Archive for the ‘Game Development’ Category

Oct 18

FM 2010 – What’s Got My Attention?

 

Why am I writing about Football Manager 2010? Those that follow my other articles and even my threads on the official forums are probably aware it’s not a game I play, not something that captures my interest. Ok, so I downloaded the Football Manager ‘09 demo and played with it for a day, but as I couldn’t convince anyone at Sega or Sports Interactive to send me out a free copy that was the extent of my exposure to it. I find Football Manager Live a far more rewarding game on a number of levels, and apart from a week without an internet connection, I haven’t looked at FM in almost 2 years. The easy answer, I guess, would be to say I’m writing a review about…

Oct 14

Match Engine Trumps All: Impressions of FML v1.3

 

Football Manager Live version 1.3 has definitely sparked a peak of interest in managers, old and new, to check out all the great new additions to the game. After only a week since it’s release, users are already weighing in with their opinions on this latest round of game development. The new match engine has been a subject of much talk in the official forums for the simple fact that it’s the only addition for 1.3 that is undergoing a staggered release to all the game worlds. The reason behind this strategy from Sports Interactive is for it to prevent wholesale differences for sides who are in a current season. This may be unfortunate for those managers playing in a…

Oct 09

How will v1.3 enhance your FM Live experience?

 

By the time this article gets published, most of you will be in a position to evaluate the pros and cons of Football Manager Live’s newest 1.3. As you know, FM Live is constantly being evolved to enhance the user’s overall gaming experience, but how does 1.3 help with this? I’m highlighting some of the most obvious changes that should see the biggest impact on game worlds. The previous update was (unfairly in my opinion) criticised in some quarters for not providing anything new to do within the game. However, the guys from Sports Interactive have been hard at work trying to improve this side of Football Manager Live. CPU Teams I think the biggest improvement…

Oct 07

Overview of FML v1.3 Features and Extras

 

With the new release date confirmed only a few hours remain until the much awaited release of the 1.3 Update for football manager live on Wednesday the 7th of October Over the last two months gameworldone.com has highlighted the major features being introduced in this update, looking at how they work and how they might affect your club. A quick revision of all the stuff already covered, with links to the original articles for those that want a more detailed refresher. Then we’ll move on to look at some of the ‘lesser’ items on the change list that don’t always get as much attention as maybe they should. Match Engine Preview 1.3 – Part 1 Match Engine…

Oct 05

Match Engine FM2010 and FML v1.3

 

Several weeks ago I took a look at the changes made to the match engine since the launch of Football Manager Live, keeping in mind the launch version of the match engine was a hybrid of that used in FM08, the first article Match Engine Preview 1.3 – Part 1 discussed the changes made between there and the FM09 engine. Following that we moved on to the changes made since then in Match Engine Preview 1.3 – Part 2. As mentioned in that second article, each ‘version’ of the match engine is added to all those that have gone before the changes bringing us to the Football Manager 2010 Match Engine include all that was mentioned in both of those articles along with…

Sep 21

Stadium Atmosphere Revisited

 

A few weeks ago we cleared up the confusion around changes to stadium atmosphere in 1.3 – they will not be factored into the match engine at this stage. What we were unable to do at that time was give you any in depth information on how these changes would affect your decisions in terms of stadium building, now we have some answers and we’ll go through more detail on how this side of the game will work. The first question most people will have is, when will it be factored into the match engine, when will it have some real effect on match day planning? Again, this is a question we cannot completely confirm, but it’s unlikely at this stage to be implemented with…

Sep 11

1.3 Wage Related Changes – A Breakdown

 

A number of changes to the wages system are introduced in 1.3, some of them have been met with applause others with contempt. A large number of items on the change lists will pass by unnoticed by most by users, but when it comes to anything that will affect the finances of their clubs you can be sure the better managers will scrutinise every facet of it. 1.3 has a few and while most are beneficial to all, one in particular may increase the costs of running the better clubs. The following bug fix created mass hysteria in the forums this week: Adjusted wage demands to more closely reflect player reputation and attributes. As a result you may find some players wage…

Sep 07

Computer Controlled Teams – The New AI

 

* Added the concept of non-human teams – these sides will always accept match challenges and so are the ideal opportunity to test out new strategies or get practice before big matches. – official change list notes 1.3 *There are plenty of sides available of different qualities and styles. Allowing a broad range of tactical options to be tried and tested. Who will be the first to beat the mighty Buckton Titans? – official change list notes 1.3 Last week we looked at match plans, and part of that was a shift away from the perception of AI management in human owned teams. In part this shift was also about making room for a new breed of AI teams, after all where would we…