Not signed in (Sign In)

Vanilla 1.1.2 is a product of Lussumo. More Information: Documentation, Community Support.

    • CommentAuthorExor
    • CommentTimeNov 23rd 2007
     
    Welcome to Wrestling Gamers United Newsletter #298


    1) "Just ship it in debug"
    2) Fire Pro Returns, good news?
    3) We got Mod
    4) Link of the Week
    5) Question of the Week


    1) "Just ship it in debug"
    **************************

    *nerd alert-development talk ahead*

    So a few things re-designed this week. We way underestimated the complexity of our irish whip
    design. Ideally we wanted to give you the ability to irish whip in any direction. We had it
    working so that you could but quickly realized that we needed more irish whip animations to
    blend between depending on which direction you were going to whip your opponent. We also
    needed to add the ability to rotate while in a grapple so the position could be set during the
    irish whip animation. If we didn't do that the opponent would suddenly adjust his direction
    after leaving the irish whip and entering his running animation. It worked, but looked
    funny as all hell. So what we decided was that for now you could whip your opponent in
    one direction which would be directly behind you. It looks the most natural. The whip
    would auto target the nearest rope or turnbuckle angle in that direction and rotate subtly
    during the irish whip so that as soon as the opponent was running on his own he would be
    facing the exact intended direction. If you want to aim your irish whip, just rotate while
    in the grapple before hitting the irish whip button (which is also the run button). This
    solution is the best functioning and best looking one for the time being. What we'd like to
    do next is add all the required animations to allow you to irish whip in any direction
    without rotating in the grapple first. That would take about two weeks of R&D and animation
    to get it working perfectly. Four weeks at most depending on if irish whipping would be
    possible from all grapple positions or not. And for those wondering, irish whips use the
    same targeting mechanic as running in that while in the ring you will target either the
    ropes or turnbuckle depending on your direction input. While outside the ring you target
    either parallel to the ring aprons or diagonally. You don't target the ring posts while
    outside the ring. Also, as per everyone's input you simply drop the weapon you are holding
    if you press run.

    We're also looking at whether or not we want to get fancy with our springboard and
    diving through/over ropes flying moves. We have a flying system working perfectly but it
    requires that the animations be chopped up so you can target the distance and rotation of
    your opponent. However, for a move like a plancha to the outside we don't want the attacker
    to rotate and change direction once clearing the ropes, that would be odd. But do we want
    the attacker to adjust his distance to target an opponent on the floor? We thought we did
    but then we looked at a few different games. Fire Pro takes the harshest stance it seems
    and your opponent has to be in just the right spot or you'll miss. Same with No Mercy. You'll
    fly right over an opponent if he's standing too close to the ring. It seems the distance
    in these moves is part of the animation and there is no distance tracking at all. I wonder
    if that's the way we should do it or not? We've been asking some people to take a look at
    some Uprising gameplay footage and one concern that popped up was that our flying moves using the
    auto tracking system don't always look natural if the opponent is too far from the perfect
    spot in either direction. This is something we want to address when we get the chance.
    Personally, I would rather have auto tracking flying moves that looked a little bit unnatural
    at times than hardcode the distance for flying moves just so they looked perfect every time
    at the expense of rarely landing them. But that's my opinion.

    Yesterday we worked out the grapple system some more. We looked hard at how we want apron
    grapples to work. The way our grappling works now it requires an initiate animation from
    the attacker and defender and it just isn't giving us the results we want. It seems the
    only way to make it work the way we want it to is to blend the defender up to the grapple
    loop animation if the grapple is successful. It means a bit of sliding will occur if the
    • CommentAuthorExor
    • CommentTimeNov 23rd 2007
     
    defender is at the outer limit of the acceptable range but it the action will flow much smoother.
    Today we'll know for sure if we're on the right track. We're tweaking the apron grapples
    and if I see a perfectly executed powerbomb from the apron to floor I think we'll apply the new
    grapple system across the board to every situation. Fingers crossed...

