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Here are all prior
developments...
Meet
The Neighbours
As the game draws closer to
completion, the selection of promotions has been finalized. Introducing "Maple
Leaf Grappling", which should be a mixture of Stampede's traditional wrestling
and UFC's shoot-fighting. Also new to this game is the electrifying Mexican
outfit "Super Lucha Libre", which is already filling up with masked
high-flyers - such as Rey Mysterio. That brings the total number of talent pools
to 9; covering all the major wrestling nations - no doubt the first game to do
so. Now all that remains is to create 300 characters and fill the damn things!
The
Road To WrestleMania
The biggest development in
recent weeks has been the all-new Career mode. Unlike the original Federation
Wrestling, which was set in stone, your career in this game is completely
unpredictable. Everything is different each time you play - from the characters
you face, through to the matches and angles. That's a double-edged sword though,
because it means all the promos have to be vague enough to apply to whatever you
might be up to! But, all in all, it's much more realistic. The calendar screen
is similar to the timeline from the 2D game; only much more refined. You
progress through the years, week by week, dealing with whatever the booker
throws your way. The setting is very much that of a "work" - as it actually does
matter whether you win or lose. Each win increases your popularity (and
therefore your chances of success in the promotion). Wins are also needed to
keep food on the table if your contract has that dreaded "performance clause"...
Contract Killer
Yes, the backbone of your career
is that all-important piece of paper. As in Federation Booker, wrestlers
have weekly salaries and a time through which that salary applies - but now
things are made even more interesting thanks to the "small print"! There are 4
extra details, which can make all the difference to your life. First is the
right to your image. With it you can have the luxury of dressing how you want,
but without it you're simply a doll to be played with by the booker! It doesn't
have a direct effect on the game, but it can have psychological effects instead
- trust me. I had a superb career going with Ric Flair until the booker forced
me to wear pink knickers and suspenders! All of a sudden it was hard to take the
matches seriously and I suffered a string of embarrassing losses. Speaking of
losing, next up is the performance clause - which could see you losing half or
ALL of your salary upon losing! That can make life very hard if you have a bad
run - so it really makes you care whether you win or not. Finally, there are
health and training policies - which determine how much you earn when injured
and any discounts on training...
Step
Into My Office
Negotiating these contracts is a
game in itself - and not a bad one now that they're fully animated 3D meetings!
Just like some sort of promo, the camera glides to each person and displays what
they have to say. Then, when it gets to you, there are the usual option boxes -
which help you put your demands across. As in Federation Booker, a
contract template is sent your way and you make some optimistic changes. The
booker then mulls it over and tells you if you're being unreasonable. God
willing, after a couple of exchanges a deal will be agreed upon and you're on
your way to work for the company in question! That's the beauty of this game: as
a wrestler you actually get to travel all over the place working for the highest
bidder. These 3D meetings help to convey that feeling to. Your current booker
even stands in the background, paying attention to what's happening!
Time
For A Chat
Contracts aren't the only reason
to step into a booker's office though. There are all kinds of smaller decisions
to make throughout the weeks. You could be asked whether or not you want to turn
Face/Heel, whether you want to become a team/singles wrestler, etc.. It is a
discussion too, because once again the option boxes appear and you can either
co-operate or decline...
Get A
Life
Discussions don't even have to
take place with the booker either. There are yet more topics that can arise in
the locker room, as fellow wrestlers put proposals your way. They might try to
make friends with you by inviting you out on the town - and sure enough, if you
part with a little cash you've got a new ally! When I'm through, there should
also be offers of managing/interfering for a cash bonus...
No
Pain, No Gain
The only problem with these 3D
meetings is that they make everything else look pathetic! Not all the news of
the day needs a discussion, so most reports are like the 2D scenes in
Federation Booker. The biggest casualty seems to be the training screen,
which I'm not entirely satisfied with. The system itself is great - allowing you
train at any one of 5 increasing expensive locations, with increasingly better
results. However, it's just a series of pull-down menus - so it's painfully
reminiscent of a text game. If I get time, I'd like to make training more of an
event...
The
Tale Of The Tape
So what is there to go in the
gym for? Well, most of the statistics will be familiar to anybody that's played
the original series. "Happiness" and "Attitude" are noticeably absent, because
quite frankly they're YOUR statistics! It's up to you whether you're happy with
your career or not, and it's your attitude that guides it. So those stats have
been replaced by the more ambiguous "Reputation" value. This tells the world
what kind of wrestler you are - I.e. hardcore or technical. When I get into
details, the elite promotions will be reluctant to sign garbage wrestlers and
vice versa. That attribute will, of course, be affected by how you play your
matches. Other than that, you profile is basically the same as it's always been.
Everything tends to look much tidier though, with your health neatly underlining
your name - complete with a reminder of your age to the side...
The
Latest Fashions
As the programming work dies
down, I've been able to
spend more time on costumes than ever before. The latest gear includes a great Ultimate
Warrior outfit (complete with little warrior symbols and tassels), a
star-studded Kurt Angle costume, Sgt Slaughter's military uniforms, some Hardy Boyz punk stuff, and the late LOD Hawk's tights and face paint.
