Đây thức chất là blog thứ 7. Nhưng FM5 quyết định đưa lên thành 1 topic mới vì FM9 đã chính thức hoàn thành giờ là lúc để chúng ta chờ đợi demo và game ra lò.

We're gold!

It's Monday, and the weekend has involved a lot of waiting around for news about whether the game has gone into manufacture or not, doing interviews with various lots of magazines and websites, catching up on email, getting over man flu, and even managed to go to the cinema. And a drink. And watch football, although only on the TV.

This morning, I got to shave off my beard. Which means Football Manager 2009 is now in manufacture!

That also means that today we've announced information about the demo for Football Manager 2009 and the system specs for the game. The demo is coming out on Saturday night/Sunday morning at midnight, and you can read more about it on our forums at http://community.sigames.com/showthread.php?t=53492

This weeks new feature announcements will not be taking place here, but will be taking place at www.shortlist.com, with one new feature a day.

Instead, HMV's Sports Interactive blogs will be taken over with more indepth information about some of the new features in Football Manager 2009, starting with co-founder of Sports Interactive, Paul Collyer, talking about the match engine.

I've also got a backlog of questions here from people who've emailed via the blogs [email protected]), so I'll be answering loads of those tomorrow, along with the next indepth look.

But, for now, it's over to Paul.

Pointing the way to 3D

The last year or so has been one of the most challenging and motivating from a match engine development point of view. The Football Manager Live Beta, and the introduction of a 3D view in FM2009 have challenged the match engine to improve like never before. Firstly by taking the FM2008
match engine into an environment of 1000s of human vs human matches, and all the tactical variations that come from that via Football Manager Live's beta, and secondly by exposing the engine to a 3D representation where flaws never noticed in 2D now jump out, and so the need for realistic looking football is magnified many-fold.

Lets start with Football Manager Live. We were aware of some of the issues people had with the Fm2008 engine, and of course the FML beta environment would accentuate these, especially with there needing to be a human loser for every human winner etc! So some time into the beta the subject of the tactical arrows was raised, as there was a growing feeling amongst some users that they caused more problems than they solved, because of the way they worked as secondary positions for players. The main issues were exploitative tactics, which made defensive AI work into a kind of groundhog day, and also a lack of clarity given by their existence. For example, why have the forward run instruction as well as an arrow forward, not to mention the mentality slider? After some discussion we decided that we would run an experiment, and remove the arrows from the beta for a week. Instead we would improve the use of the forward runs instruction, as well as a player's own awareness of space, to achieve more realistic player movement within the tactical shape. The debate was fierce, and not just outside of SI, but we went for it, and lo and behold the match engine suddenly moved to another level of realism and balance! Many of the dissenting voices disappeared into the background, while many revealed they had been won over. The experiment had worked and things had become clearer. Sure, there were complaints that you couldn't make players drift wide easily, but some managers found that could be done to a point with the right combination of tactics, while others were happy with the overall picture, as well as our promises to look at adding instructions at some point down the line once it is clearer what is lacking. We also compensated visually by creating simple arrows that controlled the player forward runs instruction, so retaining an important visual characteristic of our game.

So, FM2009 will be without the old style arrows, and no doubt a second debate will rage. In fact it has already started raging. All I ask is that people try the demo, and keep an open mind. There are people on our own tactics forums, and also sites like FM Britain, who have an amazing insight into the FM tactical engine, and also deserve to be listened to by those in need of guidance. You will be hearing more from some of them in the coming days and weeks. In terms of your tactics, just remember that the use of forward runs plus space to make them will equal intelligent attacking movement, and you should be ok.

Now onto 3D. The idea was first raised some 3 years ago, but it wasn't really until about 15 months ago or so that we started getting our teeth into it. With our first ever 3D coder Des Owens coming onboard we started by creating the basic 3D side, before the actual match engine started to be rendered in it early this year. Obviously this threw up many challenges. The first and most obvious was that that our old ball "quasi-physics" engine wasn't going to wash at all. So first major task was to create a new one, which is based in real physics. This would impact the entire match player AI code of course, although in many ways it simply got more out of it. Then there were things like player facing direction to re-assess. A 2D circle looking in an illogical direction doesn't always attract the same attention as a 3D animated player doing so. That sort of thing caused lots of bugs, but at the same time fixing them was making the whole match experience more and more believable. I could see progress anyway. Around early summertime I stopped using 2D to debug the match engine, and only used 3D. This forced standards upwards further as more unrealistic AI is exposed. The final stage was to hook in the animations we had to the match engine. Again, much of this was intrinsically linked to the AI side, so I had to take a lot of responsibility for selecting animations and tuning and tweaking AI to get the best results.

