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Gridiron Heroes News Post



Game Info:
  • Platform - Browser
  • Developer - Pixel Rampage
  • Genre - Sports MMO


UPDATE Notices

Gridiron Heroes
Quote:
The rebirth of a cult-classic with an added twist! Gridiron Heroes isn't just fantasy football—it's every sports fan's fantasy!

We developed Gridiron Heroes to address a void in today's social gaming scene. There's been nothing for the American football fan. Gridiron Heroes will change that, utilizing Facebook as the platform for the ultimate head-to-head competition in American Football GM-style Simulation.**

Trailer - http://youtu.be/wVjcupRPzQk
Gameplay - http://www.youtube.com/playlist?list...D&feature=plcp

Check out our Kickstarter project! - http://kck.st/wQNMgW

All-New Gameplay!
Offense: Shotgun, Singleback, Option, Wildcat, I-Formation & MORE!
Defense: 3-4, 3-3-5, 4-3, 4-6, Dime & MORE!
We're bringing it back!

You manage your franchise and take them head to head-to-head in a coaching simulation. How you setup your strategy affects how the AI will react against another user's team. Want to throw Hail Marys every play? It's on you! Love to blitz? Why not!

I would love your guys feedback!

** - Gridiron Heroes is currently a franchise-manager GM-style simulation. As we grow, this will become a full-blown live p2p multiplayer scenario. Start working on your D-pad thumb now!

Game: Gridiron HeroesHype Score: 9.5/10 - Vote Now
Platform: PCVotes for game: 3 - View All
Member Comments
# 241 tsbmolina @ 03/19/13 04:22 PM
Quote:
Originally Posted by davefmurray
Florencio,

I'll repost here and paraphrase what was communicated on Facebook about this same issue.



As for the gap in the last update (roughly 26 days) - we had a shift in the team and there is a bit of nonsense that we can't, and won't, talk about that went on. All is well and we are on track to post the next update at week's end, as promised.
Sounds good to me and I'm looking forward to that gameplay update at weeks end. Glad everything is back on track. My fingers are itching for a true update to that classic Tecmo Super Bowl gameplay I expect Gridiron Heroes to be.
 
# 242 JayBee74 @ 04/03/13 09:35 PM
Anything new with the game?
 
# 243 davefmurray @ 04/08/13 09:32 AM
 
# 244 JayBee74 @ 04/15/13 08:08 PM
Quote:
Originally Posted by Kingd803
Hey Dave, I'm currently working on a project. A generic pro based football game. With a twist. It will be based on the 80s and 90s. When football was at its best.
Strategy or action/controller based?

Strategy= Action PC, Strat-O-Matic, Second and Ten
Action/Contoller=Madden, 2K8
 
# 245 davefmurray @ 04/15/13 08:22 PM
Quote:
Originally Posted by Kingd803
Hey Dave, I'm currently working on a project. A generic pro based football game. With a twist. It will be based on the 80s and 90s. When football was at its best.

The best defenses the best players. Player will look like they came out of 1985. It will be completely generic so players can edit their league and teams as they want. Here is what I got so far.


I was wondering if you would be interested in talking more about this. Currently I am doing this with the help of a friend who can 3d model.

If you would like, you can email me at [email protected]
That model looks great! Shoot me a PM here. I am always down to chat.
 
# 246 davefmurray @ 04/20/13 10:17 AM
Screenshot Saturday - We are recreating all of our cutscenes to animate within Unity. Previously, they were controlled via an external dll.

 
# 247 davefmurray @ 04/22/13 05:57 PM


A quick time lapse of creating events for cutscenes. Chugging along!

http://facebook.com/GridironHeroes
 
# 248 davefmurray @ 04/27/13 01:18 AM
MOAR FIELD!
 
# 249 davefmurray @ 04/30/13 11:44 PM
 
# 250 davefmurray @ 05/11/13 12:23 PM
This week we've been working out all of the kinks with kickoff transitions and tweaking camera positioning.

Kickoff Full-Width Camera


Kickoff Full-Width Camera 2
 
# 251 tsbmolina @ 05/13/13 02:09 AM
Quote:
Originally Posted by davefmurray
This week we've been working out all of the kinks with kickoff transitions and tweaking camera positioning.

Kickoff Full-Width Camera


Kickoff Full-Width Camera 2
I love camera 2's view but what's up with all the players out of bounds?
 
# 252 tsbmolina @ 05/13/13 02:16 AM
Oh yeah and we'er better then Madden cause we have cheerleaders and a chain-gang!
 
# 253 davefmurray @ 05/13/13 07:02 PM
We are so very, very close!!

 
# 254 The GIGGAS @ 05/13/13 08:04 PM
I'm really ****ing excited about this.
 
# 255 davefmurray @ 05/14/13 11:29 AM
 
# 256 davefmurray @ 05/17/13 10:38 PM


5 easy steps to sound effect glory!

