I remember reading moves having variable and % implications between wrestler attributes. Can you shed some light on what kind of equation is going to be used? In my mind the variable damage from each move outcome would be somthing like EX: Body Slam
N = stamina(X)Def. stamina(X)Power Attribute(X)Body Defense(X)execution
with the range of N being Lowest(defensive scores inverted for the equation)
N = stam .01(X)Def. Stam .01(X)Pwr .01(X) Body Defense .01(X) execution .01
and if the maximum of N(body slam damage) may be 1/10th of the wrestlers health the result of the equation would equal whatever % of that possible 1/10th.
This would make under perfect conditions the result of the equation equal 1, and take 1/10th of the opponents energy.
All kinds of results would be calculated the same way, submissions (add a time variable), pins, weapon hits, ect.
Does the PWX team have somthing else in mind for each move? And how will pins work in the system? Is my idea functionally able to be implemented?
As someone who's made attempts at creating those types of formulas, thanks for taking the time to take a shot at it that shits hard. How would your execution variable be determined?
No prob, sadly this is my only creative outlet at the moment so I find myself relating everything to a damn wrestling game engine. Execution is an iffy subject. I would like to see a precision timing based structure that can calculate a very precise button strike but Im not sure if thats even possible. And the PWX team is going with a rockpaperscissors system. I do think some sort of execution factor needs to be implemented just to add to my thought that the legs of a great wrestling game needs to have its roots in a competitve based system that creates a hierarchy between novice and expert players. There is definitly ways to implement some sort of execution variable he way PWX are doing things but this stuff might not be one of their immediate concerns. If move animations are interactive perhaps a basketball game shooting arch kind of execution where you would release the "slam" button at the peak of lifting the opponent in the air to get the best results.
Hey, I hace been the wrestling engine obsessed guy before, trust me. The only issue I have is that slams will be obvious and easy to time compared to more in depth grappling moves, and I worry that will give certain moves an accidental advantage over others. Then again maybe that'd add to the sim feel.
When we designed the stats/attributes/damage system we looked to Fire Pro for inspiration. And then we fell amazingly short. Seriously though, our system (as designed) call for each move to be given a base damage level. If the move succeeds the final damage is calculated by adding, subtracting, and multiplying the various modifiers available. These include everything from body part attributes and special skills to the player's current health level and other abilities. Our system (as currently working) only takes into account the base damage. We've got a long way to go to get it to the level we are aiming for but we're getting there.
To address the button timing issue you mentioned, we can in fact instantly interrupt and/or blend animations with a button press. However, we have to really struggle with our animation exporting process to allow this in the engine. It works, but the file sizes for animations exported this way increased up to 200% and can take anywhere from 2-45 minutes each depending on the length of the animation. So what I'm trying to say in as long winded of a way possible is yes, we can do that :-)