It sounds like we’ve nailed a significant performance upgrade since the last update. Kudos to our art and programming leads for taking the code and assets out back to the woodshed and whipping it all into much better shape. While it all looked pretty damn sexy, we had to bite the bullet and dial back some of the settings especially when presenting the player with things like Titantron real-time camera coverage in game. Add to that an arena full of animated crowd members and some of our customers’ workstations were starting to chug at higher settings. Fingers crossed that the frame rate improvements we’ve seen in our recent testing carries over to the rest of you 🙂
Take a look at the new stage design we have in development and you’ll notice something. A few things, actually. I’ve always been a big proponent of offering gamers a reason to leave the traditional play area. There has to be a unique and compelling reward for leaving the relative safety of the ring area. And that’s why when you look at the new stage area you’re going to see some pretty tall things that look suspiciously like they can be climbed along with some platforms that appear as though they could be broken through. Of course, we always try to leave just enough room for a future table or two as well…
Naturally, we have a ton of core gameplay to be developed before we can add backstage areas to Pro Wrestling X. But the good news is that there aren’t really any serious new game mechanics that need to be developed outside of just building the levels and backstage areas themselves. We’ve had some early discussion about such areas and we’ll probably start with a relatively large common area accessible from the stage area that then branches off to other areas from there with as much pre-loaded as possible. You might have even noticed in our recent stage design that we’ve included a temporary cage door to act as at least one backstage access point.
In the meantime and in between time, that's it, another edition of Wrestling Gamers United.