All in all, its been a long road in a short space of time, but I actually think the challenge has taken the match engine to a new level. Of course, there is a lot more we can achieve on all fronts, but the main thing is that we want to get there, and as ever, the contribution of the FM community will be a huge part of that.

The FM community contribution is actually pretty exciting, but I'm going to save that for info for a blog after the demo comes out. Got to have something to talk about when you're able to see the game for yourself!

Cheers
Miles (and Paul).
Cập nhật 28/10

Today is Tuesday, and despite yesterday's announcement that we're in manufacture, there's still lots to do!

Having announced that the demo will go live at midnight on Saturday night/Sunday morning, we now have to get all the demos built and tested.

It would be a lot easier if we just did one demo, with one league, and one language, but not everyone has great bandwidth, or speaks English, so we're sticking to our policies of 2 different types of demo, the second of which can be downloaded 3 different ways, so that's more builds to do, and bandwidth to find. It all takes a long time to get sorted, and can be very frustrating, but we'll get there!

Today's in depth blog is from Des, who joined SI just over a year ago to work on the 3d match side of things. Below this, is some answers to some of the hundreds of questions that have been sent in so far from people reading the blogs ([email protected])

So, over to Des...

Football Manager in 3D.

I have a confession to make. I hadn't really played the game prior to commencing work at SI. FM is the kind of word-of-mouth game that any football fan needs to play just to see what all of the fuss is about. I could not resist SI's ambitions for the 2009 version and it was a joy to become a part of the SI team.

For fans of the FM, there is an inherent imagination factor. On cold dark winter evenings you can almost smell the cheap hamburgers smothered with brown sauce. To the uninitiated onlooker, I might be staring at a green screen with coloured circles battling over possession of another black and white coloured circle, but to player the game was like life and death, only more important.

This year we have moved to a full 3d graphics engine, showing step overs, headers, shots and saves like no other game we have created before.

I think most gamers will appreciate that we have not compromised the match engine for the sake of 3d eye candy. All the moves the players make happen inside the AI, the 3d is simply playing back the results of the match engine simulation. The only thing we needed to change was the ball physics because it looked quite strange in 3D without turbulence and drag, something that was never really an issue in older versions of the game.

Even though there are just over 200 motion captured animations, it seems like so many more. There is a lot of variation in the player behaviour; I think it must be that good old imagination factor creeping in all over again..

This year we are releasing the game for the first time on DVD. The pitch graphics take a hefty proportion of the space as do the sky graphics. You don't tend to see the sky during gameplay, but it is used to calculate the light and mood of the stadiums.

Talking about the stadiums, we have built some customisation into the game. If you are so inclined you will be able to make your own stadium and the graphics engine will recognise it. There are lots of shareware 3d modelling packages out there, try Googling for one with Wavefront OBJ support.

We hope you enjoy the new look Football Manager 2009 but we have left in the classic mode for the die hard old schoolers out there.

And back to me... Or, rather, over to you...

Nikola Mastilo asks "Will there be rules changes in further seasons of European competitions like in real life?". Yes, Nikola, there will be. Whatever we had confirmed as being definite as the time of going to master we have attempted to replicate.

Many different people have asked about new leagues for Football Manager 2009 - well, there are no new leagues. We think 51 countries leagues and
over 5,000 playable teams being covered is more than enough for now.

Kieran Driscoll asked "Will Harry Redknapp be set at Spurs in time for the release date?". No, Kieran, he won't. It happened a few days after the master was first made, unfortunately.

Mark Gatehouse asks "This isn't about the actual game, I was just wandering if you ever get fed up with the game? You work on Football Manager all day, surely like any job you don't want to mix work with homelife all the time. I would imagine somedays the last thing you want to do when you get home is put your copy of Football Manager into your computer."

No Mark - I don't have a job, I have a vocation. I don't play the game every night, because I enjoy lots of other forms of entertainment aswell, so probably play 2 or 3 nights a week.

Another Mark, this time Mark Thompson, asks "Is there ever going to be a feature to transfer between PC and PSP - so you can review players, opponents and other stuff when you absolutely have to leave the PC - you know, for things like work and other boring stuff...".

That won't be possible, Mark - the PC and PSP games are completely different, with little code in common, so it won't be possible. It's why they have different names too!

That'll have to do for today, as I'm about to go into meetings about FML, then the patch, then a catch up with Ov Collyer, co-founder of Sports Interactive with his brother Paul and the lead on FML, who's over in the UK at the moment. Then a meeting about the demo. It never stops...

Oh, and don't forget that there are new feature announcements every day this week at shortlist.com, and all the info about our demo release, and system specs for FM2009 can be found over at our forums, which are based at community.sigames.com

Cheers
FM5 đang viết bài review hoàn chỉnh cho FM9 nên tạm thời sẽ không dịch các bạn thông cảm :a41:

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