Soccer Shootout!

When I started this game (in my spare time, long long ago) there really weren’t many shootout titles…

We’ve worked hard to try and make this a bit different. We’ve made great use of the built-in Unity ragdoll, combined with homebrew Kinect mocap and hand animation - the result, we think, is every bit as good as anything on a PS3 or 360. I don’t know of many titles where you can play the keeper, never mind throw him around. The Arcade Mode is fiendishly addictive.

Gameplay and Trailer vids:

iPhone Screenshot
679804--24422--$Arcade Mode.PNG

Get it on iTunes.
http://itunes.apple.com/au/app/soccer-shootout/id458019454?mt=8

Coming soon to Android…

Thanks

Nice, but there is a quite a noticeable pause before the ball hit (when you switching from recorded animation to ragdoll).

Not quite sure I get what you mean - you have to have kicked the ball before the goalie dives. Was this a pause on the goalie, or the whole game? Is this playing the game? On older iPhones/iPods without hardware FP this may be true. We recommend iOS 4.3 (at the moment) which means 3GS or above.

Appreciate the feedback though, thanks for checking it out

No, its in your video

Just before goalie is about to collide with the ball, there is a very noticeable pause on the goalie (I also notice the whole game would pause - when ball also pause) It is as if you doing some kind of complex collider test on the spot (or rather, you switching from recorded animation to ragdoll physics).

I’m guessing that at that specific point the game figures out if the keeper will catch the ball or not. If he won’t they switch to ragdolls, if he do they play the animation. If that is the case then you might want to check your algorithm :slight_smile:

OK, I understand the problem but I can honestly say I hadn’t ‘noticed’ it, and I’ve watched that video quite a few times… Lol. Nor had we noticed it whilst playing the game. In fact only since you posted did an animator friend point the same thing out straight away, so there you go.

The issue used to be more obvious and I thought we’d ironed it out. I guess as a developer you become pretty conditioned after watching the same thing thousands of times. Always good to get a fresh pair of eyes on your work. Thanks for (re)pointing it out.

Just finished the port from iPhone to Android and it’s taken…about…4 hours. $1500 seriously well spent!!! Props to Unity.

It’s up on the marketplace so quickly. So painless.
See it at the android store.

Just wow.

We used some Kinect mocap in this project. Worked out pretty nicely. Anyone else had experience using the Kinect in their project?