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NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Old 09-02-2016, 01:21 AM   #345
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Mike Wang, what about dynamic lighting. Arenas like the madison square garden or staples center, will have that "theatrical" lighting (all the lights focus on the court and only a few one the crowd)?
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Old 09-02-2016, 01:39 AM   #346
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
Currently automatic. I'll see if we can patch in the Left stick check.


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That would be great if you could make the pump fake fouls user controlled instead of automated.

Thank you for looking into that.
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Old 09-02-2016, 01:42 AM   #347
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by 23
Are you able to remove animations in a patch? Specific ones that may not be necessary such as the ball handler getting upset the opponent scored ao he bounces the ball in anger then points randomly.

Its those types of animations i could point out to you that slow the game down without purpose.

Same as not letting theb guy closest to the ball take it out of bounds.

Sometimes we'd have to wait til the big man runs to get the ball then alowly jog back out of bounds before he passes back in the point guard.

I think alleviating those would help with not hindering the pace.


Thanks for the answer also above... I appreciate it sir!


Oh ok. That's different. If there are individual anims that are killing the flow we would have to identify them and remove them.

One of our engineers did try to change the inbound logic to have the closest guy inbound. Seemed to help.
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Old 09-02-2016, 01:42 AM   #348
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Mike Mike Mike Mike... Poor guy I wouldn't be surprised if he was tired of seeing his own name
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Old 09-02-2016, 01:45 AM   #349
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
Oh ok. That's different. If there are individual anims that are killing the flow we would have to identify them and remove them.

One of our engineers did try to change the inbound logic to have the closest guy inbound. Seemed to help.
Thats awesome man. I'll keep an eye out but thats great to hear also.

One last question. ..when are you going to take a break man. ...you've been nailing gameplay answers all day lol...

Only a person with an early copy on OS would do something that crazy
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Old 09-02-2016, 01:47 AM   #350
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

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Originally Posted by Bornindamecca
2 Questions, Mike.



1. I see you said that there are more contextual ball recovery situations on loose balls. I felt that ball pursuit and recover was one of the more underdeveloped areas of gameplay, leading to a lot of black and white situations that should have resulted in a greater variance of recovery outcomes. From what you said, you added a lot on the rebounding aspect of it for the individual player animation outcomes. Sounds great. My Question:



Has there been more context and variant added to completely loose ball pursuit and recovery? We haven't been able to fight for a loose ball yet in a basketball game.



2. Has the pass speed been adjusted/increased at all on passes that are intended to be fast? Obviously, we don't want faster lob/high passes, as they are slow in nature, but quick ball swings and bullet chest and bounce passes have struggled to stay true to the axiom "the ball is faster than the man" in 2k games.



I loved the additions to the passes last year, but this particular element could really change the competitive aspect of the scene, adding greater offensive efficiency to teams that move well and pass well.


1. Loose ball and multi actor pickups were on my list but unfortunately had to be cut. It's something we'll definitely hit next year though.

2. Pass speeds were sped up and they seem a lot zippier to me. Would love your feedback when you try it out next week.
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Old 09-02-2016, 01:47 AM   #351
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Can we adjust Sliders in MyCareer?
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Old 09-02-2016, 01:49 AM   #352
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Re: NBA 2K17 Gameplay Blog with Gameplay Director, Mike Wang

Quote:
Originally Posted by Beluba
It's confusing I know.

2 years ago, you picked a release and base and we blended those two animations to create a frankenstein jump shot.

Last year, you could only pick a single motion captured animation.

With the shot creator, you can pick two releases and set how much we blend toward one or the other. So for example...

this would be a perfect tween between 2 guys:
Kobe release = 50%
Steph release = 50%

this would mostly look like Kobe, but some of Steph's motion would be there:
Kobe = 80%
Steph = 20%

Then you pick a base (how the player jumps)

So essentially, you're frankenstein-ing 3 animations together. It's pretty cool tech. but basically, just play around with it until you get the jumper to look the way you want in the previewer. Then play around with it in practice mode to see if it feels right to you.

And you should note, the Shot Creator isn't instantly available in MyCAREER. It comes as a reward in the mode.
That's badass!!
The community here is gonna have a ball with this
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