Basketball Player Stats/Attributes
Working on creating a Basketball Team Management Game and thought I could get some suggestions on what Statistics and Attributes could be added taken away to make the game more fun.
Users will be given a chance to create or edit players on their team. I want player attributes and statistics to take play in game interface, but want to make sure I am not making the game more difficult than needs be.
Listed are what I am taking account for as an Individual Player:
Stats
Strength - (ST)
Constitution - (CN)
Intelligence - (IN)
Wisdom - (WS)
Dexterity - (DX)
Accuracy - (AC)
Willpower - (WP)
Resolve - (RS)
Attributes these effect stats
Agility - (DX & AC)
Determination - (WP & RS)
Fitness - (CN & WS)
Fortitude - (CN & RS)
Grace - (DX)
Judgment - (WS & AC)
Patience - (AC & RS)
Physique - (ST)
Reason - (IN & WS)
Robustness - (ST & CN)
Wits - (DX & IN)
I have been doing bit of googling to see what NBA games use for player attributes, but have not found anything useful. (perhaps I will just rent the and a system and find out)
Any recommendations and what extra stats/atts i should use or get rid of?
Maybe you should begin by explaining what your own attributes represent, and how they fit into your game model. For instance, what does a player's "strength" mean in the context of your game? What are its pros and cons - is a player of tremendous strength able to easily post up other players his size, and muscle through fouls to get the basket and extra point shot, but also more likely to commit offensive fouls? Your game model doesn't seem to consider size disparity at all, or that two players of similar physique may not be equally strong...
I'm writing a basketball game as well, albeit an arcade one rather than a team simulation. I'm employing a physically-based model that factors properties such as position, direction, velocity, mass, acceleration, size (volume) in resolving the outcomes of basketball actions. In addition, actions are driven by a cognitive model that includes offensive and defensive awareness (the cone of vision in which the player updates its "mental map" of the position of other players without decay), confidence (likeliness to take risks with low-probability moves and shots), aggressiveness (tendency to initiate or react to "situations," both on offense and defense), etc. Clearly, many of these cognitive factors need to be driven by empirical data - not just overall game statistics such as shooting average, but situation specific "scouting" statistics such as shooting percentage when driving left vs right from different areas on the floor. Availability of the statistical data is universal for all player entities, but the extent to which they are incorporated into an evaluation is affected by the player "basketball I.Q." and personality - some are more instinctual, some are more deliberate.
As you can imagine, this is a rather elaborate resolution approach, but I anticipate it will give me very good results - much more consistent results than many of the contemporary basketball games. I plan, for instance, to encode a hierarchy of objectives such that players try to do the most rational thing in different game situations, like heading toward the basket with optimum spacing in a 2-on-1 fast break as opposed to pulling up at the three point arc and negating the advantage (which happens with depressing regularity in both NBA Live and NBA 2K).
Most of my work so far has been mathematical, refining the model. I hope to have something to show this summer, though. So, let's talk more about your model: how does your game work, and how does it take advantage of each of the attributes you intend to assign?
I'm writing a basketball game as well, albeit an arcade one rather than a team simulation. I'm employing a physically-based model that factors properties such as position, direction, velocity, mass, acceleration, size (volume) in resolving the outcomes of basketball actions. In addition, actions are driven by a cognitive model that includes offensive and defensive awareness (the cone of vision in which the player updates its "mental map" of the position of other players without decay), confidence (likeliness to take risks with low-probability moves and shots), aggressiveness (tendency to initiate or react to "situations," both on offense and defense), etc. Clearly, many of these cognitive factors need to be driven by empirical data - not just overall game statistics such as shooting average, but situation specific "scouting" statistics such as shooting percentage when driving left vs right from different areas on the floor. Availability of the statistical data is universal for all player entities, but the extent to which they are incorporated into an evaluation is affected by the player "basketball I.Q." and personality - some are more instinctual, some are more deliberate.
As you can imagine, this is a rather elaborate resolution approach, but I anticipate it will give me very good results - much more consistent results than many of the contemporary basketball games. I plan, for instance, to encode a hierarchy of objectives such that players try to do the most rational thing in different game situations, like heading toward the basket with optimum spacing in a 2-on-1 fast break as opposed to pulling up at the three point arc and negating the advantage (which happens with depressing regularity in both NBA Live and NBA 2K).
Most of my work so far has been mathematical, refining the model. I hope to have something to show this summer, though. So, let's talk more about your model: how does your game work, and how does it take advantage of each of the attributes you intend to assign?
Quote: Original post by Toolmaker
Girth is really important too...
True. Getting around Shaq is harder than getting around Yao or Dwight. In my model, the size/volume is defined by the character mesh, and physical computations to circumvent are carried out based on the bounding volume - so some players' volumes are necessarily wider than others, but it's all intrinsic to the model.
Quote: Original post by Daerax
Sounds interesting, Id like to read more about the theory in detail.
I hope to write more about it once I start to obtain consistent, repeatable results.
You are borrowing too much from DnD. Instead of the usual STR, INT, AGI stats, why don't you create your own? For example,
Agility - How likely the player to steal a ball or have the ball stolen from him.
Footwork - How fast the player runs and maneuvers
Perception - Player's ability to spot openings or anticipate where the ball would bounce off a rebound.
Weight / Mass - The lighter player is more likely to get injured / thrown off the field when two players make body contacts (as in the case of slam dunks)
Aim - How good the player in aiming his throws.
Agility - How likely the player to steal a ball or have the ball stolen from him.
Footwork - How fast the player runs and maneuvers
Perception - Player's ability to spot openings or anticipate where the ball would bounce off a rebound.
Weight / Mass - The lighter player is more likely to get injured / thrown off the field when two players make body contacts (as in the case of slam dunks)
Aim - How good the player in aiming his throws.
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement