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    • CommentAuthorlchr788
    • CommentTimeOct 23rd 2010 edited
     
    Hey Dave,

    Nice to see the site updated. Also nice to see you guys are still pluggin away, getting the game out!

    Just a "few" (LOL) more questions please, kind sir:


    1. What are some of your favorite wrestling moves? Say you could pick 5 of them?

    2. How do physics work in the game? Has it been planned out yet?

    3. Can you show us a character selection screen? Pretty please?

    4. What are some of the easiest bugs to fix and what are some of the hardest bugs to fix (in your experience in developing the game)?

    5. What do you want the fans to take from the game? What do you think is gonna stand out about Uprising?

    6. Did you guys mo-cap moves or do you just go by hand drawn animations or both? I know you have worked with "Scotty Mac" so I`m gonna say mo-cap was done?

    7. The WWE Smackdown vs Raw game series is a multi-million dollar gaming franchise, how do you expect to compete with it, are you trying to compete with it? What is your game going to do to standout?

    8. Apologies if this has been asked before but how many wrestlers will be allowed in a Battle Royal or Royal Rumble match? (Once it exists that is).

    9. Will the game have a tutorial mode (kinda like svr 2010 and 2011) or it`s own tutorial scheme or will it just show a controller scheme layout?

    10. What are some positive and negative changes about the game since from beginning of development towards the current development of the game now? Like things you might have lost or are glad that are not in or positive changes that you have made that you feel that has helped the game progress further ahead?

    11. Will the game have a "pause" system?

    12. Were there times that you have just thought "I should just quit"? If so, what things or thing keeps you motivated?

    13. What brands of wrestling do you like to watch? WWE,WCW,TNA,ROH....etc?

    14. Alot of fans like myself think (a playable demo should be out soon) well only you and maybe the crew know why this is not possible yet but my question is can you post a full match for us to check out?

    15. What kind of work are you doing for the game? Can you fill us in on some of the roles you are involved with?

    16. With SvR 2011 getting alot of DLC this year, does it give you guys ideas for future DLC updates to your game? If so, please describe some of them.

    17. Will 4 on 4 or 5 on 5 Survivor Series type matches make it into the game in the future? Are you a fan of those match types?

    18. Do you have to build up finishers in the game or does it play like Fire Pro where you can hit your finisher at any time?

    19. How many top rope turnbuckle attacks will wind up in "Uprising" and what will they be? Like superplex, bulldog...etc?

    20. Nearing release for the game it was discussed you plan on releasing the game via digital download, have you found a distributor for that yet? A sugestion was "Steam"? Is that the distributor you guys are going to go with?


    Thank you for taking the time to answer these questions.
    •  
      CommentAuthorPWX_Dave
    • CommentTimeOct 23rd 2010
     
    Awww man! I just answered all the questions and it said it was too many characters and deleted it!! Damn! I'll try again during the week. Doh!
    • CommentAuthorlchr788
    • CommentTimeOct 23rd 2010
     
    That`s alright, take your time! You can update it as often as you like, work on the game it`s more important! ;)
    •  
      CommentAuthorPWX_Dave
    • CommentTimeOct 25th 2010
     
    Ok, let's try this again:

    1. What are some of your favorite wrestling moves? Say you could pick 5 of them?
    Dave: Sharpshooter, Tombstone Piledriver, Choke Slam, Hart Attack, Doomsday Device

    2. How do physics work in the game? Has it been planned out yet?
    Dave: Only basic rigid body physics for small objects in the first game. We will experiment more with the next game but we don't want to include something that has too much potential for glitches like this:

    http://www.youtube.com/watch?v=Mq8J9PXaZ8Y

    3. Can you show us a character selection screen? Pretty please?
    Dave: Sure! But how about we wait until we have the new character select screen finished with all the new Jesse Justice art work?

