Newsletter 54

Welcome to the Wrestling Gamers United newsletter #54

In this issue

1) PWX Inc.
2) More investors
3) You're getting sleepy...
4) Wrestler-mania

1) PWX Inc.
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It is with complete and utter joy that I announce to you this week a major new milestone in the story of Wrestling Gamers United and the Pro Wrestling X project. Last week all legal documents were finalized with the provincial government and a new corporate entity was officially created to oversee the development of Pro Wrestling X. As a result I am proud to announce the creation of WishboneX Creations Ltd.

The creation of WishboneX is a huge stake in the heart of anyone who doubted the validity of the WGU's intent to make good on it's promise to deliver a quality alternative the current crop of pro wrestling video games. It took a lot of time and money to bring the WGU to this point and it's proof to the gaming world that we're for real and we aren't going away.

On a funny side note, some of you may remember waaaay back when I was posting little notes on GameFaqs boards about how somebody should try to see it's possible to get our own wrestling game developed instead of just whining about how bad WMX8 was. The nickname I was using when I made those posts?

WishboneX. Ain't it appropriate?

2) More Investors
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While we continue to nail down a date to meet with our most promising investor I continue to promote the PWX potential to every working person I meet. The result is that one business man in particular (owner of a major studio and private college) has asked me to give him a presentation. He tells me that while his cash is tied up in the expansion of his own businesses he would be more than happy to introduce me to other sources of financing he knows personally. Nice!

3) You're getting sleepy...
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I must have the most hypnotic phone voice or something because every phone call I made Wednesday resulted in some of the most potentially wonderful new business contacts I've ever made. First, I managed to talk directly to the PC games buyer for an International retail chain which in itself was a major feat. I was supposed to be connected to their voice mail but something screwed up and I was forwarded directly to their office. Ten minutes later I had them offering to give PWX a basic deal to put it on the shelves. Once I gave them the usual rundown on the history of the project and the hype the fans have generated they told me a project like that should have no problem getting shelf space in their stores. I also got some inside dirt on the game publishing biz and boy am I glad we're trying to self publish. What a scam. Anyway, it looks like if we can get PWX made you won't have a problem finding it in stores!

Another phone call I made that day was to another game developer. We're trying to get PWX done earlier than planned by purchasing the license to an existing 3d game engine. Generally speaking, a game engine is nothing more than the code needed to tie all the elements of physics, graphics, sound, controller input, networking, etc. together as efficiently as possible. There are various options available to developers like us ranging between 15 and 50 thousand dollars and they're worth the money in most cases because of the months of development time such an engine chops off the production time. But you know me. Never one to accept conventional wisdom I went ahead and contacted the developer of one of the best game engines out there and flat out asked them to license it to us. At first I was met with shock at even asking such a question. The person I was talking to (head of business relations) told me they have never licensed their engine to another developer. Their engine is the most valuable thing they own and no one has ever been bold enough to flat out ask for it. But once again I give the history of the WGU and I laid out a solid case for why they should license us the engine. He gave me two examples of problems that might prevent such a deal but we discussed possible solutions and I finally asked him straight out, "Is it still impossible to work together and license your game engine?" His answer was, no, I think we can work something out.

Of course, the evil head of $$$ made it's way into the conversation but the use of their engine would put PWX at close to 60% complete by his estimate and would save us close to the cost of licensing it in labor costs and time savings as well.

The funny part of this whole conversation was that this person answered the phone on a whim just because he was walking by the receptionists desk while she was on a break. I'm telling you people, the Universe wants PWX to happen!

4) Wrestler-mania
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Finally this week I want to thank the dozens of indy wrestlers from around the world who have been sending in tapes of their best stuff for us to use in PWX. It's a really great feeling to know that the hard working guys and girls out there are willing to help us out by offering to let us use their best moves just so they can participate in the project which has become a kind of common cause in the indy scene as a way of using the PWX project to bring wider attention to the talent we have in our own backyard.

In the meantime and in-between time, that's it. Another edition of Wrestling Gamers United.

Thank you all,
Dave Wishnowski