Step 1 - Download the TSB SFX - http://d.pxlrmpg.com/xtG2
Step 2 - Go to the SFX Generator - http://pxlrmpg.com/13BQRjp
Step 3 - Create magical SFX! (Use the different modes top left!)
Step 4 - Save your sounds! Click 'Save Sound' and make sure it is .sfs!
Step 5 - Email us your sounds! - [email protected]

http://facebook.com/GridironHeroes
 
# 257 davefmurray @ 05/21/13 05:28 PM
Beta Announcement 2

 
# 258 davefmurray @ 06/19/13 11:32 AM
A few image updates:

 
# 259 davefmurray @ 06/26/13 10:57 AM
Quick tutorial videos of the Management UI



Playlist URL - http://www.youtube.com/playlist?list...fiSqw50GqyGlp5
 
# 260 davefmurray @ 12/22/13 08:42 PM
Status of Gridiron Heroes - December 2013

Hello all!

When we last talked, we had launched our Kickstarter beta in July & August. Things went great. Player training was awesome. The ability to create teams, buy plays and ordering your roster went great. We are super stoked with where we left the beta.

Things weren’t all peachy though. We ran into issues with game playback. For those that played the beta you probably know already, but we ran into issues with our matchup replays. Each time a game would be simmed, there would be a slightly different result.

In a nutshell, we created two different versions of the engine: the standard version, which you used to watch game replays, and a simulator which had no art, no overhead of any sort. Each version of the engine would write all AI movements to a text log which would exchange between the two engines. We created a game seed system to guarantee symmetry between the two based on the text logs. Lastly, we created a time scale system (TS) to increase playback speed for use with the simulator engine. The TS was set up with increments of TS0-TS99, with TS99 running at 1000% of TS0. We could simulate games in about 20 seconds with 42kb of overhead at TS99. YAY!

The issue we ran into had to do with Unity’s ability to process collisions with fast moving objects. The faster the object, the more inaccurate it becomes.

For example:
Time Scale
Collisions = # of total collisions
End Result = score
Screen-Shot-2013-12-18-at-2.47.46-PM-1.p

As you can see, as the TS increases the more inaccurate the results became. It boils down to how Unity prioritizes CPU processing for the sake of performance. We tried changing the way the colliders were detected. We tried using raycasting for collision detection. Alas, if we crank up to TS99, we get wildly different results than TS0. With 11 players vs 11 players and their fast-flying collisions all happening at the same time, there are A LOT of collisions at any given moment.

The issue is this. The simulator engine would simulate a game at TS99 to its end result. If you then wanted to watch the replay of your game, you could potentially get a different result because you’re watching your playback at TS0. Ultimately, the outlook of what we want to do, a “Tecmo” Com vs Com team management w/ a live P2P PVP system, is not possible with the current development tools available to us.

BUT WAIT, THERE’S MORE!
There is light at the end of the tunnel. You are going to call us crazy, but this is the actual plan.
The current Com vs Com Facebook game is going to become its own game – Gridiron Heroes: Coach. GH:C will be a Com vs Com, team management, asynchronous, 1-player experience with touches of multiplayer here and there. For those that are fans of the genre, it will be similar to Top Eleven. This enables us to continue down the path to finish what we’ve started. There will be leagues to advance to, free agents to pickup, players to train and playbooks to be created just like we showed you.

BUT, but…PVP!
This is the crazy part. We are going to reboot our initial build from 2012. You, the fans, probably remember this. The field view is from the original NES. For those that want to play Tecmo online, this will be your go to. We will offer many, many teams for you to choose from and you can take on your friends…online…..in PVP mode. The results won’t be stored, but hey, you can wager beers or baseball cards and play your friends across the world. Pretty cool, eh? Upon alpha release, there will not be a management piece. This will purely be to play single games.

….It gets better.
We are partnering with TecmoBowl.org with our PVP build. We want to make this as accurate to the original as possible and who better to supply insight than the guys at TecmoBowl.org? Partnering with TecmoBowl.orghelps the community have an accurate representation of Tecmo, but with the ability to use it on modern platforms. Our builds are using the Unity3D engine, meaning, we will have Webplayer (browser) & PC builds immediately upon completion. If the game continues to gain ground, we can port to other platforms or modern consoles somewhat easily. More on this as Knobbe and I finalize details.

I’d like to tell you our endgame with both of these builds, but let’s start with the baby steps and then we can talk big picture stuff later. First up, GET A BUILD IN YOUR HANDS!!!!1

Sincerely,
Dave (davefmurray), Casey, James, Dave B (bruddog), Victor & 1 Secret Weapon

P.S. Here is a quick teaser of the PVP build’s progress.


And a super zoomed in screenshot!


P.S.S. Here is an example of the simulator running.


Source: http://www.pixelrampage.com/2013/12/...december-2013/
 


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