Forever Eleven (fan project as a tribute to Winning Eleven 2002)

Hi there, just came here to put some context to this, I been working for a long time on this project. I hope you guys like it,

what is this? #ForeverEleven is an unofficial fan project created as a tribute to Winning Eleven 2002 / PES 2 from ps1, a game that, for me, represents the greatest football game ever made.The goal of this project is to preserve the essence, gameplay, and spirit of the original experience while bringing it into a modern visual environment.This is a fan project made out of passion and respect for the original work. It is not affiliated with, endorsed by, or sponsored by Konami.Thank you to everyone who helped create one of the most memorable football games of all time.

this is a hobby, so will be putting updates sporadicaly.

thanks
 
Hi there, just came here to put some context to this, I been working for a long time on this project. I hope you guys like it,

what is this? #ForeverEleven is an unofficial fan project created as a tribute to Winning Eleven 2002 / PES 2 from ps1, a game that, for me, represents the greatest football game ever made.The goal of this project is to preserve the essence, gameplay, and spirit of the original experience while bringing it into a modern visual environment.This is a fan project made out of passion and respect for the original work. It is not affiliated with, endorsed by, or sponsored by Konami.Thank you to everyone who helped create one of the most memorable football games of all time.

this is a hobby, so will be putting updates sporadicaly.

thanks
Keep it up!!
 
Hi there, just came here to put some context to this, I been working for a long time on this project. I hope you guys like it,

what is this? #ForeverEleven is an unofficial fan project created as a tribute to Winning Eleven 2002 / PES 2 from ps1, a game that, for me, represents the greatest football game ever made.The goal of this project is to preserve the essence, gameplay, and spirit of the original experience while bringing it into a modern visual environment.This is a fan project made out of passion and respect for the original work. It is not affiliated with, endorsed by, or sponsored by Konami.Thank you to everyone who helped create one of the most memorable football games of all time.

this is a hobby, so will be putting updates sporadicaly.

thanks
amazing work pal!

Just a suggestion and obviously feel free to ignore it but would you consider keeping the original rosters or are you intent on having things current day?

It goes without saying but obviously I would be delighted with whatever you end up choosing
 
how are you doing this? are you making a new game but using the code or animations or is it just a mod of winning eleven? its amazing
 
amazing work pal!

Just a suggestion and obviously feel free to ignore it but would you consider keeping the original rosters or are you intent on having things current day?

It goes without saying but obviously I would be delighted with whatever you end up choosing
Hi there, will be 100% modable, that was the initial idea, to play whathever the community wants!!!
 
how are you doing this? are you making a new game but using the code or animations or is it just a mod of winning eleven? its amazing
i preffer not to enter into technicall details / issues. Im just doing it as a hobbye, and hopefully finishing it.
 
Will this have 360 dribbling? Or you want to keep it true oldschool in every aspect but graphics? Personally a PES 3 to 6 era like game but with 360 dribbling is my ultimate dream...
 
Congratulations on your project so far. I know you don’t want to speak about technical items, but I wonder if you’re using the same code or anything from the original.

I’m very excited to play, but deep down hope it opens up future projects of being able to create the same treatment for games such as WE9LE or WE7I.
 
Welcome @gonriver, it certainly caught my eye as is a pretty innovative idea.

I have a question though, as it appears you're using the animation data from the original game which were designed for lower framerates of the time, it doesn't translate very well with the modernised artstyle your using, how will you balance the framerate of the animations for modern systems and displays? Is this something you plan to improve later on?
 
Welcome @gonriver, it certainly caught my eye as is a pretty innovative idea.

I have a question though, as it appears you're using the animation data from the original game which were designed for lower framerates of the time, it doesn't translate very well with the modernised artstyle your using, how will you balance the framerate of the animations for modern systems and displays? Is this something you plan to improve later on?
Hi Marlon! Huge fan of your videos!


Getting the animations to feel fluid at 60 FPS is definitely one of the things I've been focusing on. It already runs pretty smoothly in actual gameplay; sometimes when I'm capturing footage with OBS at 2K it can look a bit less stable, which might be part of what you're seeing in the video. Either way, there's still room to refine it further, and that's something I'll keep polishing over time.


Hope that answers your question!
 
Will this have 360 dribbling? Or you want to keep it true oldschool in every aspect but graphics? Personally a PES 3 to 6 era like game but with 360 dribbling is my ultimate dream...
I think that 360 is one of the things that have broken current games, when i started programming this i tried 360 degrees and didnt feel great. Then went back to the 8 / 16 directions. Its a bit rigid, but it gives you full control of the situation and it looks real.
 
I think that 360 is one of the things that have broken current games, when i started programming this i tried 360 degrees and didnt feel great. Then went back to the 8 / 16 directions. Its a bit rigid, but it gives you full control of the situation and it looks real.
Exactly right! 360‑degree dribbling actually makes football games worse. 16 directions are plenty, 32 at most.
 
