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Basketball Tycoon 2014 (in development)

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Old 05-27-2014, 05:40 AM   #1
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Icon3 Basketball Tycoon 2014 (in development)

Hello, i want to introduce you a game a friend and I are developing.

it's an NBA Manager, and i guess images tells much more than words.

It's still in development, for now, we can play a full regular season, and we're in process of getting playoffs ready.

Hope you like what you see

PS: Comments are welcome











































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Old 05-27-2014, 04:15 PM   #2
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Re: Basketball Tycoon 2014 (in development)

Looks like a great start. As long as the simulation engine is up to par it should be fun
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Old 05-28-2014, 02:54 AM   #3
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Re: Basketball Tycoon 2014 (in development)

I think maybe the best part is precisely the simulation engine, although it's simple (to keep it fast) we usually have pretty good numbers.

I'm gonna run a full simulation today, and later post some screenshots with stats of some teams, so you can compare with real ones.

We usually have more less 13 teams in playoffs like the real ones (of 16), taking in consideration the diferences in injuries (like kobe or rose), i think it's quite good

Any request of a team stats? i'll post some teams
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Old 05-28-2014, 03:29 AM   #4
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Re: Basketball Tycoon 2014 (in development)

Simulation of a entire regular season is 20 minutes in computer (Android Emulador, Genymotion), and 40 minutes in my mobile (Motorola Moto G).

If you want to see a specific team, just ask me and i'll upload it

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Old 05-28-2014, 03:53 AM   #5
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Re: Basketball Tycoon 2014 (in development)

Not bat right?
  • Real John Wall: 19.3p 4.1r 8.8a
  • Simulated John Wall: 20.3p 3.5r 8.5a
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Old 05-28-2014, 04:03 AM   #6
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Re: Basketball Tycoon 2014 (in development)

Real Paul George: 21.7p 6.8r 3.5a
Simulated Paul George: 22.7p 7.5r 3.5a
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Old 05-31-2014, 10:32 PM   #7
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Re: Basketball Tycoon 2014 (in development)

I admire your knowledge, genious and even your braveness, my sincere best wishes to both of you, please keep doing it, never give up, never surrender ...


A few observations ...

The one thing I like about consoles games is the customization they offer over sim texts in respect of editability. If you have long term plans, try and focus on integrating as much editability as possible.

Things like:
- Setting recommended minutes for players (this should aid your sim engine inmensively)
- Uneven substitution patterns (like not needing 10 man rotation but 8 or 9 or more, 10, 12)
- Being able to alter any rating/tendency of a player or team
- Being able to decide injuries on or off
- All teams control ?

I know is early stages, but just in case you missed:
- There are some glitches on some player names as well as some bug that repeats the same player (C S of DAL)
- There is also some translation issues such as shoot instead of shots or throws and short instead of small (am latin btw)
- The west teams should have an overall better record than the ones in the east
- Too many players over 20 pts, maybe the same with rbs ?
- Didnt saw the rest of standings but maybe the lower tier of the teams records scope is too high, I mean, there should be teams with less than 20 wins every now and then
- Some fine tune still needed for sim stats

Also can you expand on ...
- Any stories for trade demands ?
- Logic for trades ?
- Logic for FA ?
- Can couches be fired/hired ?
- Are CBA restrictions implemented ?
- Can you show ppg of teams for a whole season ?
- Any monetization includded ?


Anyways, Impressive work !
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Old 06-01-2014, 05:43 AM   #8
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Re: Basketball Tycoon 2014 (in development)

Hi, thank you very much for your comments!

I'll go into detail in every question

- Editability: Full rosters and draft csv files (very simple) updatable.

- Sliders: We want to give control to the player, so you can try changing global tendences and probabilities of almost everything, number of possesions, 3p probabilty, foul probability, home importance... We know one thing for sure: the best way to have a good game, it's giving community the power to change it

- For now, setting minutes it's kind of difficult, because we want to keep it simple for now, maybe in the future, but being a mobile game we try not to go into so much micromanagement (although i know a lot of people love it). Mabe in future versions we'll do it, but for now we have a lot of work yet in basic functionality. Anyways, we note it

- Uneven substituion, for now, we just have a simple thing: a start player plays between 24-42 minutes, a minute more if it's a start, we know it's not realistic but it works well in terms of easy playability, and speed (mobiles are very slow if we have to simulate everything).

- There are no tendencies, just skills, and tendencies for team. Also you can have 3 star players in your team, that shoot more, but that's it. As you see, numbers are no so bad, it works

- Injueries on/off, noted for version 1.5 with advanced settings.

- All teams control? Kind of difficult really, but not impossible, maybe in a future 2.0 version.

About Glitches:

- Thanks for telling, i'll correct that one, but our intention is in future editions let players upload their csv files with rosters, and future drafts (we don't even have a draft yet).

- We need to work in translation, we are spanish and we mostly work in spanish, this english version was made in ... 20 minutes but before release, we will get it better.

- In our tests, in several leagues played, the tendency is that in the east there are some playoffs team with losing record. So, west is stronger than east. Maybe sometimes East gives you a surprise, but i know there's one thing lacking, and it's one bonus for experience we yet have to implement.

- NBA Real over 20, in our game we have... (checking) 30. So yes, it's too much, we have to tune it for less scoring, and maybe less rebounding, but it's really a side effect of how we use subs, only 5. Not sure how we can fix this without altering too much the logic of the game but... can be done i think

- Bad teams with not so bad W-L records. Same as west vs east, we need a bonus for veteran players.

- Fining tune stats it's always a work in progress in this kind of games We try to improve it as much as we can, constantly. We're not so far of good stats, i think

Expand
- The logic for trades it's in early stages, there's just an assigned market value for players, and they trade considering that value. Maybe in the future there will bi different market values for winner teams, contenders, reconstruction...

- Logic for FA not implemented yet.

- No couches, maybe in future versions.

- CBA not implemented, but kind of, we will use a very simple salary cap, fixed, and if you win conference or world finals, expanded in some millions. We try to keep it very simple, it's a mobile game.

- you have 4 examples in the last screens, HOU 106.6, IND 103.5, MIN 105.2, WAS 105.2. Usually in our tests, teams goes from 100 to 110 PPG.

- Monetization in what way? If it's money for teams, not. If it's for the game itself, we want to release this first version with one playable season free with ads, and in the next version (if it works well) we want a free version with ads or a 0.99$ version with no ads. But we're not 100% sure about this yet.

Thanks for your comments!
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