Now there's a Mexican promotion, I'm also putting more effort into masked
outfits. Rey Mysterio and Ultimo Dragon are well represented - complete with
great masked faces. Best of all; thanks to the new and improved editor, you can
combine the masks with wild hairstyles and headgear for even greater effect! For
instance, I gave Ultimo Dragon yellow horns and a white Mohican - and it all
appears to be an extended version of the same mask. Elsewhere, there's a new
line of female clothing - which, much to Ric Flair's dismay, isn't exclusive to
females...
Check
Out My Moves
New moves include Ric Flair's
chop, a Dragon Sleeper, a nasty looking Head Smash, a nice Rock Bottom, a messy
looking Pedigree, and a couple of Piledrivers. Most recently, there's also a
good German Suplex and a Back Suplex. Several new aerial attacks have been added
too, featuring every variation of splash you could want - from frog to 450. They
can even be used as running ground attacks, which looks a little odd! Also new
to this selection is Ric Flair's rolling Knee Drop, which looks surprisingly
good. There's an assortment of Elbow Drops too. Unfortunately, since it's all
down to me, the move set is never going to equal that of most commercial
wrestling games. However, I'm pleased to say that all of the essentials are in
there - and the range is already superior to that of Federation Booker...
Attention Seekers
Although I find animation by far
the hardest task, I do seem to be improving with every single one I do. Some
fine examples are the new taunts, which are much better than any earlier ones.
In amongst the usual arm raises, there's a great bicep flex and a realistic
fiddle of the wristbands. I even managed to draw up Hogan's ear gesture, which I
wasn't too confident about. There are even gestures elsewhere in the matches
now. For instance, upon an excruciatingly near fall the wrestlers sometimes look
to the sky and shake their heads in disbelief! It's a really great touch...
Are We
There Yet?
So there you have it; the game
is on the home straight now. All that remains is to pile meat onto the bones.
With that in mind, I must say that the game has ended up far better than I
expected. The matches themselves are as fun as ever, but couple that with the
ultra-detailed career aspects and you've got something very special indeed. I'm
almost reluctant to make the booking game because I seriously doubt that it will
be the better of the 2 games! In any case, it will be time to look into that
soon enough. This one is still a good couple of weeks away from completion yet,
so I'm afraid it's missed the Christmas deadline. It should be available by the
New Year though, and what better way to start 2004?
Previously...
Masters
of the Universe
The biggest development is that
the game has finally started to take its proper structure. Practically all
of the menu screens are done - from character creation, to setting up your
options, to federation/wrestler selection. Although they're quite faithful
to the old 2D game, there are numerous modifications dotted about the
place. Not least the changes that were necessary to accommodate the 3D
graphics. Character photos are now full body shots, which are then shrunk
down to Federation Booker size! It's quite a nice effect, making
the transition to 3D seem effortless. Of course there are 9 promotions
now, so the federation screen has been adjusted too (now presented in a
nice 3x3 box format). The rosters within are much improved too, with a new
55-man format. Coming some 40 men shorter than the rosters in
Federation Booker, you may find that baffling - but rest assured it is
a deliberate decision. I often found the old rosters barely more than half
full, but this new concise format fills out the screen a little more. When
booking comes into it, it'll make you a little more selective too because
you'll only have so much space for talent. If you're worried about the
character count, don't fear. Remember there are 9 divisions now, which
will have a record-breaking 300 wrestlers shared amongst them!
Mouse On The Menu
Not only are the menus done, but they also have a whole new look. The coloured boxes
have been removed in favour of a more graphical style, which is made up of tiny
2D ropes. It takes a bit of getting used to, but it generally makes the menus
look more professional. The mouse control has made a return too - even to this
first arcade game. It was always going to be in the booking game, so it
might as well arrive early to help with things like character creation. A
nice touch in the editor is that the guy follows your cursor around the
screen, as if he's concerned about what you're doing to him! That can
actually get annoying when you want to check out you costume choices, but
all you have to do is click on the guy himself to examine him fully...
Atmos-fear
In addition to
match/gimmick setup and character selection there is now an arena
selection too. It allows you to select from dozens of preset arenas, and
then add in the atmospheres and ring designs of your choosing. Such
options transformed the game overnight and started to make things look
very good indeed. The arena decorations are genuinely different - ranging
from stadium lights to brick walls, and even outdoor locations. The
atmospheres are the real stars though, making even the most similar arenas
feel different. The ring options are just as wide-ranging - allowing you
to change everything from the rope, canvas, and mat colour to the apron
design. The only drawback is that, being 3D, there's not much of a
preview. Like the match setup, you just have to use your imagination to
check that everything's as you want...
Setting The Scene
Speaking of scenery, all kinds of other improvements have been made to the
arenas. For a start, the "locker room" section has actually been kitted
out with a series of lockers to make it look realistic. It's a nice touch
- although you can't tear them up; they're just scenery. Similarly, the
booker's office is decorated with various household items (see Steve
Austin further down). The item options have also been touched up. Most
noticeably, the announcer's desk has joined the selection (although it's
practically identical to the one in Big BumpZ). Best of all: a "standard"
layout option has been implemented, which places all the items in their
natural habitat - such as tables at ringside and regular items littering
the backstage areas. They make the arena feel much more realistic...
