Da Vinci would be proud.
I’ve been getting a lot of e-mails and messages lately about what exactly is going on under the hood of Bouncy Basketball. “What do the team ratings actually mean?” and “How is the success of a shot really determined?” are two of the most common questions. So I thought I’d take the time to sit down and properly explain how these things work because a lot of people seem to be genuinely interested.
Bouncy Basketball is a pretty complicated game when it comes to how things are handled and determined – it’s not all random, on the contrary, it’s actually far from random. But team ratings are one of the things that matter less when looking at the bigger picture. All they do is basically just to give teams a slight penalty in terms of lowering the chance of making a successful shot as well as stealing the ball and limiting the maximum jump height of the players. Other than that, they don’t have any impact on the game.
The way shot success is determined is very complex. There are a lot of factors that are taken into consideration when that big, square, blue (or red) button is released and because of this, you are able to miss a simple layup that you were sure to make, just to hit an impossible full court shot five seconds later.
So, how this works is: when the ball leaves a player’s hand, it does so with the exact velocity required to appropriate a successful trajectory that will see the ball making its way to and inside the basket. This starting velocity is then modified by an x and a y number that represent the shot error. These shot error numbers are initially of no significance but they are made bigger by the following:
1) The team rating. As explained above, the team rating plays a small part in deciding the shot error. Teams with a low rating are more likely to miss a shot compared to the better teams.
2) The rotation of the arm. If the button is released too early or too late, the shot error numbers change accordingly. In order to achieve the perfect shot, it needs to be made when the arm is close to its final rotation. In other words, rotated about 10-20 degrees in front of the player. The more raised the hand is, the more the shot will gain in altitude. On the other hand, releasing the button when the arm is in a horizontal position will add to the ball’s overall velocity in the x axis.
3) The rotation of the body. Same as above. The only difference is that leaning slightly forward or backwards won’t have any impact on the shot error numbers. But if there’s a significant amount of leaning going on, then the shot velocity will increase in the x or y axis depending on whether the player is leaning forward or backwards.
4) The height of the jump. Ideally you’ll want your players to take their shots at the peak height of their jumps, just before gravity is about to start pulling them back down towards the ground. Anything else influences the shot error by either giving the ball a too steep or a too high trajectory.
5) The distance from the basket. Naturally, shots farther from the basket are harder to make. However, the effect that the distance has on the shot error is not as significant as number 2, 3 and 4. This is mostly to accommodate for the limited options players have to move around on the court, especially when in possession of the ball, since they are more or less forced to shoot from where they pick up the ball.
As you can imagine, when all these factors have been taken into account, shots can go in from weird places and angles provided the different shot errors have all neutralized each other. You can sometimes, for example, make a shot when almost lying face down on the ground as long as you swing the arm as much as possible.
Three Random Things You (Probably) Didn’t Know
1) Players jump higher when the opponent team is shooting.
2) 200 points against the CPU is the highest allowed entry to the leaderboard.
3) I wanted to make this list longer but I’m lazy and I couldn’t really think of any more things to put on it.