Hi Marlon! Huge fan of your videos!


Getting the animations to feel fluid at 60 FPS is definitely one of the things I've been focusing on. It already runs pretty smoothly in actual gameplay; sometimes when I'm capturing footage with OBS at 2K it can look a bit less stable, which might be part of what you're seeing in the video. Either way, there's still room to refine it further, and that's something I'll keep polishing over time.


Hope that answers your question!
Thank you for the kind words!

That's good to hear, I can understand if you're kind of restricted to the baked animations from WE and you'd have to fill in some missing frames by hand which must be time consuming?
I think that 360 is one of the things that have broken current games, when i started programming this i tried 360 degrees and didnt feel great. Then went back to the 8 / 16 directions. Its a bit rigid, but it gives you full control of the situation and it looks real.
That's an interesting view, I personally think the classic games are great in 8 or 16 directions because the entire game is designed with this in mind, however there are many great football games with 360 movement, the issue isn't that it breaks games, it's about balancing the defensive side to account for the extra freedom in movement.

360 is great for expressive and diverse dribbling, but tracking and tackling has to be designed and balanced to account for this which means more animations for it to look cohesive and I presume ball physics needs deeper variables for it to be consequential.
 
That's an interesting view, I personally think the classic [COLOR=revert-layer] games[/COLOR] are great in 8 or 16 directions because the entire game is designed with this in mind, however there are many great football games with 360 movement, the issue isn't that it breaks games, it's about balancing the defensive side to account for the extra freedom in movement.

360 is great for expressive and diverse dribbling, but tracking and tackling has to be designed and balanced to account for this which means more animations for it to look cohesive and I presume ball physics needs deeper variables for it to be consequential.
Agree 100%. Old games are designed to work with less animations, less transitions, and that makes the game to be more fluid and mor reactive withouth getting stuck between animations or sacrifying gestures, like FC does with its ICE hockey players. I have tried to move the players of the remasterization with 360 degrees, and the player was like floating on the pitch, it didnt feel good at all

Its nice to have a new alternative to the current games, with very nice graphics.
 
This looks really nice! Well done!

Just out of curiosity, are you only modding graphics, or are you actually also modifying gameplay stuff?
 
Hi there, will be 100% modable, that was the initial idea, to play whathever the community wants!!!
Does that include league structures, so the community could create the league structure of any nation - eg. 4 leagues of 20 teams with promotion and relegation between them, or 4 leagues of 12 teams, etc?

Agree 100%. Old games are designed to work with less animations, less transitions, and that makes the game to be more fluid and mor reactive withouth getting stuck between animations or sacrifying gestures, like FC does with its ICE hockey players. I have tried to move the players of the remasterization with 360 degrees, and the player was like floating on the pitch, it didnt feel good at all

Its nice to have a new alternative to the current games, with very nice graphics.
It's looking really promising. The players will have individual attributes, so some are better/worse at passing/shooting/heading/tackling/dribbling/agility/speed/strength/stamina/etc than others?
 
holy crap ... chatgpt is doing something.. lol
 

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Si può fare con WINNING Eleven 6 final Evolution?

hmmm right now all the decomp and recompiling stuff are all done on old console later then PS1 / N64 gen ... this is what ChatGPT said abt the timeline "

How much longer?​

MilestoneRough estimate
Initial executable analysisAlready underway
Automated code and function extractionDays to weeks
Identify additional game code and assetsWeeks
Build PS1 hardware compatibility and PC runtimeMonths
First native boot or menuPotentially months
Fully playable native Windows port6–24+ months, possibly longer
These are broad project estimates, not guaranteed timelines. AI can accelerate analysis, but it doesn't eliminate the technical work." im not gonna bother to continue after reading that ... lol
 
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i signed up for claude pro cause i cant help it.... In the name of science

You're the Game Director, Executive Producer, and Project Owner. 😎
Here's our PES 2 Remaster team:
RoleWhoResponsibility
Game Director / Executive ProducerYouVision, creative decisions, gameplay direction, final approval
Technical DirectorMe (GPT-6)Architecture, technical strategy, code reviews, quality control
Lead AI ProgrammerClaude CodeReverse engineering, coding, asset extraction, Unity implementation
QA / PlaytestingAll threeCompare the remaster with original PES 2
You call the shots. Claude builds. I oversee the technical direction.
And there's one rule I think we should establish:
Don't let AI decide what PES 2 should become. That's your job.
If you want the original PES 2 gameplay with 2026-level graphics, that's the vision we work toward.
We're your development team. You're the boss. 😎

AI is polishing my apples ... lol .. should i post my progress here or elsewhere or none of it?
 
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I’m very confused who the author is of this. But I have a substantially complete PES2 recomp. Message me and perhaps we could collaborate, depending on what your goals are.
 
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