NHL 14 Dev Diary - NHL Collision Physics

Posted May 3rd at 12:00am.

Developed from the same core technology that powers the EA SPORTS FIFA critically-acclaimed Player Impact Engine, NHL® Collision Physics introduces bigger, more thrilling hits, and truer-to-life collisions to NHL 14.

Watch the First NHL 14 Gameplay Developer Diary Trailer for an in-depth look at NHL® Collision Physics, including a behind-the-scenes look at the EA SPORTS technology used to create it:

Left-Stick Hitting

A new left-stick control scheme makes delivering a game-changing hit simpler and more rewarding than ever. Right-stick hitting controls remain unchanged, but now players can deliver a big hit with only the left stick simply by skating into their opponents with speed.

Five Gameplay Changes Based on Community Feedback

1.       Hip checks are now fully integrated into the physics system

  • Speed and Momentum Matter – Speed between the two skaters, direction/alignment and player rating attributes (such as hitting and balance) are now better accounted for within NHL® Collision Physics.
  • Improved Player Facing – Players will now pivot and turn their hip into the direction of the check with greater consistency; ensures that strong hip checks will only occur when a player is in good position.
  • No more Hip Check Spamming – A successful hip check has to be made with the hip, users must be in good position to throw a great hit. If a user initiates a hip check at the last second without being in good position, you’ll see hits that will only result in glancing contact, or a player stumbling or avoiding the hip check altogether.

2.       Improved Goalie Collisions

  • Goalie Reactions to Contact – Goalies will be live in all areas of the ice and their reactions to contact will be more realistic, utilizing the improved ragdoll physics models used in NHL® Collision Physics.
  • Goalie Interference – Improved logic to ensure big collisions with the goalie result in penalties and goals as a result of goalie interference are called back more reliably.

3.       More Realistic Incidental Contact

  • Speed and Momentum Matter – Not only will incidental contact occur more frequently, but speed and momentum will determine whether players colliding incidentally will trip and stumble or remain in control. Player balance attributes will also play a role here.

4.       Type of Hits Thrown

  • Player Anticipation – Players will gauge the relative speed between the checker and the person being hit to decide what type of hit to throw.
  • Shoulder vs. Push Checks – Defenders will use shoulder checks when they are able to anticipate the hit and brace with their shoulder. Defenders will use push checks when they need to generate force because players are moving more slowly.

5.       Penalty Calls

  • Interference – Stricter calls. Players won’t be able to hit players as late after they release the puck.
  • Boarding/Hitting from Behind – Enhanced penalty logic to judge the appropriate circumstances of a hit (angle, speed and result of the hit) and make the right call based on each situation.
  • Charging – More logic was added to understand the variables of each hit, such as the speed and line the hitter has taken.

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