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ngz999

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Posts posted by ngz999

  1. Combat is turn-based with a strategic edge, as you select which powers or abilities to activate, who to target, where to position yourself, etc.

     

    Sounds similar to Comic Book Hero.

     

    Sometimes I play WMMA5 and pretend I'm a manager. I pick a fighter and develop a gameplan by using the editor to adjust their attributes based on their next opponent - add "Loves to Strike" if I think a striking strategy will be effective, or vice versa. If they win, I distribute some extra points in their character sheet. If they lose, they get nothing. I build my fighters up over time and see how far they can go.

     

    There are so many creative ways to manage a team of fighters... or in this case superheroes. I just don't want to do the battles myself.

  2. Hi everyone,

     

    I'm pleased to announce that I'll be releasing a new game, Comic Book Universe, later this year.

     

    The new game will have a similar flavour to Comic Book Hero but is not going to be a direct sequel. CBH was built around the idea of being a 'career sim' where you took control of a single character, but I felt that that concept was a little too limiting. The new game, CBU, will instead widen the scope and have the player taking control of all the heroic characters. I think this expansion makes for more varied gameplay, better replayability, and allows me to focus more on building a more interesting game world....or in this case, game universe.

     

    I'm not going to go into very much detail now as my intention is to do my usual Developer's Journal a little later in the year; that will be where I'll be going through the various features and concepts and explaining what you can expect.

     

    The game development is already at quite an advanced stage, with it being fully playable and about to go into the beta stage in the next couple of weeks. I'm not going to give an exact release date yet as I want to see how testing progresses, but I can say that I'm working towards having it come out in the late summer of this year.

     

    You can expect regular updates over the coming weeks as we build toward release, and a dedicated CBU forum will be opening in the near future. If you have any questions or comments in the meantime, feel free to use this thread.

     

    You asked for questions. I have one.

     

    What do we do in this upcoming game?

     

    I liked the characters from Comic Book Hero but the fights were repetitive and the world never changed. The goal was just to increase arbitrary numbers by doing the same thing over and over. The best thing about TEW and WMMA is how the rich game world changes over time - very dynamically, either influenced by the player or by itself. Often I'll sim games without even playing, or tinker with the editor and see how it unfolds. Manually pressing "punch" and "kick" to battle in a text based game wasn't interesting for me, so I hope it's more of a managerial sim.

  3. I have played this game for thousands of hours. In every match I've ever booked, I look at the Dirt Sheet and seen I've been penalised for match length. It doesn't tell me whether the match was too short or too long. It doesn't tell me why the match length is wrong. It doesn't tell me which factors affect this rating. No matter what the match length is, it's wrong. Always.
  4. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Daffanka" data-cite="Daffanka" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50392" data-ipsquote-contentclass="forums_Topic"><div>One of the weaknesses in the game, once you've played long enough, is that the engine is still quite limited in the kind of fights it can produce.<p> </p><p> In an ideal world, WMMA6 would account for stances, stylistic habits, have a much more thorough representation of conditioning, momentum, accumulated damage, and the mental side of fighting. You can't really have a fight like Gaethje vs. Ferguson happen in the engine because it doesn't really differentiate between different styles of striking or account for someone like Tony excelling when he feels himself, and not doing well when he can't get going. A lot of the time your imagination has to fill in the blanks.</p></div></blockquote><p> </p><p> All of those things are already in the game. Conditioning as in stamina is available as a stat, plus resilience to represent how long it takes to recover after a fight. Momentum is the fire icons on the fighter's profile. Inconsistent fighters like Ferguson are represented by the consistency stat. Stances for orthodox/southpaw exist already and others which could improve elusiveness or kicking accuracy (such as Stephen Thompson or Michelle Waterson's karate stances) can be simulated via the footwork/feint/kicking stats and the martial art textbox will allow you to type any stance from white tiger kempo to crane, and it's right there on the screen when they fight.</p><p> </p><p> WMMA5 will still be entertaining for me for many years. There are some things I'd add or change (let me completely remove the recovery period after a fight and remove the notice period before a fight, revert nerfs to in-game editor, let me edit the fight commentary text, give me UFC 1 rules) but I can live with the shortcomings. TEW is the franchise people should be worried about. Any sequel is likely to be based on the TEW2020 engine which has been an unmitigated disaster in terms of UI, products, popularity gain, harsh penalties, segment/match ratings, AI booking, in-game editor, gimmicks etc. It is simply not fit for purpose and probably never will be, so building upon TEW2016 would be smart. That said, there are a couple things the old engine couldn't do, such as playing as a developmental territory. I think most of the fans would be happy with tweaks and updates to TEW2016 released as a new version but I don't think management would swallow their pride and allow it. So if they won't build on TEW2016 and players don't want TEW2020, it could be the end of the series.</p>
  5. Can you link a few IRL examples of 10 minute menace angles? Keeping in mind that menace is defined as "how menacing the worker looks" by the game. The moment Undertaker grabs a mic, he's no longer being judged on menace. So these segments should be 10 minutes of a wrestler solely looking intimidating.

     

    The time doesn't really matter. Important point is that the angles should be long enough to count towards the show rating.

  6. I've seen several matches in BCG where Funakoshi has been rated 90+. BCG's product rates on a 65:35 split in favor of performance. Funakoshi's popularity in the region the show was held is 65. So using those numbers, for him to reach a total score of 91, his performance part would have to grade out to well over 100. Seems strange.

     

    Another example I'm getting is Sean McFly in CWA. He's consistently being rated in the mid 60s for me, and his popularity is 80. So taking into account their product, for him to get a total of 65, his in ring performance would have to be in the 40s.

     

    Both these examples it seems to me like it's giving me the grade for in ring performance only (Funakoshi 91, McFly 65) and then factoring in the popularity later behind the scenes.

     

    An individual wrestler is only half the match. The other half is their opponent.

     

    There are many other factors that add to a grade - momentum, gimmick, road agent, commentary, morale, etc.

  7. I am pretty sure I have had DBs with over 4k workers and 250+ promotions in 2016. I might be wrong and thinking of 2013.

     

    Possible but if you have 100 inactive promotions and 1k inactive wrestlers, it will probably be fine for a while. One of the reasons my game crashed with 244 promotions and 2789 workers is because so many of my promoters were active AND using a touring schedule. Instead of the default one show per month, most companies were doing three shows per WEEK. Just tracking all of those results must've took up a lot of space.

  8. I created a promotion for every region. On the default 2016 database it worked okay, when I tried to run it on the 1997 Cornelleverse mod it crashed within one year. The 97 mod starts with 2789 workers in the database, default has 2363. They both run fine on base settings but when you try to add to them the combination of new characters generated as referees, road agents, commentators etc, will bring the whole thing crashing down. Staying under 3000 workers seems highly advisable, especially if you have lots of promotions too.
  9. <blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="d12345" data-cite="d12345" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="50247" data-ipsquote-contentclass="forums_Topic"><div>To be fair Eye Candy and Hardcore matches should be penalized in late 90s WWF.<p> </p><p> Those matches would <strong>NEVER </strong>get a 5* rating or anywhere close.</p><p> </p><p> Look at it like this, if you main evented a PPV with those match types would it have gotten a great rating?...</p></div></blockquote><p> </p><p> ...you think Austin vs Hart at WM13 wasn't a hardcore match? It was weapons heavy and one of the best matches in company history.</p><p> </p><p> Eye candy matches never approached five stars but that's not because they weren't accepted by the fans, it's because they weren't good eye candy matches. There shouldn't be any penalty to them in Attitude Entertainment.</p>
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