Old-school arcade soccer game with fast-paced graphics, responsive controls, accurate ball physics and online multiplayer.
## About This Game
WEBCUP SOCCER is an arcade soccer game with old-school gameplay, fast-paced
graphics, responsive controls, accurate ball physics and online multiplayer.
## Features / Roadmap
## Fast-paced Gameplay
WCS is not a simulation but an arcade “easy to learn, hard to master” approach
to playing soccer on a computer. When designing WCS, it is crucial to me that
controls always feel utmost responsive, and that you would never have to wait
for any animation/script to finish before your desired action commences.
## Responsive Controls
All your beautiful dribblings, passes and goals should be a direct result of
you controlling the game, pressing the right buttons at the right time and for
the correct amount of time, rather than random effects or pre-scripted events.
## “Easy to Learn, Hard to Master”
Simulating the complex player movements, feints, tricks, dribblings and kicks,
which are part of real-life soccer, leads to very complex controller layouts
with lots of buttons to use and dozens of combinations which are hard to
master, requiring a lot of practice and making soccer simulations quite hard
to pick up.
WCS is different. I won’t even try to simulate the complexity of the Beautiful
Game. Rather, I concentrate on the bare essentials: dribbling, passing and
kicking. That’s why WCS only uses (about) 3 buttons and one stick.
## Realistic Ball Physics
The ball being the central piece of the game, it actually was the very first
thing I started to implement years ago. It’s essential to me to have
authentic, plausible and smooth ball physics, as a backbone of exiting,
controllable and fun gameplay.
## Strong Ai
A powerful and challenging AI is crucible for single player matches or co-op
matches against a CPU-controlled team. As the goalies (for now) are always
CPU-controlled, their AI code is especially important to me: Not only have I
been a keeper myself in my youth, a strong and plausible goalie behavior is
crucial in matches of human players against each other: It’s very frustrating
if one’s goalie concedes a goal in a buggy, implausible way — so that’s
something I try hard to avoid.
## Online Multiplayer
Playing WCS over the net is a core part of its design. (Actually, online play
was the reason for me to rewrite huge parts of Natural Soccer, which lead to
the base code of WCS). While, in the beginning, WCS will just offer online
play of two players against each other, my goal is to add various additional
modes, such as playing with up to 8 (or even 20?) players in any vs/co-op
combinations, or join a match as a spectator only.
## Playing either Any Player Or At Fixed Positions
Usually, when choosing to control a team you control any player on the pitch
and switch control to the closest to the ball. My goal is to offer the option
to rather play in a fixed position or “line”. So, for example, you could
choose to only control your team’s center striker, without switching – a
control scheme (AFAIK) introduced with “Kick Off Player Manager” and today
known as “Become a legend”. Another idea is to build on this idea and offer a
“semi-fixed” control scheme: Rather than fixing control to one single
position, you may choose to control only the DEF, MID or ATT line of your
team. This is especially useful when playing with another player cooperatively
in the same team: One may choose to play the attacking line while the other is
responsible for the defense – much like a foosball table. Mixing and matching
all those modes with online play should make for some exciting matches!
## Online Community
Accompanying the online play, I plan to create an online community website to
find players to play against, create and schedule online leagues/tournaments
or cooperatively create and edit team/player databases. I am also toying with
the idea to (live) stream online matches to spectators all around the world.
I really hope to create a fun, worth-to-play online arcade soccer game with
that old-school vibe!
Minimum System Requirements | ||
CPU | Dual Core / 2 Ghz | |
RAM | 2 GB RAM | |
OS | Windows 10 | |
Graphics Card | OpenGL 3 | |
HDD Space | 150 MB available space |