    4. What are some of the easiest bugs to fix and what are some of the hardest bugs to fix (in your experience in developing the game)?
    Dave: Easy bugs are the ones caused by simple typos which happen more than you think. For instance, a character might play the wrong animation after he is punched in the head but it's only because the moron designer (me) put the wrong two digit number in a text file.

    5. What do you want the fans to take from the game? What do you think is gonna stand out about Uprising?
    Dave: This being our first little game I just hope fans play it and get a sense that we are onto something special and that the core gameplay shows potential. I understand there are some gamers expecting us to release a massive game better than every other wrestling ever made and that's obviously not possible for us just yet. I just hope they think to themselves, "This game is kinda fun and I hope they keep making more." As a little noob indie studio I'm very proud of what we've accomplished despite our early cocky attitude and years of struggle. And there are some things Uprising offers that other domestic wrestling games don't. From simple things like the unique Hammerlock level with balcony dives, a side grapple position, to the fact that there are no intergender limitations. Female wrestlers can do everything the male wrestlers can do with no limits. Plus it's a PC wrestling game which is very rare.

    6. Did you guys mo-cap moves or do you just go by hand drawn animations or both? I know you have worked with "Scotty Mac" so I`m gonna say mo-cap was done?
    Dave: All animations are done frame by frame by hand. No mo-cap at all. Scotty helped advise as to how a few moves could look better but he didn't put on a mo-cap suit.

    7. The WWE Smackdown vs Raw game series is a multi-million dollar gaming franchise, how do you expect to compete with it, are you trying to compete with it? What is your game going to do to standout?
    Dave: We can't compete on their level. All we can hope to do is carve out a little audience for ourselves and try to offer something different that people will want to play. It's kinda like when ECW started out and they built a totally different audience from what the WWE had. I just hope our story ends better than ECW's did.

    8. Apologies if this has been asked before but how many wrestlers will be allowed in a Battle Royal or Royal Rumble match? (Once it exists that is).
    Dave: We have tested up to eight character in the ring and it runs fine but we won't have any such match type until later games.

    9. Will the game have a tutorial mode (kinda like svr 2010 and 2011) or it`s own tutorial scheme or will it just show a controller scheme layout?
    Dave: The controls are so simple you won't need a tutorial. It will feel very familiar to old AKI fans and even complete noobs to the genre will have a good match their first time out.

    10. What are some positive and negative changes about the game since from beginning of development towards the current development of the game now? Like things you might have lost or are glad that are not in or positive changes that you have made that you feel that has helped the game progress further ahead?
    Dave: Well I'm glad I swallowed my pride and decided to release a much smaller scope game like Uprising first. If I was still intent on my first game having all of the original features and depth as my original PWX design I would never release a game and get it done. So the thing that really helped the game, ironically, was letting go of the grand vision of Best Wrestling Game EVARRRR and focusing our efforts on something a lot more realistic given our experience and budget. That being said, I still ache to think of the plans we cut for career mode and all the crazy match types that we just can't do yet. But if all goes well and Uprising is well received for what it is then we can build our second game on this solid foundation. That's the chance we're hoping to get. I have my fingers crossed we will get the support we need to continue because we want to desperately give fans more and more.

    I'll answer more questions later today. Thanks again!
  1.  
    Will this game support xbox 360 controllers?
    • CommentAuthorlchr788
    • CommentTimeOct 26th 2010
     
    @ MrOpenSource: Yes.
  2.  
    Thanks! :)
    •  
      CommentAuthorPWX_Dave
    • CommentTimeOct 27th 2010
     
    More answers y'all!

    11. Will the game have a "pause" system?
    Dave: You betcha.

    12. Were there times that you have just thought "I should just quit"? If so, what things or thing keeps you motivated?
    Dave: There have been times when everyone around me begged me to quit for my own good. They thought I was hurting myself and going too far. That was hard. But I always felt that I simply made a promise to finish a game and you don't break a promise. Period. What kept me going? Every day I went to the studio I walked up a stairway that I had literally wallpapered with support letters from PWX fans. That kept me going. Even now those support letter sit on my desk next to me as a constant reminder of why I can't let anyone down.

