Welcome to Wrestling Gamers United Newsletter #317
1) Thank you, Yukes! 2) Here we go again 3) Link of the Week 4) Question of the Week
1) Thank you, Yukes! *************************
Yes, thank you!
Thank you for conducting our play testing and market research for us! I'm referring to the admittedly exciting new create-a-finisher feature announced for the next Smackdown vs. Raw game from Yukes. It sure looks pretty, the way you can chain together animation segments from one position to the next to create a custom move from a grapple position. I'm really interested in seeing what gamers do with this feature and how big of a hit it becomes in the community. Gamers have been asking for create-a-move since the dawn of wrestling games it seems and finally we'll be getting our hands on it.
We experimented with the core of a similar system when we began building Uprising on a the new engine a year ago. We we're able to accomplish exactly what you've probably seen already in those videos from Yukes:
http://youtube.com/watch?v=3j4RqJsJLz4
We used an Angel's Wings variation and split the move up into more than one sequence so that we could later come in and splice either reversals or entirely different moves after what we called the "set up" portion of the move. I'm happy to say that the multi-sequence move animation worked and we rested comfortably in the knowledge that when we wanted to all we had to do next was build the user interface and bingo! We'd be the first to offer create-a-move.
So yeah, I could be bummed that we got beat to the punch by Yukes on this feature and it will certainly send us back to the drawing board to think up new innovative features that can set our games apart. But (on top of have much bigger things to be bummed about) we might as well let Yukes risk their time and money on the create-a-move feature and see if it's worth pursuing.
Just please please please don't let Yukes come out with create-a-urinal before we do...
2) Here we go again ******************
We're back to slogging it out and waiting for $$$ again. Gee, we aren't used to this at all are we? I've been working non-stop since last week on getting our shit together and either releasing Uprising to a traditional distributor or giving the damn thing away ourselves so we can move on. I know our plight isn't unusual in this industry as I was talking to another developer that recently finished a game for Live Arcade. It's been three months since the game was completed and it still isn't scheduled for release and in the meantime the developer isn't getting paid a dime. So here is this studio that just finished a great little game that will surely make them and Microsoft some good money once it's released but in the meantime they all have to take temp jobs move back in with their parents. It's more common than you'd think.
On a positive note, we have received an offer to do an additional free game for another Canadian television show so that will surely help keep the studio healthy but it's also a long way off.
So for now it's back to the funding applications and ever-so-delightful budget templates. Who am I kidding? Friggin' lucky to live in a country where I even have the opportunity to fill out these applications.
3) Link of the Week ********************
This link is for everyone who understands why this link is so cool:
http://youtube.com/watch?v=6uHoKEsVIHg
4) Question of the Week ************************
Honestly, this is pro wrestling where retirement has an average shelf life of about two weeks. Did we really see Ric Flair's last match at Wrestlemania?