2 October 2011 Update

Dabo is working on a project to create an unofficial successor to EHM 2007. Use this forum to discuss his project and any features you would like to see in either the initial version or in a future version.
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dabo
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2 October 2011 Update

Post by dabo »

Hello,

It has been roughly three month since the last update thus I think a status update is warranted. Without further ado let us move on to the interesting part of this update.

I am pleased to announce that the development team has doubled since the last update. In June I mentioned that Forward had left the team and that I was considering looking for people to help out with the programming but fortunately I did not have to. People who keep up to date with what is posted at the forum already knows who the two new developers are. Xalfen joined the team back in July and has been introduced to the project and what we have done so far. Dron on the other hand joined not long ago and is yet to be introduced to the project but will be shortly. Since we are now four we have to move our project to a new host which we will be looking to do as soon as possible; we are actually looking at different alternatives as we speak, both free and paid hosts.

Now let us go into some details about the progress of the actual game. We have finalized the first version of the database and expect no more significant changes for the first version of the game; if however something important has been overlooked we will do the necessary changes.

The code to handle practice and non-practice related player development is close to implemented. One of the major things left to implement is handling of natural regression. Another thing that the player development simulator does not handle is events that affect player attributes. The code is there to handle it but no events are present yet in the simulator. Events I am talking about could be for example a fighter fighting in games which will affect his fighting tendency/ability, games and injuries. Finally the logic for attribute changes will need a lot of tweaking and this is a process that I anticipate will take some time to get satisfactory; the current logic works but was mostly thrown together quickly for testing purposes only.

Another important thing that change over time for a player is his body. Me and jatahati had a discussion awhile back on how to properly implement this and for the height growth part I believe we have come up with a pretty good solution. When determining the starting height of created players, teenagers or adults, we use normal distribution (bell curve). In order to calculate the height according to the mentioned method we need two parameters, the mean (the peak of the curve) and the variance (width of the distribution). The player creator also supports individual parameters for each country if that ever becomes desirable. One can do a study of a collection of players and calculate these parameters but since I currently have no interest in doing so nor have I been able to find one on the internet I will be using values that appear to generate adequate results. I have been able to find studies of the general population but hockey players tend to be a bit taller than the average. If anyone know of any study of hockey players' height (teenagers and/or adults) where I can find out these parameters do not hesitate to contact me. I know some of you are statistics nerds so I am not giving up hope. ;)

After doing some research I have come to the conclusion that humans do not grow any taller after approximately the age of 20. I also found a height growth chart between the ages of 4 to 20 so what I did was extract the part between age 14 and 20 and used the least squares method to fit a third degree polynomial to the extracted part of the curve. What I ended up with is a curve that approximates the chart pretty well. Every player who is yet to be 20-21 years of age will grow taller according to this curve but in order to not get the same adult height for all players who have the same height when they are for example 15 I had to introduce a deviation factor. A player's height will be updated on a monthly basis so after a month has passed a height increment will be calculated; this increment will use the deviation factor to determine the actual increment which will be added to a players height. Both these values will weigh equally much towards the end result which means we could end up with an increment anywhere between 0 or double the initial increment. Using this algorithm I have done some tests with the following results:
[table][th]Initial age[/th][th]Deviation[/th][th]Height (15 years old)[/th][th]Min height (adult)[/th][th]Max height (adult)[/th]
[tr][td]15[/td][td]No[/td][td]180 cm[/td][td]189 cm[/td][td]189 cm[/td][/tr]
[tr][td]15[/td][td]Yes[/td][td]180 cm[/td][td]185 cm[/td][td]193 cm[/td][/tr][/table]
The data in the table above are based on 1 000 000 players and show that the current deviation factor gives an adult height in the range of +/- 4 cm from the perfect curve (no deviation). The deviation factor is currently determined by the default random generator in C# and I am yet to test normal distribution for this part but I will (have to save something for the next update). The interval will still be the same but the distribution within this interval will be different.

I have not given much thought on how players gain weight yet thus no implementation attempts have been made but I plan on doing this next. But a player's muscle mass (strength) has to be considered somehow. I hope to have figured something out in time for the next update. Any input on this is welcome!

I will finish this update by showing you some screenshots of the player development simulator. Please keep in mind that the missing parts mentioned above such as games, injuries, natural regression and player weight changes do not affect player development yet. Once they do, how good a player becomes in the end may be affected. Mental attributes are not improved like they should yet either. Note, the GUI has nothing to do with the actual game.

In order to shorten the post I will link to the screenshots.

Starting attributes for center Mark Johnson

Peak attributes

Practice schedule

Starting attributes for goalkeeper Johan Svensson

Peak attributes

Practice schedule

Starting attributes for defenceman Tomas Straka

Peak attributes (notice he can now play right defence too)

If you want to use attributes in the interval of 1-125 instead of 1-25 and different attributes colors you can

Practice schedule (position practice set to right defence)

I hope you found this post interesting, see you next time.
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Re: 2 October 2011 Update

Post by philou21 »

Keep on the good job dabo! Awesome. :-)
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Re: 2 October 2011 Update

Post by Alex the Tall »

It's very interesting, wow!
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Re: 2 October 2011 Update

Post by CeeBee »

It's looking better all the time :thup: :-D Sounds like things are progressing nicely too :thup: =P~ =P~
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Re: 2 October 2011 Update

Post by archibalduk »

Wow the attention to detail is quite stunning. =D> I know there is still a long way to go, but the progress you're making is so exciting!

