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1- I implemented some solutions to that problem but didn't work out well so I kept the possibility of two players hitting the ball consecutively (there is a check to avoid same frame hits) if both go to the ball. It's a problem that also can happen in real volleyball, but it's true that is more frustrating when you play with an AI that you can't communicate properly :P I will try to think about a new solution.
2- I know it's difficult for players to check if a ball is in or out. The camera and custom perspective (which make court lines not comepletely straight) are not helping. I tried to set the logical lines exactly over the visual ones, so I think we can't do much more here. We thought of putting some kind of hawk-eye camera for very controversial balls, but I think it doesn't fit the volley sport.
3- You are completely right! There are two volley rules we have skipped for fun's sake. One is the one you said, if the right team hits the ball through the crossing space but goes out, right team can not go to try to save it. The other one is that, if they hit the ball outside the crossing space and they are able to save the ball, they should return it also outside the crossing space. We didn't implement those exact rules because we think that saving a ball in the other side of the court is a difficult task but a very fun one, so we want to promote those plays.
I hope you enjoy the game! We just released the Super Blast Party mode that completely changes the real volley rules, so don't be too strict there :)
Can you answer one question I have about the recieving in the game for serves? Do I have to point the thumb stick in the direction of the other player on my team as I receive the ball in order for it to go to that player in a controlled manner? I tested it out a bit just running to the location and doing a recieve where the character would dive for the ball (which is understandable not being able to stop instantly) as well as standing in position with no input and receive and vice versa putting directional input towards my teammate. Its feels like adding the directional input helped but was a bit inconsistant sometimes.
Also one other thing I also did notice was that there are some things you can do in game that are not mentioned in the tutorial. Was that done on purpose to leave it up to players who want to think outside the box for how to make plays?
And out of curiosity sake, are there plans to add online multiplayer added to the game? Having this on my switch is great for when I go places and play locally with friends, so I was wondering if there will be a online option for pc at some point in the distant future.
Again, thanks for the reply before. I'm glad you took the time to respond =)
1- How well players receive a ball is based on the position of the reception relative to the ball and the horizontal speed of the ball (for high speed balls, a certain random amount is applied, this way also teammates need to be alert when receiving strong balls).
2- Yup, we wanted to keep the tutorial as simple as possible: we show the minimum needed to play a game, plus the spike. Then lobs, touches, blocks and other moves are learned naturally by playing: trying all the buttons and combinations and seeing AIs and other players doing those moves.
3- Unfortunately online multiplayer means a huge amount of work and we can't afford it at all (we are a very small team). Maybe in the future if things go well :)
Thanks for your support and enjoy the game!