Four Weapons
& A Promo
There are also several new weapons - and indeed a new "type" of weapon, which
includes broad things like steel chairs. They work mostly like smaller weapons,
except they have a few dedicated animations for carrying and attacking. The
ground shot is particularly devastating - not least because you can perform
"Con-chair-to's" with any item that's underneath! Another new weapon is the ring
bell, which is strangely reminiscent of the 2D version - and makes a satisfying
'ding' sound...
We Are
The Champions
Naturally, the title belts
have joined the selection too. Being 3D models, they're quite
stiff-looking but they still look great in most situations. The texturing
in particular is amazing. I found a perfect WWF belt image on the net and
within minutes had the thing in the game - looking unbelievably realistic!
You can't quite make it out in the above shot though, because Austin's got
it covered in blood. Unfortunately, being a WWF image it won't be in the
official game - but it could always be released as a mod later. In the
meantime, I'll try to draw some good belts myself. In any case, the real
news is that championship matters have been implemented too - with them
changing hands as you'd expect, etc...
Boxing
Day
One last point about
arenas is that a new steel cage has been created - which is actually a
perspex box! David Blaine would love to get in there for a 40-day Ironman
match...
Dressed To Kill
The wardrobe gets bigger and
better by the day. New costumes include a great Mr. Perfect outfit
(complete with the V pattern on the back)
and Hulk Hogan's red & yellow gear - both
complete with realistic faces too. I
seem to have a thing for nostalgia at
the moment - in particular jobbers for some reason! Other new characters
include The Big Bossman, Virgil, The Mountie, and even IRS?! There are all
kinds of great miscellaneous items too - not least a brand new ref's
outfit, which looks better than ever. There's even a vest variation, as
worn by Sid Justice at Summerslam 91. There's some serious retro action
going on in this game!
Killer Cuts
Elsewhere in the world of
characters, a couple of new hairstyles have been added - which
include much better "Receding" and "Afro" styles, and an outrageous new "Spikey" style! As
you can tell from the above shot, it gives the characters a kind of Japanese
comic look. There's also a new piece of headwear that gives your character horns
- much like Rey Mysterio used to have! It's intended use is for a Jushin Liger
character though, as you can colour them to blend in with any costume...
The Big
Slow
The greatest character
development of all is the new selection of bodies. The range is mostly the
same old story (thin, normal, fat, muscular, etc.), but they've all been
redone to do their job better than ever. The fat models, in particular,
are much improved - not least because there's two of them now. There's an
innocently "plump" model for your Jim Duggans, but then there's also an
"obese" version for Yokozuna-sized creations! I must say it's absolutely
hilarious to see such monsters crashing around the ring - even more so
when you make them 8ft tall!
Make
Your Move
The move list continues to expand slowly but surely - in all areas. Some
new attacks include a nice leg drop, an elbow drop, and a great looking
dropkick. New ground moves include a Boston Crab, a half crab, and an
ankle lock - all of which look pretty good. On the grappling side, a whole range of suplexes
and Brainbusters have been added - from "stalling" versions through to
"snap". They're quite nicely animated, and benefit from the turning system
better than any other move. You can even release opponents over the ropes,
which is a cool way to eliminate them from Rumbles! The "Reverse Suplex"
is especially good for that - and looks nasty too...
Express Yourself
Another big development
is the promo system, which again is very similar to that in Big BumpZ
(just subtitles at the bottom of the screen). They're accompanied by a
dedicated talking animation though, so it's quite a nice effect. The speech of The
MDickie Show simply wasn't an option because of the sheer volume of
characters (and the unpredictable format of the Career mode). I should also make
mention of the addition of facial expressions here. Like the mouth, a
wrestler's eyebrows now vary to make them look either happy or angry. It
happens during promos, taunts, and even submissions. However, it's main
use is for the face/heel system - much like in Federation Booker.
I'm thankful to see it included because, believe it or not, I was
preparing to forget about that feature (I didn't think it would work in
3D). It does work brilliantly though, and helps to portray each character.
The only drawback is that the faces have lost a little of their
independence, because they all have to have similar looking eyes. That
said, they're still more detailed than those we saw in the 2D games...
Kings
of Pop
One sure-fire way to make
your character unique is to affiliate them with a famous musician... Yes,
the CD entrance feature is back and better than ever! Best of all, it
doesn't replace the default tunes - it just adds to them. Browse beyond
the 45 themes that are supplied as standard and you'll enter "CD Track..."
territory - where you can set a number from 1 to 20. When they make their
entrance the game will then throw out that song - and even fade it out
just like an official theme! The system works much better than I ever
imagined. The only problem is that it's a little clumsy. For instance, if
you've got the wrong CD sitting in the drive you'll suddenly be coming out
to soft voice of Justin Timberlake instead of 50 Cent! Worse still, forget
to put in a CD whatsoever and your guy will enter to an embarrassing
silence. At least it doesn't crash in that situation though...
Previously...
Tag Team Turmoil
The team
gameplay, which had just been started at the last preview, has now extended to
TAG teams too. They work as soundly as they did in Federation Booker -
and can once again include up to 5 wrestlers on each team! Surely it's got to
be one of the first 3D wrestling game to do that? In any case, the whole system was a major headache
- especially for the CPU referee - but I'm pleased to say I've knocked it into
shape. In fact, it's much more advanced than what we saw in Federation
Booker. A couple of things were easier this time, such as attacking and
being attacked by the enemy's team-mates - both of which are now perfectly
possible. They even fall off the apron and onto the floor! As ever, the team
formats are compatible with all the match possibilities - so you can once
again cook up your own variations. My personal favourite is a tag team "Battle
Royal"... but we'll come to that later.
