Blasphemywebleed Posted May 31, 2013 Share Posted May 31, 2013 Eep! Not a lot that we didn't expect from the opening post, but the mere fact the diary has started got me very excited. Personally hoping that the switch to new databases will make it more accessible for modders. Link to comment Share on other sites More sharing options...
Psycho Sam Posted May 31, 2013 Share Posted May 31, 2013 I'd personally love multiplayer career mode. Stop making me too excited! Link to comment Share on other sites More sharing options...
Blasphemywebleed Posted May 31, 2013 Author Share Posted May 31, 2013 I'd personally love multiplayer career mode. That could potentially expose my suckyness to the world Link to comment Share on other sites More sharing options...
Psycho Sam Posted May 31, 2013 Share Posted May 31, 2013 That could potentially expose my suckyness to the world Heh. It'd be interesting to see how it would go..., but if that happens, I'd go with my female diary character. I'd love to see women's divisions included. Link to comment Share on other sites More sharing options...
ShadowedFlames Posted May 31, 2013 Share Posted May 31, 2013 I'd personally love multiplayer career mode. That would be interesting. Bonus points for a League-type mode that does all of the stat work and calculations for the commissioner. Link to comment Share on other sites More sharing options...
Clarity Posted May 31, 2013 Share Posted May 31, 2013 Liking the idea of a revamped career mode.. WreSpi2's was a bit... clunky Link to comment Share on other sites More sharing options...
bigtplaystew Posted May 31, 2013 Share Posted May 31, 2013 I just like the idea behind the game being overall FASTER and better programmed. I just bought WreSpi2 a couple of weeks ago and while I certainly enjoy the game overall, going back to it after Adam's more recent releases is a bit of a chore. Going from rookie to legend is a slow process. Having the game run a bit faster will make it a little easier to get through those smaller companies until I get my big break at the cult level somewhere. Link to comment Share on other sites More sharing options...
Ranson Posted June 2, 2013 Share Posted June 2, 2013 Yeah, the main reason that I don't play much WS2 anymore is the lack of multi-advance. Clicking through every...single...day...working or not. I once hurt a tendon. Link to comment Share on other sites More sharing options...
ShadowedFlames Posted June 3, 2013 Share Posted June 3, 2013 Liking the idea of attributes. First real entry in the dev journal and I'm already thinking of how much that alone will add to the game. It's going to be a long summer waiting for this game to hit the market! Link to comment Share on other sites More sharing options...
Mr_Tricky Posted June 3, 2013 Share Posted June 3, 2013 Yeah, that sounds awesome. Traits are something I have suggested for years for the MMA games developed by EA and THQ. Link to comment Share on other sites More sharing options...
Spyridon Posted June 3, 2013 Share Posted June 3, 2013 I always thought that WreSpi2 main problem was not the pace of the game, but the starting all over feeling. Once I had created a wrestler that was the most famous worker in the planet and had 100.000.000.000$ in the bank, I always found it more easy to continued working with him than to create a new guy! Link to comment Share on other sites More sharing options...
pdandy Posted June 3, 2013 Share Posted June 3, 2013 Attributes are one of the things that I thought were very interesting in WS2. So happy Adam is expanding that feature. Link to comment Share on other sites More sharing options...
PFElton Posted June 3, 2013 Share Posted June 3, 2013 OOOOH YEAHHH, TIME-TO-TAKE-THE-MACHO-MADNESS-TRAIT-STRAIGHT-TO-THA-TOPPPYEEAAAHHHH~ Seriously though, hundreds of traits that you can specifically assign to each worker is the very cornerstone of uniqueness for this type of game. As of now, so little seems to separate one from another. What I'm imagining is a Crusader Kings-style trait assignment to define the characters. Hulk Hogan: Charismatic, Brawler, Slow, Technician(I have seen Hulk Hogan demonstrate competent technical ability before, it's there people), Comeback, Politician, Egotist Dean Malenko: Workhorse, Technician, Chain Wrestler, Reversal Master, Resilient, Mic Deaf, Reliable, Menacing Do I have the right idea Adam? Link to comment Share on other sites More sharing options...
Psycho Sam Posted June 3, 2013 Share Posted June 3, 2013 Nice. Link to comment Share on other sites More sharing options...
Adam Ryland Posted June 4, 2013 Share Posted June 4, 2013 Do I have the right idea Adam? Not exactly; most of the items you brought up would be covered by the existing stats (i.e. Chain Wrestler, Resilient, Slow, etc) or styles (i.e. Brawler, Technician, etc). Attributes are enhancements that specifically give pros and cons that go beyond the existing data; items like Comeback and Reversal Master from the list. Link to comment Share on other sites More sharing options...
OctoberRaven Posted June 4, 2013 Share Posted June 4, 2013 Will attributes be selectable (in the beginning, or earnable) for Rookie To Legend characters? Link to comment Share on other sites More sharing options...
PFElton Posted June 4, 2013 Share Posted June 4, 2013 Not exactly; most of the items you brought up would be covered by the existing stats (i.e. Chain Wrestler, Resilient, Slow, etc) or styles (i.e. Brawler, Technician, etc). Attributes are enhancements that specifically give pros and cons that go beyond the existing data; items like Comeback and Reversal Master from the list. Alright, so the stats used in TEW 2013 for workers will also be used in WreSpi 3? Link to comment Share on other sites More sharing options...