It sounds like you've gotten together a nice little coding team too! 8-)
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Re: 2 October 2011 Update

Post by philou21 »

I really enjoy the pratice screenshots. I like how much attributes we can decide to train for the players. It will be more accurate to train a certain type of player ( like a defensive D-man ) this way. :thup:
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Re: 2 October 2011 Update

Post by Alessandro »

Great job Dabo.

May I comment one thing? IMHO the physical attributes have a too dramatic change over years. I did/do some scouting work, and at 15-16 players who are fast, are already very fast, and frankly I can't see a high-level player gaining 6 notches of speed, irl imho a peak 15 player would start (as a 15-years-old) at 11, 12 or even 13. A player at 15 should have almost pro skating already, especially the high level ones.

Regarding weight: I noticed from screens that players gain weight. What if you add weight accordingly? Doing a stupid example, like if you gain 1 notch of strengths, you'll get 2 kilos (just throwing numbers on the table).

Another little thing. I think you just put random number in your screens, however having 17 of puck control and 4 of deking looks unnatural to me.
Let me know what you think about my suggestions.
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Re: 2 October 2011 Update

Post by dabo »

Alessandro wrote:May I comment one thing? IMHO the physical attributes have a too dramatic change over years. I did/do some scouting work, and at 15-16 players who are fast, are already very fast, and frankly I can't see a high-level player gaining 6 notches of speed, irl imho a peak 15 player would start (as a 15-years-old) at 11, 12 or even 13. A player at 15 should have almost pro skating already, especially the high level ones.
You are probably right, I will put that on my tweaking list.
Alessandro wrote:Regarding weight: I noticed from screens that players gain weight. What if you add weight accordingly? Doing a stupid example, like if you gain 1 notch of strengths, you'll get 2 kilos (just throwing numbers on the table).
Will try something like that. Anyone know if there is any typical height/weight ratio interval for players? don't want players who are 195 cm and 60 kg or the opposite. A bit extreme but you get the idea.
Alessandro wrote:Another little thing. I think you just put random number in your screens, however having 17 of puck control and 4 of deking looks unnatural to me.
Let me know what you think about my suggestions.
Yeah I pretty much assigned values without thinking too much, also those two attributes are on different practice areas so this will probably be part of the tweaking process. Although I believe you can have good puck control without being a good deker.
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Re: 2 October 2011 Update

Post by Alessandro »

dabo wrote: Yeah I pretty much assigned values without thinking too much, also those two attributes are on different practice areas so this will probably be part of the tweaking process. Although I believe you can have good puck control without being a good deker.
Yeah, but still, as the Spanish say, too much breaks the bag. I think there should be some correlation between attributes. Eg. Puck control-deking, Aggressiveness-toughness, acceleration-speed, etc
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Re: 2 October 2011 Update

Post by Alessandro »

Btw Dabo, have you ever heard about Kick Starter?
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Re: 2 October 2011 Update

Post by dabo »

Alessandro wrote:I think there should be some correlation between attributes. Eg. Puck control-deking, Aggressiveness-toughness, acceleration-speed, etc
Agree.
Alessandro wrote:Btw Dabo, have you ever heard about Kick Starter?
Cannot say I have no.
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Re: 2 October 2011 Update

Post by Alessandro »

What? Yes or not? :)
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Re: 2 October 2011 Update

Post by dabo »

I do not know what it is.
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Re: 2 October 2011 Update

Post by Alessandro »

Kickstarter is a funding platform for artists, designers, etc, you can be funded for your projects. A lot of games get funding this way and I think a Kickstarter campaign can help you a lot in getting some money and attention. I think you should think about it.
A link: Kickstarter.com
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Re: 2 October 2011 Update

Post by poeb05 »

Great job Dabo! =D> :notworthy:
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Re: 2 October 2011 Update

Post by B. Stinson »

If you do consider the Kickstarter route, make sure you set a reasonable goal that you'll likely reach:
Joystiq wrote:with a goal of $10,000, they put In the Dark's future in the hands of the Kickstarter public, and they waited. One month later, they had generated $7,440, but they failed to meet their goal, meaning they earned nothing.
Escapement Studios sheds light on using Kickstarter, PayPal for indie development

I know nothing about any of this, but it sounds like something to be aware of.
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Re: 2 October 2011 Update

Post by dabo »

Yeah I am sure there is a lot to read up on before going down that road. However right now we do not have any expenses so it is not something we are looking to do.
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Re: 2 October 2011 Update

Post by Alessandro »

That article is riddicolous. How they can moan about KickStarter if they didn't even read the rules?
Click on help, and you'll find:

"Every Kickstarter project must be fully funded before its time expires or no money changes hands."
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Re: 2 October 2011 Update

Post by Alessandro »

dabo wrote:Yeah I am sure there is a lot to read up on before going down that road. However right now we do not have any expenses so it is not something we are looking to do.
Of course, I was just suggesting you something for the future. I think your project is good enough to get published, but I fear it won't be easy for you to find a publisher. With Kickstarter and other crowdfunding sites you can produce stuff on your own much easier.
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Re: 2 October 2011 Update

Post by B. Stinson »

Alessandro wrote:That article is riddicolous. How they can moan about KickStarter if they didn't even read the rules?
Click on help, and you'll find:

"Every Kickstarter project must be fully funded before its time expires or no money changes hands."
To be fair, I don't think they're necessarily moaning about Kickstarter. To me it sounds like they tried a particular system, but it didn't work for them, and now they're explaining the situation. Afterall, their fans donated quite a sum of money, and I'm sure they want to know what's happening with it.
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