Rope Burn
Another
new feature that's evolved since the last update is the barbed wire ropes. They
now do some serious damage - with plenty of scars and blood spurts! Most
satisfyingly, wrestlers thrown against them often crumple into a heap due to the
pain. The feature was so successful that I've also added an
electrified
rope version! This is even deadlier as it can sometimes result in the odd
explosion! The whole feature is very cool, complete with animated electricity
surging around the ring and a nice electric shock sound effect. Now The Rock
can prove that he really is "the most electrifying man in sports
entertainment"! I'm not sure the gimmick even exists in real life, but it was
so easy to add that I just went ahead and did it...
Evacuate
The Arena!
As if barbed wire and electricity weren't deadly enough, the "Blast" gimmick
from Federation Booker is back with a bang! You can once again set a
time at which the ring will explode (and will be showered with random blasts
for the remainder of the match)! As unrealistic as it is, I find these matches
absolutely hilarious - not least because the explosions have improved a notch
since The MDickie Show. They really throw people around now - lifting
them off their feet, instead acting like a minor inconvenience. The referee
being blown out of the ring, just when he's about to land that 3rd count, has
to be seen to be believed! By some twist of fate, the texture is better too. I
simply trimmed the existing one and it became much brighter. It's so simple
that you can get the modified texture
here, throw it into
your MDickie Show "items" folder, and see for yourself...
Life Behind
Bars
All this violence would land you behind bars in the real world - and the
Wrestling MPire is no different. To punish hardcore wrestlers, the Steel
Cage has also made a triumphant return! It is just a "steel cage", as opposed
to "Hell in a Cell", but it does it's job better than ever before. For a
start, thanks to Irish Whips there's one major new way to bang your opponent
against it. Like an item, it even gets stained with blood too! Best of all
though, the inside walls of the cage can now be CLIMBED - just like the video
screen. Naturally, you can launch devastating attacks from up there too - or
you can bring fleeing cowards crashing down to the mat. However, the climb out
victory method is not in effect. I've never felt that gimmick works well in a
game. Hell, it barely works in the real world! In this game, it's basically a
brutal match environment that keeps the action in the ring. That said, you can
combine it with ANY match type and ANY number or format of wrestlers - which
opens up the fun you can have with it. Heard of those 6-man "War Games" tag
matches? Yep, they're perfectly possible and work brilliantly! Another cool
touch is that there a couple of cage variations - from the modern day mesh to
the old school bars. You can even have various colour schemes. Will I extend
the feature to include electrified or burning versions? Don't tempt me!
Get Ready
To Rumble!
The over-the-top elimination method has finally made it into my games! It's a
stipulation, just like KO's and pins, which once set allows eliminations to
occur whenever a wrestler is sent hurtling to the floor. There are so many
ways to throw people around in this game that it works better than most. From
actual moves to messed up moves, stiff attacks (of any kind), flying weapons,
blind stumbling, ground move kick outs, turnbuckle falling... anything's
possible! Better yet, all of the "cheap" methods (such as the actual throw out
command) are cut out of these matches. You can't even climb down to the
outside - you just end up stepping out onto the apron. That said, humans do
have that inevitable advantage over the CPU's (who basically play a normal
match and hope to knock you out). In any case, here's the even better news:
the Royal Rumble format is in! With this option set, 2 guys start and then
another enters with each passing minute - complete with a buzzer sound effect
and excited crowd reaction! Their theme song even plays - it's just like an
entrance mid-match. The camera doesn't stray too far from the action though,
so it isn't annoying. Forget about those 4-man limitations too - this is a
REAL rumble, with up to 30 guys stood backstage waiting for their shot! This
means that Rumbles take their natural course - sometimes having dozens of guys
of guys in the ring (if you're computer's up to it). It also means you can
have those mad clean-up sessions that Hogan and the Warrior used to do! This
format isn't exclusive to over-the-top rules either - you can use it with
absolutely any match type. And I mean "any" match type - even Iron Man and
24/7 (as little sense as that makes)! There are so many possibilities that you
might very well create a match that even I haven't considered...
Poppin'
Tags
The tags that float above the wrestler's heads have returned to this game -
despite it being 3D. They actually look much better, because they're actual
graphics rather than a piece of text. It's the usual story: pointing out who's
Special, who the "Legal" men are, who's eliminated, whose injured, etc..
They're a godsend in the 10-man tag matches, which can get quite chaotic. One
thing that remains a mystery is the health bars. In 3D, the tags are pretty
much set in stone so you can't have the fluctuating bars from the 2D games.
That is you can't have them following the player - they can always be
displayed at the top of the screen, as in The MDickie Show...
Shadow
Boxing
Whilst making the tags, another possibility reared its head: shadows that
follow along the ground! It was very easy to do and turned out to be great.
They're just circles, rather than sophisticated reflections of the player's
anatomy, but they're better than nothing. In any case, they so vague that they
don't get on your nerves. You just spot them out of the corner of your eye,
making aerial attacks and move sequences seem much more realistic...
This & That...
- In addition to flying attacks and stomps, there are now running crushes...
