Pure Football 2018 cover
Pure Football 2018 screenshot
Genre: Simulator, Sport

Pure Football 2018

Update 0.4.6

Completing passes will now be much easier. I found some issues in the trajectory physics that was causing the reciever and the ball to be expecting slightly different outcomes. They are now in sync and the passing game feels much smoother now.

Many of the player's actions now transition smoother instead of instantly snapping.

Fixed an occassional bug when calling a running play and being unable to snap the ball.

Update 0.4.5

Added the ability to pass via the mouse. You can move the passing indicator with the mouse and then click to pass. The type of pass is determined by the length of click. This is enabled in the play-call menu with a new checkbox. This may be best experienced by setting the camera to the highest available pitch.

Made some tweaks with passing mechanics.

Receivers will now try to slow down if a ball is slightly underthrown compared to their speed. Previously, the receiver would often be there before the ball which resulted in the receiver losing all speed through the catch. Now, the receiver should try to match his speed to the incoming pass. Note: The receiver still won't adjust to severely innacurate throws.

Update 0.4.4

Made some changes to how the the guard pulls on power/counter runs to help stop them from getting stuck or turning too early.

Custom rosters can now be used for exhibition games.

Fixed a few bugs with viewing player stats in-game.

Fixed the ball popping into the holders hands improperly on field goal kicks.

Fixed a bug that was removing player control when blocking field goals.

Fixed the field goal posts getting in the way of the camera on offense.

Update 0.4.3

Franchise-
Fixed a bug where you were able to draft a player that was already drafted by pre-selecting them.

Gameplay-
While playcalling, you can now go backwards after selecting personnel.

Fade to black transitions have been added to smooth the jump between players huddling and lining up in formation.

The camera will now overlook the field between plays instead of zooming in on the sidelines.

Removed the buildings and objects around the field and added a simple stadium. This is just a temporary placeholder.

Update 0.4.2

0.4.1 was a small update to remove from hidden files that didn't need to be included.

This update changed how stats, rosters, and contracts were handled internally. It involved rewriting about 5% of the game, but by doing so there should be really quick saving and loading even in franchises dozens of seasons in.

Also, memory consumption should be lowered by a fairly decent amount in franchises that are several seasons in. There are a few more improvements I can do in this area moving forward, but I'm going to shelf them for later.

I tried to be careful when rewriting the code (that literally touched every part of the franchise mode), but theres probably a good chance I've broken something. If anything seems to not be working properly please let me know.

Update 0.4.0

The save system is now split between the previous compressed file and a database file. This means file sizes will now no longer be an issue. Game box scores are now back to being saved indefinitely. Save and load times should be lightning quick for the first few seasons. There will be a small slow down as seasons progress, but this will only be temporary. I will be doing an update in the near future that will change how a few things are handled in memory that will keep the saving/loading from ever being bogged down.

Sorry this took so long. This update was a big challenge for me and really took me out of my area of knowledge. Hopefully we are back to smooth sailing and constant updates. There will probably be one small update with the memory change and some bug fixes, but then I will be moving onto gameplay.

Info on the next update

Hey guys, sorry for the lack of updates this week. I have been working on getting the save system moved over to a database system. It is an area of Unreal Engine that has almost no documentation and there has been a lot of trial and error that has led to some very late nights. Ironically, the week that I have worked the most on this game has led to the least amount of updates.

The good news is that I have a system in and working and I'm optimistic to have the update finished tomorrow, however there are still some bugs. Unfortunately, bugs with a database often involve crashing the entire game. This means that the update being finished is entirely reliant on these bugs being fixed.

After this update, I plan on moving onto gameplay. I feel the franchise mode is in a pretty good state for the time being and it mostly needs UI and quality of life improvements.

Sorry for the slow down and thank you for your patience.

Update 0.3.5

Added the ability to save your current franchise to a custom roster via the options/save menu. This means you can save your current franchise to a customroster and then edit that custom roster or just start a fresh franchise with the saved roster. Note: I haven't done much testing with this, but there may be bugs if you save to a custom roster mid free-agency and such.

Stats now order properly when decimal points are involved.

Fixed bug with retired players sticking to the roster.

You may now only re-order players before the draft starts.

Once the draft starts, removed the buttons to re-order and private workout.

When using the slider for total contract value in FA contracts, the values only recalculate when you release instead of during the slide. This stops the contract from being calculated multiple times a second which caused lag and potentially a crash.

The off-season log now highlights green for information about the player's team.

Update 0.3.4

Hey guys, good game developer here with a new patch to fix a patch that was supposed to fix the save issue. In short, the game is storing a ton of data and it looks like the easy way to deal with the data is not going to fly. To fix the issue temporarily, when you save the game it will clear the player stats from box scores. This is the area that was taking up a massive portion of the file size. Note: this doesn't effect player's season stats. I just simulated 3 full seasons and the save file was 2 mb compressed. In comparison, the save file was previously failing at around 40mb compressed.

Long story for transparency: I never realized there was a save file size issue because when I test the game in the editor the file sizes were miniscule and I could simulate several seasons and never see a hitch. For some reason I still don't understand or have an answer for, when the game is packaged for steam the save files bloat to these unrealistic sizes. While I should've detected this issue sooner, I did not. The first fix was to compress the files. This was nice because the files were about a 1/10th the size and would run into the issue, in theory, around season 40+. However, in my stupidity the compression only occurs after the savefile is passed to the memory buffer which does nothing to bypass the crash. So my next step is to redo how the data is stored. I've started the first steps to moving the data over to SQLite which is a local database system that is made to handle insane amount of data (far beyond what this game handles) with great speed and efficiency. I don't have an exact timeframe for this, but I'm hopeful it may only take a week. Thank you all for your patience and I'm truly embarrased by this issue.

Fixed controller losing focus when selecting special teams on defense in the playcall menu.

Fixed an issue with the kicking arrow staying permanently.

Fixed issue with a few cards and contract signings not getting immediate "focus" that caused button presses not to register.

Lowered Star Player desired contract values by 5%.

Raised Quarterback, Kicker, and Punter strength deterioration after age 30.

Fixed the wrong coaches being used when playing exhibition games.

The contract value on the free agency sidebar will no longer show several decimal points.

Fixed some button sizings in the off-season.

Update 0.3.3

This update changes the way saves are handled. Savefiles are now about 1/10th the size (sometimes smaller) and should be able to handle, in theory, 10x the amount of seasons than prior before having issues. Unfortunately, this change breaks any previous saves and you will lose them. This does not effect custom roster files. This one of the drawbacks of early access that sometimes changes like this have to happen and I hope this can be kept to a minimum.

Savefiles are now compressed before going onto your harddrive. This causes save times to be longer, and, in turn, load times to be longer when it uncompressess. This is not a perfect solution and I am still hopeful the initial cause of this issue gets fixed so the savefiles are even smaller and load times will be faster.