from the 70's and 80's so if you're familiar with the old timers and want to help me rate them accurately, please let me know. |
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They was somethin I got to thinkin about the other day when I was watchin a couple fight clips. An I aint yet tried the newer one you made so I dont know yet if any of this is on it. If somethin is, forgive me, Im always a day late an usually a dollar short.
Maybe you could have their grapplin ability, stats for each hand (like strength to hold off the other guy, power, stamina) an tendencies to switch hands, maybe make some of the stats go higher. That way somebody with a real jackhammer like Kocur wouldn't be rated so close to the guys that aint got no power in their shots, an somebody like Laraque that can get hit in the face by a Mack truck an not even flinch wouldnt be as close to the other guys. Also, maybe you could add in the players' tendencies to open up an go toe to toe vs stay in a hugfest. Maybe add their reach. I know I just thew a lot at you, but that dont mean I aint hooked on it. I love that simulator!
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"I'm honored to be standing here, and I rather imagine you're surprised that I am." -Foster Brooks |
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well, the new thing I posted has nothing to do with the engine of the fightsim, it's only that I've created more fighters and changed some of the ratings.
But your ideas are good, and that's why I made this post looking for programmers who might be interested. I'd like to do away with the 'defense' ability, and call it 'tying up'. Or perhaps call it defense but incorporate a tying up system into it. The bare bones of the simulator right now, the way it works, is something like this: every round (10 second increment) of the fight, each fighter uses their aggression rating and a random modifier to come up with how many punches they throw in that 10 seconds. Then, the opposing fighter's defense rating is used to calculate whether each of those punches landed, and if so, whether it was a glancing, hard, or stunning punch. Hard punches and stunning punches have a chance of causing cuts, knockdowns, or KO's. The opposing fighter's defense and chin rating are both used to calculate whether or not there is any damage on any of the hard or stunning punches. How I would LIKE for it to work is that in some way, the defense rating is used to determine how good of a grip the fighter has on his opponent. This would then have an impact on the number of punches that fighter throws, as well as the effectiveness of those punches. Perhaps we could do this by breaking the fight situation down into 3 options for each fighter: *locked out (unable to throw any punches) *tied up (can throw punches but with minimal effectiveness) *hand free (opponent is not impeding the effectiveness of their punches) So if Donald Brashear drops the gloves, he is likely to get a good grip right from the getgo due to a high defense rating. So his opponent probably will be at least tied up, perhaps locked out right away. Then, if a fighter IS locked out, rather than try to throw punches, his objective may be to try to improve his position to either just a tie up, or better yet, getting a hand completely free. In this manner, a fight can change dramatically...let's say one fighter is getting hit with a lot of punches, he may stop throwing punches himself and spend a round or two just trying to tie up his opponent and get a good grip. Or there will be times when a fight like Scott Walker vs Mike Keane breaks out, and both guys are more concerned with throwing than with tying up, and both guys have a hand free. The aggression rating would still serve the same purpose, how many/fast the fighter punches when they're not completely locked out. I'm just brainstorming here, but the actual engine of the fight sim as it exists is fairly simple mathematically. And I can't imagine it would be ALL that difficult to improve upon it and implement a grappling system. Switching hands is another thing that could be added and (pardon the pun) tied into the grappling system. For instance, a master at switching hands may be good at getting free once he's tied up, while a one armed gunslinger may be in big trouble once he's locked up. One last thing I would consider is a 'heart' rating...how do they react when they get hit with a good punch? A guy like Bob Probert never quits fighting and it makes for some legendary wars. Another fighter might take one good punch and decide it's time to turtle, or tie up and hope for the zebras to move in. I don't want to make it TOO complicated because I want it to be simple to create all fighters with a minimal amount of research being done. |
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That sounds like it'll be one hail of a simulator.
Hows it comin anyway? You get everthing fixed up like you wonted it?
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"I'm honored to be standing here, and I rather imagine you're surprised that I am." -Foster Brooks Last edited by Sourdoughkeeper; 10-24-2006 at 04:40 PM. |
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Thats weird. I didnt need no cd, but after I got it saved I did save it to a flash drive.
Maybe if you changed the destination you saved it to it would help. I dont know though, I aint too good with computers.
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"I'm honored to be standing here, and I rather imagine you're surprised that I am." -Foster Brooks |
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