- You can sometimes throw a low punch when you're climbing to your feet (which
stops vultures from waiting to knock you back down again!)...
- You now smoothly step on and off broken items, instead of flickering up
rather abruptly...
- Broad weapons, such as steel chairs, are up next - along with the new promo
system...
Previously...
Something On
Your Mind?
The gameplay continues to shape
up nicely. In addition to grappling at the legs, there's now grappling at the
upper body too - where your opponent can be dragged around by their hair! The
moves are starting to seep in there too. There's currently a tight little
headlock and a choke hold - complete with a satisfying coughing sound. You can
even use weapons during the hold, which looks as though you're forcing it down
the guy's throat! Doing it with a beer bottle makes the Mandible Claw look
"nice". Speaking of weapons, I took the time to add a little feature whereby you
can snatch them whilst crawling around on the floor - just like in real life!
It's good for unleashing hell as soon as you get back on your feet...
Between 'The Rock' and a Hard Place
The biggest development is the all-important pinning system. Even this, as you've come to
expect from my games, is like nothing before. As in real life, pins are
acknowledged whenever one wrestler is lying on top of another. This means
that, in addition to the regular pins, you can also score falls when you've
collapsed or crawled onto a lying opponent! At its best,
it's a very realistic (and useful) feature. It can also be very
amusing - pinning someone "accidentally" has to be seen to be believed! Of
course your best bet is to stick to the regular pins - of which there is the
usual range...
You Screwed
Bret!
The refereeing that counts the falls has also been implemented. It
works very well, with the ref delivering a nicely animated hand to the canvas.
As in Federation Booker, the speed of that hand can be very unpredictable
if you're not in the referee's good books. In any case, the refs are designed to
be controlled by humans too - so it could be you that's doing the screwing!
Speaking of refs, their AI for other things is done too - such as rope breaks.
They've been noticeably absent from previous games, but now a referee will kick
you off if he finds you near the ropes. The stipulation is optional though, so
brawlers needn't fear...
Ring Rust
You'll be glad of rope breaks if you find yourself in a "barbed wire" rope
match! This feature has just been added, which replaces the regular ropes with
jagged metal. The devastating effects aren't in place just yet, but by the time
you read this they should be covered in blood and doing their damage...
Enter The Sandman
Another big development is the entrances, which have finally made their 3D
debut! As in the 2D games, they're 100% controllable and come complete with
theme song and lighting. The system is smoother than ever before, with music
that fades out, name bars long the bottom of the screen, etc..
The Gorilla Position
The controllable entrances in this game are all the more interesting because you
can actually wander off backstage at any time! Hell, the crowd doesn't pop until
you pass the curtain so you can hold up the entire show trying to get some hype!
And if you do look backstage, sure enough you'll find everybody lined up in the
"Gorilla Position" waiting to make their entrance. You can't attack them unless
they've been activated though. Believe me, that's for the best. Left to their
own devices, you could hear dozens of screams behind that curtain before the
first guy has even made it to the ring! Aside from the wrestlers, you can also
find potential "invaders" backstage too. Much like the interferences from The
MDickie Show, they just stand around until they feel like getting involved -
and if they do, you're made aware of it by the same cut-away camera...
When Two Tribes Go To War
Yet another major development is the team system. Whether it's your lowly
manager or your army of tag team partners, you all march to the ring TOGETHER!
Believe me, in 10 vs 10 wars that's a sight to behold! The crowd goes wild
popping for each one too. Even more unnerving is the fact that everybody stares
at the guy making his entrance! From the referee to your various opponents, they
all make you the centre of attention - and won't hesitate to throw you a cheap
shot if you don't keep your distance. (By the way, the guy in the above shot
isn't a giant - he's just stood on a table near the camera!)
Match Made In Heaven
Thanks to the arrival of entrances and the team format, the matches now have a
proper structure. In fact, almost all of the match stipulations from
Federation Booker are present and correct. The system is very similar,
offering you the chance to mix and match the stipulations that create any match.
First fall wins, best of 3, ironman, 24/7, and elimination types are all present
- and can once again be fought just as easily in teams as in singles
competition! The rules are also beginning to appear to - such as falls count
anywhere or only in the ring. Thankfully, the CPU players know how to work
within them too - so they can be trusted to fight sensibly. Time displays and
limits are also in place, which makes everything seem very official. Finally,
the match endings for each type are done as well - correctly identifying the
winner(s) and declaring so on screen. The only match type missing is the
over-the-top elimination and Royal Rumble system - but that's on the cards very
soon...
Texture
Update
The textures continue to improve. I've been drawing up all kinds of leg
variations - including jeans that are so detailed that they have belts, zippers,
pockets, brand tags, and even stitching down the sides! All manner of chests and
arms have also been created - ranging from saggy flesh to toned physiques and
even hairy bodies. Clothing such as t-shirts are now emerging too, and look much
more realistic than ever before...
Welcome To
The "MPire"
The title of the series has been unveiled as "MDickie's Wrestling MPire" - spelt
with a capital 'M' for added gimmickry. All of the games should come under that
moniker in one way or another. Coming up with a name was hard because the game
is set to feature a staggering 9 promotions and talent pools! I couldn't refer
to just one of them, as all the previous "Federation Online" games have done. I
can confirm that Federation Online will still be one of the promotions
though. Two new ones will include a Mexican "lucha libre" style organization and
a UFC style shoot-fighting league (which is strictly tough submission matches!).
