Couldn't agree more! Have discovered exactly the same things myself throough experimentation, especially the point about the ball shadow representing where the ball actually is.
The point about the hit-box for a goal is precisely why the ball physics/graphical representation MUST take perspective into account. Otherwise the ball can look like it's in the goal (due to it's hight) but actually hasn't corssed the line yet in the simulation model.
Yeap you're right. Especially since I'm a one man team I think it's best to keep this one simple.
I'm taking a similar approach to what you described actually. The philosophy of the game is to make the ball the star, so I've given it pretty solid physics whilst everything else is just pre-rendered with the "sensible soccer perspective."
So if the lines on the pitch were to match perspective with the goals, they should diverge slightly as they progress down the screen?
I guess strictly speaking then, the actual goal posts should not be parallel too, right? They should diverge as they increase in height.
I still haven't decided which approach I want to take in my own game, I'm still trying to educate myself with questions like this so I can make an informed decision :) It's certainly easier this way, but a render system using proper perspective might allow for some nice camera effects (in one dimension, at least).
btw, knowing a bit about the history and development process of this particular game, I don't think it was a conscious design choice, just a matter of sticking some sprites from another game on top of a large soccer pitch background.
Couldn't agree more! Have discovered exactly the same things myself throough experimentation, especially the point about the ball shadow representing where the ball actually is.
The point about the hit-box for a goal is precisely why the ball physics/graphical representation MUST take perspective into account. Otherwise the ball can look like it's in the goal (due to it's hight) but actually hasn't corssed the line yet in the simulation model.
Cheers!
and here's the same bounce without the prespective correction:
https://youtu.be/EpEkJu_O-9s
P.S. here's a couple of interesting vids showing my attempt at an algorithm to make the ball bounce in line with the sprite / goals perspective:
https://youtu.be/LseDNpbQKiA
https://youtu.be/LdijBxaBer4
https://youtu.be/3Kv7Vj1pHCE
Yeap you're right. Especially since I'm a one man team I think it's best to keep this one simple.
I'm taking a similar approach to what you described actually. The philosophy of the game is to make the ball the star, so I've given it pretty solid physics whilst everything else is just pre-rendered with the "sensible soccer perspective."
Take a look if you're interested:
http://www.higgis.at/senseless-soccer/videos.php
Thanks for the reply!
So if the lines on the pitch were to match perspective with the goals, they should diverge slightly as they progress down the screen?
I guess strictly speaking then, the actual goal posts should not be parallel too, right? They should diverge as they increase in height.
I still haven't decided which approach I want to take in my own game, I'm still trying to educate myself with questions like this so I can make an informed decision :) It's certainly easier this way, but a render system using proper perspective might allow for some nice camera effects (in one dimension, at least).
btw, knowing a bit about the history and development process of this particular game, I don't think it was a conscious design choice, just a matter of sticking some sprites from another game on top of a large soccer pitch background.