yonkovim

Members
  • Content Count

    2
  • Joined

  • Last visited

  1. Chris, Thanks for asking. Currently the engine supports an 80-team league, with 5 conferences with 16 teams each. The tourney is limited to an 8-team conference tournament with winners advancing to an 8-team national tournament (3 at large bids). In a given week you spend your time between recruiting to fill in open positions and figuring out how to play against this weeks teams. Part of the core game is the ability to set your lineups and set how much you use your backups. Each player has his own stamina and his own rating on how injury prone he is (both hidden from the user). If you play your starters too much they will start to rack up the injuries and their ability will decrease. On top of setting your lineups, you can setup a game plan against specific opponents. For instance you may want to play tighter defense or slow down the tempo of a game against a team is a fast scoring team. The biggest impact to the game is with player skills (which are impacted by fatigue/health/foul proneness). We use the player skills Shooting, Long, Defense, Rebounding, Blocks, and Vision to help determine each games outcome. Each of your players will match up against your opponents players (and their skills) at the same position ( so great defensive players can shutdown their opponents). If you need help with a matchup you can doubleteam a specific player on another team as well. Really, we try and give you every opportunity to build the team you want. This starts with scouting players and recruiting them and continues into player development. Player skills will grow based on a player’s potential as well as how you set each players practice time (this is customizable). This enables you to build an awesome defensive team or a high scoring up-tempo team. Our launch goal was to focus heavily on the “Dynasty Aspects” of college basketball. We spent a lot of time on recruiting and getting our game balance right. We actually made design decisions to launch with a smaller set of features. Since our launch in November we have released 5 enhanced versions of the game filling in our features as users ask for features that matter to them or we think help the game. For instance one of smaller features that was driven by user requests was the ability to start as a powerhouse division 1 level. When we launched we envisioned users working hard to move their team from “Community College Level” up to Level 1. A lot of users did not like having to progress, so we introduced the option to start at any level. Other features we have on the roadmap and adding to the game as time goes on, for instance game tactics. We would love to see where users want us to go. We have plans for all kinds of additional features, but we want to make sure users want them first. Some of the ones we are working on or looking at are: • Historical Replay (choose to play as one of the final four teams for the last 10 years) • Modding tools, edit player details, export/import roster sets • Expanded stats (we only show limited stats right now) • Multi-player • 128 team league, real 64 team tournament • Better recruiting • Mini-games Matt
  2. Hello everyone, I am one of the developers of Tournament Glory College Basketball. We launched TGCB back in November and have had pretty good reviews from users. We just released a patch of the game this week which added some new features, and are currently working on a few other features. our next big patch should introduce historical replay for some of the top teams of the last 10 years. Ask me anything you like! Matt