The others from Federation Booker may very well return to make up the
numbers. I can't stop having ideas for this career game, and I can assure you
it's going to be very special indeed! Choosing who to work for (or to aim to
work for) is going to be a soul-searching decision as you balance money and
glory with job satisfaction. The WWE equivalent is planned to be an absolute
hell-hole as far as freedom goes, where they decide what you're called and what
you wear! You see, a new development is that the contracts are going to have a
few "clauses" - rather than being a straightforward "salary x weeks"
arrangement. Some companies will pay for your health care and training, whereas
others won't. Some will even ask that you sign a clause that states you will not
get paid if you enter a poor performance! Money is going to be more important
than you perhaps think though, as you need to pay living costs - not to mention
all kinds of luxuries like costumes, weapons, and managers. Even friends will
come at a price because you have to put a certain amount of money aside for
"socializing"! However, if you're under 18 you've got it easy because you live
with your parents. Fully grown adults, on the other hand, are LOSING money with
every week that they're not employed. As detailed as it sounds, I'm hoping all
these gimmicks will add to the fun rather than spoil it. We'll know for sure
when the career gameplay kicks into action over the coming weeks. Watch this
space...
Previously...
Great Ropes
Of Fire!
The whipping system has now been
fully implemented. It's a fantastic addition to the gameplay and works
very well indeed. All the moves you'd expect are perfectly possible - from
momentum grapples to attacks. Better yet, you can also send opponents
rushing towards scenery, items, and other players, for even more
jaw-smashing possibilities! One "item" you won't get an impact from is the
ropes, which catapult the guy right back at you - complete with a nice
bouncing animation. Speaking of ropes, a dangerous new feature is that
they can be set alight just like an item! It's not just for show either -
if you're whipped against them, or even touch them whilst climbing out,
then you'll feel the burn! This game could bring a whole new meaning to
the words "Inferno Match"...
Pulling Your
Leg
The wrestling gameplay is really
starting to take shape now thanks to the arrival of ground grappling. As
in the 2D games, you can grab a lying opponent by the head or legs and
then drag them around the arena as if it was a regular grapple! It's far
in advance of the 2D system, featuring smooth 3D animation every step of
the way. The possibilities are numerous too. Aside from locking in an
actual move, you can also drag an opponent to their feet for a regular
grapple - or simply release the opponent in a better position for an
attack. In team matches, the system could also be used for dragging your
friends out of the firing line. Don't get too cocky though - like a
regular grapple, it's all too easy for you opponent to kick out and turn
the tide...
Throw In
The Towel
Just as much effort has been put into the
ground moves themselves. The very first move is Bret Hart's infamous
"Sharpshooter". That was a nightmare to animate, I can tell you, but
thankfully the effort comes to life on screen. Far from the basic 2D
animations of Federation Booker, the moves now feature smooth
sequences for locking the hold in and releasing it - not to mention
synching back for that all important damage! There are cool little details
all over the place too, such as lip movements on each wrestler, desperate
crawling, and various wrenching speeds. Another nice touch is that the
aggressive wrestler is vulnerable at ALL times. Not only can you kick them
off during the move, but you can also get in while the move is being
applied or released! It's much more realistic than the system in most
games, where wrestlers are frustratingly invincible if you catch them at
the wrong time. You don't always need help to get out though - it's
perfectly possible to kick out yourself. This game approaches it slightly
differently though. As in real life, it's mostly up to you when you cancel
the hold - but your opponent WILL kick out at some point. It's up to you
how long you push your luck...
Monkey
Wrenching
If you only want to lock in a hold for a
short time, you could do yourself a favour by taking a weapon in with you.
Yep, the weapon holding system even extends to submissions! It works
perfectly with the Sharpshooter, as things like the baseball bat hook
nicely through the legs - looking as though it's adding some serious
pressure! It does just that too. Weapon submissions are twice as painful,
and there's an excruciating sound to assure you that it's working! Enough
of that torture and a submission is practically guaranteed - and I'm
pleased to say that the referees are already on top of that. Much like a
KO in The MDickie Show, they kneel down by the victim and listen
out for that all-important scream before calling for the bell. The only
thing missing is rope breaks, but I'm looking into that soon. The plan is
to make them quite aggressive - kicking first and asking questions later!
Take It
On The Chest
The texture breakthrough continues to
show promise. I've finally got the hang of drawing up the damn things, so
they're now more detailed than ever. The latest arms have visible fingers,
muscle definition, and even armpit hair! Accessories such as elbow pads
and wristbands are also much more realistic. Best of all, there's now a
great new body texture - which boasts a realistic looking chest and even
winds round to the back where there's just as much shoulder blade and
spine detail! Unfortunately, it's hard to tell from the above picture
since the JPEG format has blurred out the detail. Anyway, like the arms,
the torso now uses one big texture that automatically paints the back as
well as the front. It's a great development, because it means detailed
clothes like shirts and vests can be applied properly - with a collar that
goes all the way round, etc.. All in all, the characters should be looking
fantastic when the full wardrobe is done - and they should be much easier
to edit too...
Previously...