Adam Ryland Posted June 4, 2013 Share Posted June 4, 2013 Will attributes be selectable (in the beginning, or earnable) for Rookie To Legend characters? Yes. Alright, so the stats used in TEW 2013 for workers will also be used in WreSpi 3? Some of them will be. Link to comment Share on other sites More sharing options...
James Casey Posted June 4, 2013 Share Posted June 4, 2013 I get the impression that Adam's developing ideas used in Comic Book Hero (where attributes were things like Combat Trained and Detective) and coming up with wrestling equivalents. I'm curious to see how these will differ from the standard attributes, but I guess that's what playing the game will reveal. Link to comment Share on other sites More sharing options...
BobbyRogers Posted June 4, 2013 Share Posted June 4, 2013 So far so good for the first entries. Database management should be easier. Calculations shown should be cool. Attributes sounds awesome like CBH. General feel of game will remain intact, which is great. Link to comment Share on other sites More sharing options...
Blackman Posted June 4, 2013 Share Posted June 4, 2013 I wonder whether it will play as a fighter roleplay, or as a wrestling simulation, the difference of course being that in the latter you will try climbing the turnbuckle, for example, whereas that might not be rational in a fighting game (where you'd just kick 'em when they're down ). Also, in a simulation, you'd make an effort to make the best match possible, or cheat to win. In a fighting game you'd just try to win. Link to comment Share on other sites More sharing options...
PFElton Posted June 5, 2013 Share Posted June 5, 2013 I get the impression that Adam's developing ideas used in Comic Book Hero (where attributes were things like Combat Trained and Detective) and coming up with wrestling equivalents. I'm curious to see how these will differ from the standard attributes, but I guess that's what playing the game will reveal. See, my thing is, I don't know how splitting the slider stats with attributes in the manner I'm understanding is going to pan out. I'm not questioning Adam, and when I'm not being a whiny bitch over something stupid or being a douchebag to him in chat I'm a huge fan of the guy and even after the botched CBH I still have total faith in him to make this work. I just don't know if maybe the system should go attribute heavy and back off the slider stats ala Crusader Kings II. Hopefully Adam will elaborate further in the future, but it's not like I'm going to not buy the game. Link to comment Share on other sites More sharing options...
Derek B Posted June 5, 2013 Share Posted June 5, 2013 June 5th: Auto-Generated Move Sets A new feature that is primarily designed to make life easier for mod makers is Auto Generated Move Sets. In short, this allows the game to create move sets on the fly. The system is quite simple. Each move can be assigned various Cultures (i.e. Western, Lucha, Japanese, etc) and Categories (i.e. Suplex, Brawling, Power, MMA, Comedy, etc), and each wrestler has the same two selections too. The AI can then simply look for moves that match at least one Culture and at least one Category. For example, if the wrestler was set as Western plus Brawling \ Power, and the move Powerbomb was set as a Western \ Japanese \ Lucha and Power, it would potentially be a move he could use (assuming he had the required skills and other criteria). Similarly, someone who is set as Japanese and Martial Arts \ MMA is unlikely to end up using Comedy Eye Gouge (unless it had some very odd settings). Wrestlers can either be assigned their own custom move sets (as they were in the previous games) or to use Auto Generated Move Sets. This takes a lot of weight off the mod maker's shoulders, as rather than having to make countless move sets he could instead choose to make custom move sets for the big names and let everyone else use auto-generated versions, safe in the knowledge that the wrestlers using auto-generated move sets will still act entirely in character. Of course, this does mean a little extra work at the start of the process for the mod maker, as he will need to correctly set up each move and wrestler, but this is a case where a little extra work at the beginning will save a lot of time later on. It does have the big advantage that editing becomes much easier too - as the move sets are generated on-the-fly during matches, altering a move's settings does not require a lot of messing about modifying existing move sets, as the game will automatically take the changes into account when the next match happens. It should be noted that moves can also be set to have no Cultures or Categories; this essentially makes them ineligible for auto-generated move sets, and can therefore be used to guarantee that some moves don't appear where you don't want them. Colour me super-excited for this addition! I've often wanted to do a CV97 mod for WreSpi but the pain of creating move sets was always a massive stumbling block for me. With this it'll be so much easier to create a mod that WreSpi3 should be by far the biggest and best yet, with tons of mods and all manner of awesomeoness. Hooray!! Link to comment Share on other sites More sharing options...
PFElton Posted June 5, 2013 Share Posted June 5, 2013 Colour me super-excited for this addition! I've often wanted to do a CV97 mod for WreSpi but the pain of creating move sets was always a massive stumbling block for me. With this it'll be so much easier to create a mod that WreSpi3 should be by far the biggest and best yet, with tons of mods and all manner of awesomeoness. Hooray!! +1. Except making a mod. That's for Derek B. And Crayon, and Genadi(if he isn't dead), and NWAVs.WWF, and Hive, and the rest. Link to comment Share on other sites More sharing options...
Don Hughes Posted June 6, 2013 Share Posted June 6, 2013 Multiplayer please please please??? Link to comment Share on other sites More sharing options...
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