    13. What brands of wrestling do you like to watch? WWE,WCW,TNA,ROH....etc?
    Dave: I can honestly find some fun and entertainment in almost any brand of wrestling as long as the production quality is watchable. It's like music, I listen to everything from Slayer to Glee, so with wrestling I enjoy everything from CZW Tournament of Death dvd's to Wrestlicious. I seriously watch too much wrestling. But if I could only watch a few hours a week it would probably be RoH on HDNet and the Vintage WWE program.

    14. Alot of fans like myself think (a playable demo should be out soon) well only you and maybe the crew know why this is not possible yet but my question is can you post a full match for us to check out?
    Dave: I can but not yet. This is my baby and it just isn't good enough yet. I know it will never be perfect but it needs to be a reflection of the absolute best job I can do at the moment. Like today I noticed our monkey flip animation doesn't work the way I designed it so I just have to fix it y'know? I'll post a screenshot this weekend and you'll see what I mean.

    15. What kind of work are you doing for the game? Can you fill us in on some of the roles you are involved with?
    Dave: At the start of the project I was in charge or raising all the money, writing the design document, managing the crew, quality control, promotion, community management, and general producer responsibilities. These days I'm filling in on a lot of little art and design tasks with the lead programmer. I'm just helping him identify bugs, add any keyframe info to new moves added, make new audio effects as needed, get everything ready for launch, etc.

    16. With SvR 2011 getting alot of DLC this year, does it give you guys ideas for future DLC updates to your game? If so, please describe some of them.
    Dave: You bet! It all really depends on how well Uprising is received. If it does really well then we can hopefully fund the completion of the bigger full version of PWX with all the extra modes and features we had to pull from Uprising. If it just does ok then we'll explore the possibility of of smaller but more frequent updates and expansions. If that's the case then we would divide the updates into smaller themed expansions such as a hardcore update with more weapons and match types, a tag team expansion with more moves and modes, a career mode expansion, online multiplayer update, etc.

    17. Will 4 on 4 or 5 on 5 Survivor Series type matches make it into the game in the future? Are you a fan of those match types?
    Dave: I love those match types and absolutely have them in our development plans. I'd love to get it to a point where we can do these match types online with skill and/or stat based matchmaking filters like they have in Starcraft or Red Dead Redemption. But those companies have more resources than we have so we have to be realistic.

    18. Do you have to build up finishers in the game or does it play like Fire Pro where you can hit your finisher at any time?
    Dave: It's like Fire Pro in that regard.

    19. How many top rope turnbuckle attacks will wind up in "Uprising" and what will they be? Like superplex, bulldog...etc?
    Dave: So far each character can perform a separate weak and strong turnbuckle grapple attack from the front and from the back. Pretty standard stuff; superplex, flipping slam, eye rake on ropes, mudhole stomping, DDT, german suplex, 10 punch and maybe a few others.

    20. Nearing release for the game it was discussed you plan on releasing the game via digital download, have you found a distributor for that yet? A sugestion was "Steam"? Is that the distributor you guys are going to go with?
    Dave: I would love to use Steam but they're ignoring my emails. Don't blame them, we're pretty small right now. I would love to add Steam achievements and take advantage of their platform. Maybe Uprising will get enough attention and they'll start talking to us. So until then we plan to distribute ourselves straight from the PWX website.

    Thanks for the great questions!
    •  
      CommentAuthorfullMETAL
    • CommentTimeOct 30th 2010 edited
     
    (Edit: My bad, I just saw the response in the other thread.)

    So a different question then: have you considered opening a CafePress store and selling PWX-branded merch?
    Like, the X shirt v3 or something...or a "WGU Local 123" union-style supporter shirt, or Tirador-render bumper stickers, etc.