Flying Without Wings
At the last preview flying attacks weren't
quite finished, but now they're refined to perfection! Well, as close as
my games get anyway. It took a lot of work to get every possible move
working properly with each of the various launch pads - from turnbuckles
and items to the damn video screen! It all seems to have panned out nicely
though, with moves flying and landing realistically in any situation. To
top it all off, there's a great new Swanton Bomb move. That one's so much
fun to use that you find yourself playing Big BumpZ all over again
- deliberately jumping onto items because it looks so cool! I also took
the time to add mid-air collisions to flying crushes too. For instance,
you could also use a Swanton like a spinning heel kick on the way down!
However you use them, another great addition to flying attacks is that
they sense where you target is and slow down to avoid missing it too
drastically...
Any Which Way But Loose
It's no secret that you can throw opponents
all over the arena, but now (as in real life) there's a way to do it more
gently. As in most wrestling games, if you execute the Irish Whip command
near the ropes then you will roll your opponent in or out of the ring.
It's an easier way to take charge of the action, and less painful too -
which is good if you're just trying to keep buddies out of the way. Like
the regular climbing sequences, the animation for these actions is also
very solid...
My Way Or The Highway!
Irish Whips are finally here! Strangely
enough, the manoeuvre has never found its way into one of my many
wrestling games. I always found it a lot of work for something so
insignificant. In 3D it wasn't too bad though, so I finally made the
effort to do it. The feature isn't quite finished yet because I've only
just implemented it. All you can do is send a guy running off into the
sunset - no rebounds, smashes, or returning moves; but that's just a
matter of time. When it's done it should be yet another great way to send
your opponent crashing through an item!
You Can Run, But You Can't Hide!
The cameras in The MDickie Show were
more extensive than most games, and now this game has taken the selection
even further. In pretty much all of my existing 3D titles you'll notice
that the camera likes to point at your guy. Here though, a couple of
variations have been added which are much more static and always face
North. You'd be surprised how big a difference it makes to the feel of the
game. Better yet, there's a brand new angle that strives to contain ALL of
the action in the arena! Instead of "pointing" at one player, it cleverly
finds the centre of the action and zooms out to frame it all nicely. I'm
sure you can imagine how much better that is for multiplayer battles. It's
also good for big matches, like Battle Royals, where you need to keep
track of everything...
Texture Breakthrough!
By far the biggest development is a huge
breakthrough in the texturing of the wrestlers. I'm putting the finishing
touches to a system that revolutionizes the way the 3D models are dressed.
Instead of being painted limb-by-limb, the models can now be fed a
complete piece of clothing that will assign itself automatically! For
instance, instead of texturing each limb in the lower body you just choose
one big texture (like the one above) and each little part takes what it
needs from that. Better yet: the texturing is 2-sided, allowing for much
more detail - such as the costume above that has a separate logo on each
side of the tights. When I get round to it I could also add things like
muscle definition...
Man In The Mirror
The system also means the separate limbs
aren't as obvious, because the textures are designed to flow effortlessly
over the joints (as you can see from the in-game example above). Not only
does this new system end up looking better but it also makes character
creation a lot easier. Much like the preset 2D stuff in Federation Booker, all you have to do is
select the head, hair, body, arms, and legs - and there you have your entire
character! On the downside, such a system doesn't give you as much freedom.
Since the textures will only work for their designed body part, there won't be
the opportunity to mix up your own combinations. However, if there are enough
choices that shouldn't be a problem...
Previously...
Re-runs of The MDickie Show
Love it or hate it, the gameplay from The
MDickie Show forms the basis for these latest projects too. The same
weapon-throwing, table-breaking, body-scarring anarchy is back to fight
another day! Of course the world of wrestling demands a lot of additions and
modifications, which should breathe even more life into the engine. Better
yet, the laws of evolution mean that this game is destined to be superior in
many other ways too - from brand new animations to tighter gameplay, and even
more efficient programming. That's already the case, as loading times are down
even though great new animations are added everyday! My understanding of
performance issues has also stepped up a notch, so this game should be more
advanced than The MDickie Show without being any more demanding...
Sold-out Arenas
Although the arena is based on that from
Big BumpZ, the crowd has been brought in close to the entrance curtain to
form a proper aisle-way - which makes the whole thing look fuller and more
realistic. Practically everything else has been tidied up too, with better
modelling and/or texturing. The crowd continues to be a disappointment though
- especially close-up. That said, it is looking a notch better than it has
previously - and there's nice new fog effect which makes it more atmospheric.
Speaking of the crowd, you may recall that I planned to do a sideways view of
the action - but that has since been scrapped for the traditional "facing the
aisle-way" view. Although the sideways gimmick was a nice touch, it conflicted
with the crowd terribly and became something of an annoyance...
Step Into My Office
Another reason for the perspective change is
that I've added backstage areas beyond the curtain, and they didn't work to
well from the side! As they are they work great though: you just walk through
the curtain and a whole new world is available to you. And, unlike most games,
the process is completely seamless - with no loading times or camera
adjustments. It's like stepping backstage in The MDickie Show, except
there's much more to it. There's the Gorilla Position (so called in the WWF
because Gorilla Monsoon used to manage it), which is like a dark extension of
the entrance walk. Then beyond that there's a huge open space with locker
rooms to the right and what should become an office on the left. Don't judge
it from this early shot because there's a lot of decoration and texturing to
come! Far from a place to brawl, these backstage areas should play a big part
in the story modes of the completed games too - with sequences actually taking
place in the correct room, etc.. As a wrestler, I could even have you starting
in the locker room and making your own way to the curtain Goldberg-style!
