Dev Diary, News - By Dave - April 21, 2011 - 2:03 pm -
Update 3.5 is going to be pretty light, as we’re doing a behind-the-scenes update early next week to silently push out some Marketing features that won’t mean anything to you but should help us out a bit. Consequently, 3.5 — which is scheduled for a launch on Tuesday, May 3rd — isn’t going to have any new features. It will, however, have some thing that will help continue improving upon the overall experience of playing QUICKHIT NFL Football. Here’s a sneak peek of what to expect:
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Dev Diary, News - By Dave - April 14, 2011 - 2:45 pm -
You can never have enough Legends if you’re looking for success in both life and in QUICKHIT NFL Football. My Elite +10 gardener maintains my flower garden to perfection while my Rookie barber tends to leave me wearing hats on a day-to-day basis. As such, we’ve made it a mandate to continuously add new Legend inventory to the game until we have a complete set of guys at every tier and position type so coaches can pick the guys they want to build their perfect team.
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Dev Diary, News - By Dave - April 14, 2011 - 1:10 pm -
Unless you’re a huge Jonas Brothers or Volkswagen fan, you’re probably not someone that loves bugs — and sadly, we’ve had some issues over the years at QUICKHIT with bugs in the game hampering the overall enjoyment of playing some football. In addition to fixing a few things in Update 3.4 that should help with some of the problems, we will also be introducing a long awaited feature that will give you guys a chance to click a button to Report A Bug to us when it happens.
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Dev Diary, News - By Dave - April 14, 2011 - 1:02 pm -
Internally, the dev team has always felt that the initial set of trophies were kind of bland because they drove you towards the normal goals of the game, such as beating challenges or leveling up. The fun achievements are typically the ones that drive you towards goals that aren’t necessarily things a coach would strive for normally and this is where the new Stat-Based Trophies in Update 3.4 will come to play.
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Dev Diary, News - By Dave - April 14, 2011 - 12:53 pm -
Due to the fact that the playbook can become pretty cumbersome, one of the top feature requests for some time has been the ability to turn plays on or off for use in the game. This is finally coming out in Update 3.4 as part of the all-new Gameday Playbook feature. This feature gives coaches the ability to go into their Playbook Manager and select which plays that they want to show up in the game and which ones that they don’t. The best part is that it’s as simple as adding and removing plays as your Favorites.

As the image shows, the gold star means that it’s active and the unfilled star means it’s inactive. The plays you start off when you roll a new team will show up as black stars as they are unable to be changed. This should help players pick and choose the plays they wish to bring into games more strategically to help them lose some of the clutter in their playbooks and subsequently find and call plays quicker than before.
Dev Diary, News - By Dave - April 14, 2011 - 12:41 pm -
For Update 3.4, we decided to tackle some tunes to the gameplay that will hopefully improve the overall balance of QUICKHIT NFL Football. Changes were made that will make impacts to both the passing and running games.
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Dev Diary, News - By Dave - April 14, 2011 - 12:12 pm -
In an effort to give free-playing coaches more currency to increase the funtasticness™ of training rookies and building their teams, as part of Update 3.4 we will be increasing the amount of coaching points (CP) earned for gaining Coach Levels.
| Coach Levels |
Old |
New |
| 2 – 10 |
2500 |
5000 |
| 11-20 |
3000 |
6000 |
| 21-30 |
4000 |
7500 |
| 31-40 |
5500 |
9000 |
| 41-50 |
7500 |
11000 |
| 51-60 |
10000 |
13500 |
| 61-70 |
13000 |
16500 |
| 71-80 |
17500 |
20000 |
| 81-90 |
20000 |
25000 |
| 91-100 |
25000 |
30000 |
| 101-999 |
30000 |
40000 |
Regrettably, due to the lack of resources and confidence in being able to do it safely, CP will not be rewarded retroactively for levels already earned. It came down to whether it was worth doing this change without the retroactive rewarding of CP or not doing it at all and I personally felt it was something that needed to be done regardless.
Dev Diary, News - By Dave - March 14, 2011 - 2:08 pm -
With Update 3.3 almost out the door — it’s scheduled for release tomorrow morning (Tuesday, March 15, 2011) — I wanted to give you guys a sneak peek at what’s in store for Update 3.4, which will be launched in the end of March/beginning of April time line. Here’s what you can expect:
- MORE CP PER LEVEL: The plan is to greatly increase the amount of CP earned by gaining new coach levels. Depending on the level, the increase will be between 10% and 100% (double) what’s currently being given out.
- 32 NFL PLAYS: The 32 NFL plays that you get for FREE when you complete each Season Challenge will finally be added. The other new plays to fill holes are still about a month away.
- GAME DAY PLAYBOOK: We’ll be adding the ability to select which plays you wish to make active/inactive for use in the game to reduce the playbook size of what you use.
- NEW FILTER: The “NEW” filter in the Play and Player stores will actually work and showcase any new inventory that’s available.
- POSITION TABS IN STORE: The position tabs in the Player Trainer will be pushed over to the Legend and Rookie stores to make finding guys easier.
- QC PROMO CODES: Marketing will finally have the ability to give out QC via Promo Codes.
- LIVE LOGGING: We’ll be adding the ability for you guys to submit logs and bugs when the game crashes or hangs — which should help us get a lot better at fixing things down the road.
- STAT-BASED TROPHIES: New in-game achievements for things such as rushing for 200 yards in a game or getting 6 total team sacks.
- NEW LEGENDS & ROOKIES: Another 6 Legends and 3 new Rookies will be added to the inventory to fill out position/type holes.
These new features all fit in with our new desire to concentrate on doing easier things (from a development perspective) that will help improve the overall experience of playing QUICKHIT — low dev impact, big bang for the buck types of things. As stated earlier, the plan is to release this towards the end of March or the first week or so of April.
Dev Diary, News - By Dave - March 4, 2011 - 7:29 pm -
While lacking in the Legend bonus, the QUICKHIT Rookies are often the faves of coaches due to their ability to be finely-tuned and re-named. We’ve received plenty of complaints that the store has been lacking in enough WRs, so with Update 3.3 next week we’ll be offering a new set of Rookie WRs for you to add to your team for some CP. There will be 2 speed, 2 possession and 2 balanced wide receivers that you’ll be able to sign to your team to mold as you see fit. Here’s a look at the new blood:
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Dev Diary, News - By Dave - March 4, 2011 - 5:21 pm -
People have been begging and pleading for a while for new Legends to fill up some of the position/type holes that our current inventory doesn’t fully cover. With Update 3.3, we will finally start filling some of those gaps up as we’ll be introducing 15 new Legends to the Pro Shop. Here’s a look at the first 15 new guys coming next week:
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