Can you describe the problems with inside fighting from a development standpoint and how you went about solving them?īH: The first step was going with the new physics-based gameplay engine. You've put some effort into that in this game-Tyson looks to be a beast inside. GS: One of the big complaints in FN3 was the lack of inside fighting. The game runs at 60fps, but the physics calculations are actually running at 120fps to help get the most accurate data possible. All of that information is determined when every punch lands and factored into the effect the punch has. Speed, direction, friction, degree of contact, and angle of impact all play a factor. What kind of physics calculations are made during a punch in FN4?īH: Several.
Even jabs look like they sting a lot more than in the previous game. GS: One thing we noticed looking at the game was the impact of every punch that makes solid contact. With that said, other teams at EAC have started to look at how we are using physics and are researching if they can adopt some of our technology in their games. The teams share information all the time, but not every game can employ the same solutions because we are all faced with unique challenges based on the sport you're re-creating. We benefit from only having to worry about two boxers as opposed to 10 basketball players or 22 footballers (or soccer players, if you will). Has there been any sharing of technology between other EA Sports titles when creating the engine in FN4?īH: When it comes to physics, Fight Night Round 4 is kind of leading the way here at EAC. GS: Many EA Sports games deal with violent contact between bodies/players. who? Is this the mysterious eighth and final heavyweight? We had early prototypes to test the full-body collisions of two boxer models and prototypes to test the physics impact from punches in the game going at the same time. To answer the question, it's a combination. Because prototyping doesn't require that the feature be developed to a level of quality meant for store shelves, it allows us to experiment with different systems. We worked on multiple components separately and simultaneously. The development team works on creating different components to prove that they can work. You don't build the entire thing at once and hope it all comes together at the end. Where do you start? With the bodies of the fighters themselves? The physics of the punch and block? Or some combination?īH: Prototyping is a very important part of the development process. GS: Take us on a brief tour of the development of a physics engine in a game like Fight Night Round 4. I think we have done a great job on delivering on all these fronts. The biggest things that we wanted to improve on over Fight Night 3 were: capture the realism of the sport of boxing, capture the speed at which these athletes can throw punches, and the responsiveness of the controls. There are some basic concepts that remain the same-for example, punching the opponent in the head will hurt them-but other than that, it's a whole new game. Fight Night Round 4 is completely new and built from the ground up. Technologically, nothing has been carried over from Round 3. In the punch-by-punch gameplay, physics wasn't involved.
In retrospect, what did you like about the physics system in that game, what has been carried over into FN4, and what did you think needed improvement?īrian Hayes: Physics only showed up during the knockdowns in Round 3. GameSpot: Let's start with Fight Night Round 3. In fact, as gameplay producer Brian Hayes explains in this Q&A, the very presence of gameplay physics in FN4 is a departure for the series. As I wrote in my first look at the game last month, the developers at EA Canada behind FN4 have been focusing a lot of time on making sure that real physics play a primary role in the ring action-resulting in what is clearly a faster and more impactful boxing experience.
It's clear that the developers behind EA Sports' upcoming Fight Night Round 4 are aiming to exceed the already high mark set by 2006's Fight Night Round 3 in practically every capacity.