Dave Interview #3
Shi-yu: First off what have you and the staff been doing?
Dave:I've been working hard securing the business
end of things and properly oursuing financing
for the project. I've begun the process of
incorporating the WGU as a software
development company and the amount of work
involved in that has been overwhelming.
I've also been heavily involved in the
planning of PWX's career mode with the
creative team in Los Angeles, Alek, Jess, and
Mel. We've been throwing ideas back and forth
for months and now it's finally taken on a
form we're all happy with. Alek has been in
almost daily contact with me and we've made a
lot of progress on how things will likely
work.
The artists I have with me in Vancouver have
been modeling more wrestlers as well. Tirador
is nearing completion as well as another
member of the roster that hasn't been
announced yet. Concept designs for arenas have
also been completed and more are in the works.
And possibly the most important bit of work
is well under way and that's the actual menu
options. Everything in the menus will pretty
much tell you exactly what we have planned for
PWX and many of it's ground breaking features.
But I have to say that the main focus of my
attention in the last month has been properly
running this project as a business and going
after investors with a passion. Luckily for me
and the project I have some very qualified
help in that area.
Shi-yu: wow, how far off is the next update to the site?
Dave: I'll have a new design of Jessica's for
everyone on Friday Jan. 10th. It's a great new
character and I'm dying to get a t-shirt for
myself like the one Jess designed for this
wrestler. Jess has been doing an outstanding
job of bringing original ideas to PWX.
Shi-yu: Nice to hear. Will there be any new animations
added to the site anytime soon?
Dave: Possibly, but I don't want the crew doing any
unnecessary work until they know for sure what
format the animations will have to be in for
the game. You see, any animations they do
before the programming starts will have to be
redone in the proper format. The animators on
the PWX crew worked really hard on the
animations you've seen so far and they've done
it all for zero pay. I hate to take advantage
of them and demand more animations when
they'll have to redo them all again later on.
That being said, they have told me they would
like to animate the new models just to show
them off so it may still happen that we see
new animations before full time production
begins.
Shi-yu: Speaking of pay are you any closer to getting
some?
Dave: Yes. A new investor has been approached and
based on our initial conversation is willing
to talk further about full financing of the
project. I'm very positive about this person
and I'm in the process of preparing a detailed
business plan for his benefit.
Shi-yu: Have you been to our messageboard recently?
Dave: I try to visit every day to see what the fans
are talking about.
Shi-yu:Ok, good to hear because there are a lot of
good ideas on there and I would like to get
your comments about them and if in anyway
shape or form they're a possibility for one of
the first 2 pwx games
Dave: Sure. What ideas in particular are you
interested in knowing more about?
Shi-yu: I'll just start at the top of the board and
pick out the most interesting. First off is
there any plan for multiple outfits?
Dave: You mean multiple attires like how No Mercy
had four per wrestler? Yes, absolutely. It
seemed like an obvious feature to me.
Shi-yu: Just making sure, Did you see the post on
tweaking moves? If so what do you think of the
idea.
Dave: Personally I think the ability to tweak moves
mid-animation is wonderful and would add a
deeper level of variety to gameplay. My only
concern is with how such a feature would be
done technically. I found the similar approach
used in Giant Gram 2000 and Legends of
Wrestling to be a bit cumbersome and resulted
in a somewhat jerky animation. However, I
think a comprimise could be made if the move
"tweak" was determined at the beginning of the
animation instead. Thanks to this idea on the
message board, I'm now reviewing the control
scheme to determine the feasibility of move
tweaking. Wonderful idea.
Shi-yu: Alex Lapin has a good idea IMO.
He wrote: When
customizing belts, might it be possible to
have a set of flags for belt requirements? For
example, a weight restriction for Cruiser
belts, a gender restriction for Women's belts,
a number requirement for tag belts (maybe even
including 3 and 4 man teams), or even Gimmick
match restrictions for later on (for Hardcore
or Deathmatch belts, or even belts like the
European title, which I don't recall EVER
seeing defended in any kind of gimmick match,
making it a "clean cut" belt)
A heirarchy of belts might be nice too, making
sure that some belts are bigger prizes than
others.
And possibly belts that could be defended
online to other users, to promote the e-fed
potential that was mentioned for the game. As
a matter of fact, Internet title could be
another flag
Dave: If we can do anything to improve on No Mercy
it would be insuring you can play the story
mode without ever seeing a guy like Big Show
in a thong bathing suit! Of course that would
mean, among other things, that some belts in
the game will be gender specific. By logical
extension players will be allowed to attach
certain stipulations to the belts they create
as well so that certain belts can only be won
by certain weight classes or match types. For
instance, you may decide to create a belt that
can only change hands by submission.
Shi-yu: Very very sweet.
Shi-yu: A while back you said there was a big suprise
coming. Have you set a date for it and can you
give us any hints to what it is?
Dave:I can't give a date because I have no idea how
long it'll take unless we get working
full-time. Basically, we've been working on
some new media using Dre, Aztlan, and Tirador.
Darrell has been the guy in charge of that
project and we're at the mercy of his
schedule. I've seen some of the work in
progress and it's looking good.
Shi-yu: Cool. How is the crew doing? Are they
still happy or are they getting discouraged?
Dave: Moral has leveled off to a state of cautious
optimism. We were all really disappointed
after losing our last investor but the crew
knew I would pick myself back up and go after
new investors. But lately we've been making
some new headway and an angel investor is once
again on the horizon. We've made our initial
pitch to him and he liked what we had to say.
I'm currently putting the final touches on a
business plan for his benefit and I have a
good feeling about this guy.
Shi-yu: From Steve85uk: What progam do you use to make the
arena's?
Dave: Arenas are being done in Max and wrestler
models and animations are being done in Maya.
Shi-yu: CannonFodder093 is wondering what improvement
and type of collision detection will we see?
Dave: So far the plan is to allow interruption of
moves in progress although to what extent will
be determined by testing. But things like
every wrestler falling down if they're near a
suplex will not happen.
Shi-yu: LordChronos brings up a point about the aki
engine having submission animations when people
would tap, is that something you will be
adding to PWX
Dave:Oh absolutely. And if they're hurt bad enough
there will be more than just tapping.
Shi-yu:ok i have 3 questions of my own greedyness of
wanting to know. On Revenge you had a score
card at the end, is there any plan for anything
like that. Also will there be a replay of
match endings, and if so would there be a way
to save them?
Dave: Yes, yes, and yes.
Shi-yu: sweet sweet sweet. Well that's all of your
important time I will take up and thank you
again for sitting down to do this with little
old me, is there anything you wanna say to your
fans and supporters?
Dave: My pleasure. Just tell all of our supporters
that we're listening to them, we're acting on
what they say, and we're committed to making
it happen. This is going to be a breakthrough
year for the WGU and Pro Wrestling X. And
above all, thank you.
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