Newsletter 15
Hello and welcome to the WGU newsletter #15!
In this issue
*************
1) Game progress
2) THQ and us
3) Special Moves
4) Indie Feds
5) Thank you
6) Archive
1) Game Progress
****************
"Hey, Dave. How's the game going?"
That question is on a lot of gamers' minds this past week. I don't
blame
them. As good as No Mercy and Fire Pro are, we all need a new game to
quench
our thirst for a fresh gaming experience. Honestly, I get the impression
that
most of you are experts at No Mercy and Fire Pro and no longer
challenged.
It's crazy when you can win a Mae Young vs. Kane and The Undertaker
handicap
match on expert. I know what you're going through, trust me. Come on,
admit
it, you're secretly planning to rent Smackdown4 when it comes out, too.
That's how desperate we've become.
So that's why I've cut back other commitments in my life in order to
dedicate more time to the WGU game project. That extra time this week
has
allowed me to add still more features to the game design (thanks to
input
from gamers like you) as well as deal with the business end of the
project.
This week alone I have eleven hours of job interviews to conduct, two
meetings with potential investors, a press release to compose, and an
out of
town meeting with a promoter. And I'm loving every minute of it.
As complete as the game design is at this point, I can't stress the
importance of your input enough. It's infinitely easier to change and
add
ideas when the game is still on paper than when it's half done and in
the
beta stage. Keep emailing and ICQ'ing me your ideas because almost every
single day I see a new idea that adds something special to our game.
I've
said it before and I'll say it again; this is your chance to have an
affect
on the game you want to play. Take the chance and use it.
To be more specific on the game's progress, at this point interviews
are
being conducted and animators have begun animating various moves as a
test
of their abilities. Yes, I have begun seeing some of the results and
they
are all looking great. Seriously, the talent I'm seeing really makes me
wonder how some games have such poor animations when the talent is
obviously
out there. Like I stated in an earlier newsletter, I'll be posting the
results of the animation tests for all WGU members to see in the near
future.
It's all part of keeping the fans 100% involved in the project. This
really
is the "People's Wrestling Game".
2) THQ and us
*************
It's no secret that a deal with a major publisher would benefit our
project
in some important ways. But all attempts to discuss our project with THQ
have
been met with nothing but condescending pats on the head and assurance
from
public relations drones that "THQ is dedicated to giving wrestling fans
the
most complete gaming experience possible." My efforts to get through to
THQ
are done. Give us six months and they'll be coming to us.
3) Special Moves
****************
On a more technical note. A lot of debate has centered on the way
special/
finishing moves should be implemented into the game engine. Some prefer
the
way the Fire Pro engine allows players to attempt a special at any time
but
at the risk of reversal if your opponent is still too strong. Others
argue
that the AKI style of gameplay is more conductive to intense gameplay
because it creates more drama and back and forth momentum between
players.
Still others appreciate the Smackdown idea of earning and saving
specials for
use at anytime during the match.
Each method has it's merits, some more for realism and some more for
gameplay. My question to you this week is, ignoring the other aspects of
each game, which one do you think you would use as a basis for a
special/
finisher system in the ultimate wrestling game?
Please email your thoughts to me at Dave@WrestlingGamersUnited.com
4) Indie Feds
*************
I can't make any public commitments yet about the game's roster but I
want you to know that I have been taking your advice and talks have
begun
with various indie feds about involvement in the game. What form that
involvement will take and it's effects on the game's roster have yet to
be
determined.
5) Thank you
************
This week I'd like to say a special thanks to a wrestling gamer that
goes
by the name Lil Cube for taking the time this week to compile a large
number
of animated gif files and sending them to WGU for use as move
references.
Thanks to Lil Cube you'll be seeing a lot of new moves that would
otherwise
never make it to a wrestling game. I also want to thank Mel Hauser for
his
contribution to the newsletter last week. A lot of positive feedback was
received for his first column and I know we're all looking forward to
hearing
what he has to say next.
6) Archive
**********
A lot has happened since the first newsletter and I'll be adding an
archive section to the WGU website soon for all the new members to check
out.
I'll let you know in a future newsletter when it's up.
In the meantime and in between time, that's it. Another edition of
Wrestling Gamers United.
Thanks for your time and support,
Dave W.
Dave@WrestlingGamersUnited.com
ICQ# 140047363
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