    So I'm happy that we've even made it to the point where most critical game mechanics are
    solved and we're throwing in content. What we need to do in the next few weeks is compose
    a roadmap of where we want to take development from here. This something I know other people
    would like to see so there is total clarity with regard to the future of PWX.

    Who knew it would take this much time and effort to get this far? I'm not complaining because
    the truth of the matter is we made it this far regardless. And where we are is a pretty
    sweet foundation. It definitely wasn't a straight or uninterrupted line from point
    A to
    point B though. It reminds me of a saying my daughter learned in school this week:


    "You can't control which way the wind blows, but you can adjust your sails."


    2) Fire Pro Returns, good news?
    ********************************

    Fire Pro Returns has hit the shelves (in most places) and early numbers show it doing upwards
    of 5000 units sold in it's first week. This is good! The Fire Pro Returns board on Gamefaqs is
    also in the number two spot (as of today) and that shows a huge amount of support for an alternative
    to the WWE games. Nice! We're watching Fire Pro Returns' progress closely because it's
    success or lack of it will play a big role in how PWX moves forward. I'll be honest, if
    PWX only sold 5,000 copies we'd be bankrupt. I'm really hoping Fire Pro Returns can crack
    the 50,000 unit mark. If it doesn't its going to be pretty hard to sell publishers and
    investors on PWX. Fire Pro is miles ahead of the core PWX so far in terms of AI and character
    customization (for now) so if it can't sell a respectable amount of units at a budget price
    on one of the most popular consoles in history...we'll need some serious new strategy for PWX
    to have a chance. From what I hear Smackdown vs. Raw 2008 on PS2 has sold something like
    200,000 units so Fire Pro Returns is doing at least 2% in comparison which is actually
    pretty respectable for a game with no license, zero marketing, 2D graphics, etc. Then again,
    that first week of sales is actually including all of the pre orders since they became available so
    it's not likely indicative of what next week's numbers will be. You could debate the significance
    of the numbers all day but in the end we just have to wait and see.

    Go Fire Pro...go Fire Pro...don't make Dave look stupid...er...


    3) We got Mod
    **************

    Moderating a forum is a time consuming and thankless job. So we don't want to do it anymore! Ha!
    Luckily, we got an offer from a great guy to help mod the forum for us and we expect to have him
    set up and running mad with power before long.



    4) Link of the Week
    ********************

    Add this to my Christmas wish list:

    http://www.amazon.com/NITRO-Cologne-Championship-Wrestling-TOILETT/dp/B000T89G26/ref=sr_1_1?ie=UTF8&s=hpc&qid=1195584326&sr=1-1


    5) Question of the Week
    ************************

    This week's question asks how you think certain flying moves should work. Auto target or no
    auto target? This is you chance to affect a critical game mechanic so let us know what you think!

    Discuss here:

    http://www.prowrestlingx.com/forums47/discussion/258/question-of-the-week-298/


    In the meantime and in-between time, that's it. Another edition of
    Wrestling Gamers United.

    Thank you for your support,
    Dave Wishnowski
    •  
      CommentAuthorZin5ki
    • CommentTimeNov 26th 2007
     
    [quote][cite] Exor:[/cite]
    We way underestimated the complexity of our irish whip design. Ideally we wanted to give you the ability to irish whip in any direction. We had it working so that you could but quickly realized that we needed more irish whip animations to blend between depending on which direction you were going to whip your opponent. We also
    needed to add the ability to rotate while in a grapple so the position could be set during the irish whip animation[/quote]

    No mention irish whips outside of a grapple. I'm not going to pay a penny for another AKI game.
    •  
      CommentAuthorPWX_Dave
    • CommentTimeNov 26th 2007
     
    No mention of it just because we don't have it working yet. Once we've got a basic irish whip from grapple working perfectly then we can experiment with no no-grapple version.