Running The Ropes
The biggest task has been to transfer the
action to a wrestling ring. Far from the one-sided stage in The MDickie
Show, this game required brand new animations and programming for climbing
in and out of each side of the ring. The results are great though. Unlike in
Big BumpZ, every effort was made to make the wrestler's movement perfectly
in sync with the dimensions of the ring. Your guy steps between the ropes
nicely before clambering down from the apron. Best of all, there are now
animated ropes too! All they do is shake at the moment, but when the time
comes they'll do whatever a move or action needs them to do - such as
stretching when run against. Yes, Irish Whips will finally make their debut in
my games! I haven't done them yet but they're up soon...
From The Top
There are also new animations for climbing up
onto the turnbuckles. It's a much more detailed sequence than that in Big
BumpZ, whereby the wrestler actually nips behind the ropes and scales up
the side. Once you're up there it's like standing on an item - you face
whichever way you want and launch an attack or hop back down. You can now
taunt and throw weapons whilst up there too!
I Believe I Can Fly
Flying attacks were a last-minute addition to
The MDickie Show, whereas this game is making every effort to tidy them
up for frequent use. Not only have the standing attacks been
revised but there are now flying crush attacks too - such as splashes! They've
only just been added so there're a little rusty, but the system is looking
very promising. You can actually hit items on your way down, which makes for
some painful-looking landings! Best of all, for the hell of it you can rotate
in mid-air - much like in Big BumpZ. It's great because you can create
your own variations of the moves, such as the turn RVD does during his frog
splash...
Do It Yourself
You're not just limited to the buckles either.
Innovative players will find that you can place an item anywhere next to the
ropes and use it to jump down to the outside! Naturally, one of the taller
items is needed to pull it off. Unfortunately, you can't stack the items as in
Big BumpZ (things could get very complicated if I went down that route
in a game like this)...
Meet The Fans
There's plenty of climbing to do outside the
ring as well. You can hop onto any part of the barrier that snakes around the
arena as if it was an item - which gives you even more options in hardcore
battles. You can even step off onto the other side of the barrier and be
amongst the fans! That's not quite as appealing as it sounds though, given
that the crowd looks a little flawed up close...
On The Big Screen
The best outside climbing takes place at the
entrance way, where you can clamber up the video screen just like in Big
BumpZ! And what good would that be if you couldn't jump off? While you're
up there you can launch both standing attacks and crush attacks. You can drag weapons up there with you too - and even drop them to the floor below. Be
careful though: all this monkey-business is dangerous...
What Goes Up...
A lot of work has gone into "fall offs" and
"fall outs" of all kinds. Not only are there new and improved animations for
slipping off items and turnbuckles, but there's also a new system for move
throw-outs. Unlike The MDickie Show, there are ropes around this
"stage" so I had to a put a lot of work into getting moves up-and-over the
side. The result is that any move that lifts and releases an opponent near the
top rope will, sure enough, send them hurtling to the floor in satisfying
fashion! From Powerbombs to Bell-to-Belly Suplexes, they're all working. You
can also topple out with any other type of fall near the ropes - whether it's
a stiff shot from an opponent or a messed-up move. Yes, Battle Royals are
going to be very cool in this game...
Size Matters
Speaking of big matches, I recently had the
good fortune to test the game on a PC superior to my own and the results were
astounding. I had over 30 wrestlers roaming around the arena - with
100's of items/weapons and FULL graphical detail - without a trace of
slowdown!!! My computer can only handle 10 or 15 guys and I thought that was
impressive. I know this news will infuriate those of you that are struggling
as it is, but anybody who bought a computer in the last 12 months could be
tearing the arena up with some truly jaw-dropping matches! However many guys
you send into the arena, one thing you can be sure of is that they'll look
more unique than ever before. I recently stumbled across a nice system for
giving them all different heights in addition to their body shape! It's
already in the editor: you can give them a height anywhere between 5ft and 8ft
and it'll translate into the game almost perfectly. As you'd expect, things
can get out of sync when a big guy performs moves on a little guy (and vice
versa) - but sometimes it can be quite cool, such as a little guy grabbing a
Hurricanranna around the waist instead of the head! All in all, it's a
fantastic addition to the game. It's true potential should be unlocked in the
booking game though - when your 16 year old trainees grow into bigger adults,
etc..
Shadows of the MPire
As with the 2D series, the plan here is to
release two separate games - an arcade game followed by a more sophisticated
booking game. However, I can reveal that the "arcade" game will have a lot
more to it than ever before. Its a little early to get into details, but the
plan is to have a deep, almost RPG-like career mode - where you create your
wannabe superstar and set about making it in the wrestling industry. Not just
one given company though - I'm going to have you starting in backyards or
schools before embarking on a pro career in any company that will sign you!
For the first time ever you'll be able to play promotions against each other
as you find the best deal for you. Some promotions might be big and appealing
like the WWE, but they'll take away your creative freedom and work you like a
dog. Whereas a smaller company will give you a little more respect and let you
work your own style - but are those low pay checks worth it? A very promising
concept indeed. More soon...
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