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      CommentAuthorfullMETAL
    • CommentTimeSep 4th 2010
     
    Welcome to Wrestling Gamers United Newsletter #443

    1) Delirious
    2) Grappling Updated


    1) Delirious
    ***************

    Hey guys!

    I'm just coming off a great high of completing another monster task towards the release of Uprising. The lead programmer and I have taken things far past our previous build of Uprising and the roster is finally starting to behave like a group of individuals rather than a group of skins over the same wrestler. For the last few months we deliberately stuck with just one main move list so we could focus on getting each and every situation to work properly. Now that things are tighter (looping animations actually synch between players properly EVERY time...buh bye buggy grapples!) the flood gates have opened and the animations are piling in. And they're piling in properly, no more hacking it together move by move. The only bump we ran into was the need to rethink our grappling system due to some poor animation planning. Which leads me to...



    2) Grappling Updated
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    We simplified and updated our grappling system a bit this week. Partly because I always strive to make things easy and intuitive, and partly because some of my grappling animations are borked. Timing based special moves will have to make way for an AKI/Fire Pro compromise. Let's hope it's a case of things working out for the best in the end.

    So what we have now is a system where the A button is generally always striking and the B button is generally always grappling. Add to that the premise that tapping a button usually performs a weak version of an action and holding a button usually performs a strong version of an action and you can see the AKI pedigree in the PWX DNA. Once in a grapple (strong grapple for example) you can attempt a move from an even stronger tier by pressing A+B in that state instead of just A or B seperately. If you played Fire Pro on the Game Boy Advance this will seem familiar to you.

    Simple. Efficient. Intuitive.

    Back to work...


    In the meantime and in between time, that's it, another edition of Wrestling Gamers United.
    Thank you for your support,
    Dave Wishnowski

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      CommentAuthorZin5ki
    • CommentTimeSep 5th 2010
     
    I'd be happy to see an analog stick grappling system trialled as an optional patch. It's quick, straightforward and already popularised by the SmackDown games. After all, dual analog sticks have become the status quo for contemporary joypad design — even the cheap unbranded models feature them.
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      CommentAuthorPWX_Dave
    • CommentTimeSep 7th 2010
     
    True, dual analog is common but we also have to keep in mind that many people will not have game pads at all and whatever control scheme we use needs to port over logically to keyboard as well.