Since our last update we’ve been focusing more on improving gameplay and the general coding end of things. So please don’t expect a ton of new art content in the next update as this one will be addressing mechanics, bugs, glitches, etc. as well as testing new code as we always like to give you guys something new with each update even if it’s a little thing.
All bug and glitch hunting makes a programmer a dull boy so he’s gotta stretch out every now and then and test some new theories. We expect to be testing this new update soon so keep your eyes peeled here and other social media for news.
Of course, our artist likes to keep busy as well so even though this next update will be more about coding improvements you can expect to see a few new things here and there in terms of art and animation. One thing that the artist just submitted was a new animation we can use to deepen gameplay by introducing strike counters. It looks pretty bad-ass so my fingers are crossed our programmer takes the bait and we see in the next update heh heh.
Question of the Week
Since we’ve recently introduced grapple reversals and are about to build out strike counters as well, the crew has been discussing how to best handle counters and reversals to reward skill but still keep an element of random momentum shift to always give even the most outmatched player a shot of a comeback. Our artist pointed out how the AKI game would use random reversals to prevent too much of a squash match.
What game do you think best handles counters and reversals and why? Thank you for your input as we build out this feature!
Quote of the Week
“I’ve missed more than 9,000 shots in my career. I’ve lost almost 300 games. 26 times I’ve been trusted to take the game’s winning shot and missed. I’ve failed over and over and over again in my life and that’s why I succeed.” – Michael Jordan
In the meantime and in between time, that's it, another edition of Wrestling Gamers United.