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This month we have been mostly focused on getting the multiplayer aspects of the game implemented because our game at its foundation is all about the multiplayer experience.

Our first task was getting the matchmaking system working in a way that made sense for our game. As there weren't really any solutions we could find for unity that fit our criteria perfectly, we had to do it on our own. Now I'm happy to say that we have a very robust and scalable solution that is tailor made for our game and that should be able to serve any amount of players in the future. (Thanks Ryan and Matt!)

Second we started refining our game play more. We have been spending a lot of time testing player movement and refining that along with the boost mechanic. Our goal is to have everything feeling just 'right' - that unspoken factor that exists where a game flows well.

Lastly, we have been working to improve and further implement the game systems. Currently we have the kick off working great, with what I feel is a skill based and fun system. We also have the game clock implemented which is properly managing the game (Kick off, 2 minute warning, half time, etc).

With all of that we also have the starting game flow nailed down for casual mode. This includes picking teams, voting for players roles at any point in the game, and the coin toss and deciding who kicks and receives.

All in all this month has been very productive and we hope to start doing some more player testing at some point in the next couple of months!

Our goals for next month:
Continue refining the fundamentals (Player movement, ball physics, etc)
Finish implementing more core game systems (Scoring, field mechanics, yards etc)
Finalize UI for currently implemented systems
Implement Finalized versions of our first two stadiusm (Underwater, and Robot)
Implement Finalized character model of our first character (Underwater Male)

Speed Boost - Tackling - Rushing

Speed Boost - Tackling - Rushing

News

We are testing the temporary speed boost that players will be able to use once every play and trying to find the perfect balance of how fast and for how...

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Fantastic!!!!!

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Guest
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I am interested

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Guest
Guest

I would try if you need a tester?

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icewater Creator
icewater

We definitely will need testers, i'll update here with our discord when we get nearer to that. And we would love to have anyone interested when we get to that point :) You can email me at brandon@1336studios.com and i'll put you on the list.

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Guest
Guest

It seems like a good concept, but it being online only seems to be a deal breaker. i hope you plan to put exhibition mode, season mode, and dynasty mode. and even spectator options

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icewater Creator
icewater

I think its perfectly within the realm of possibility to add AI controlled players for the purposes of an exhibition mode later on(single player). In fact we have some really, I think, fun ideas planned for that. It's just a matter of prioritizing certain things first, and setting realistic goals and being able to deliver on our core experience first and foremost.

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I am interested

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GridIron
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1336Studios
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