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  #91  
Unread 08-31-2019, 06:13 AM
Adam Ryland Adam Ryland is offline
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#14: Tidying up

The last few days have mostly been spent polishing up the new gimmick feature. This has primarily been about cleaning up the screens, adding in extra pros and cons, and working on making it user friendly.

With the latter in mind, there are a couple of new parts when running a show. When you made a manual gimmick change in TEW2016 you'd just get a message saying what its initial rating was. In the new game, what we have instead is a custom pop-up that gives you both the rating and a list of the pros and cons; as they're so important, it's more user friendly to have them listed immediately rather than having the user have to go and investigate later. In addition, there's a new "Gimmick Recap" button at the bottom of the screen. Clicking this gives the same pop-up as above, but for everyone whose gimmick has changed during the segment; this means that you cover both manual gimmick changes and those that happened automatically (such as for debuting workers).

As I mentioned when phase 2 of the journal started, today also marks the cut-off point where we move from adding new features into polishing up what we have. This is always a bittersweet part of the development cycle as it's a big milestone in moving towards the eventual release but also means that a lot of features don't make the cut - although the game has well over 250 additions and changes, when you consider that we start out with well over 1500 possible features / suggestions it means that more things don't make the cut than do. I had been hoping to add a feature to include blading in matches and angles for example, but ultimately that didn't come to fruition and so won't make the final cut (pun unintended).

That's not to say that there won't be more changes or smaller additions over the next few months - sometimes testing throws up places where it's necessary or appropriate - it just means that that is no longer the focus. As such, the journal will be more about talking about the process from now on rather than being about announcements.

Next week I'll be particularly concentrating on adding in a bunch of new products and attributes in preparation for eventually making the lists public and opening it up for suggestions.
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  #92  
Unread 09-06-2019, 07:00 AM
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#15: A quiet week

This week has been pretty uneventful, hence the lack of posts. As I mentioned in my last entry, this week was all about adding in new product types, nearly doubling the amount that were previously in. This took far longer than expected due to the complexity. In the meantime, I was also busy fixing various bugs that the testing team found.

There are a few very minor changes that have been made over the past few weeks that haven't been commented on yet, so I'll be using today's entry just to go over them for completeness.

New Narrative Types: A handful of new types have been added, including the ability to alter alliance, media group, and training facility details, change a worker's star quality, and have workers gain attributes that see them enter into a world outside of wrestling (like acting).

Warning On Title Matches: As someone requested it, the game will warn you if you book a title match and don't select a winner; this helps avoid unintentional title changes.

Meddling Changes: When meddling with relationships (in the PM locker room controls) the screen has now been redesigned to give the user a clearer idea of the chance of success or failure when positively or negatively interfering. This makes things more intuitive and user friendly.

Editor's Whiteboard: The editor now has a 'whiteboard' integrated into it; this is effectively a big notepad where people can record notes, thoughts, future plans, etc. This can be used to help keep track of what's going on or what is needed, and should be helpful for databases that have more than one person working on them.
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  #93  
Unread 09-09-2019, 03:47 AM
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#16: Masked worker names

A new addition that I made on a whim over the weekend is to have masked wrestlers now get gimmicked names when they debut into the game world.

The way that this works is that when a freshly generated character appears who has a mask, the game will try and give them a gimmicky name - this will usually be a two-term phrase like "Blue Eagle", "Golden Tiger", "Midnight Ninja", etc.

They will automatically create a Legacy entry, so if you do happen to play for several years and that character is successful, you will likely see the mask get passed on to a younger character - "Blue Eagle Jr", "Golden Tiger II", etc.

As the game has no way of knowing what the mask in the picture actually is, you can of course end up with mismatches, such as "Blue Eagle" having a red-coloured mask, but, as the only way around that would be to have database makers fill in a whole bunch of information on the colour and design of every mask in the Free Pictures section, I think this this is a relatively small minor negative for a feature that brings a big positive to the game - the user can always rename anyone who ends up with a mismatch if they really want to.

The worker's real name is still generated at the same time, and is referenced in their biography (i.e. you'll see "Golden Tiger (James Smith) is a....").
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  #94  
Unread 09-12-2019, 07:34 AM
Adam Ryland Adam Ryland is offline
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#17: Testing and other things

This will be more of a peak-behind-the-curtain type of entry as frankly there isn't a lot of interesting stuff happening to talk about this week.

At the moment the main focus of the team is on general testing; that is, just play-testing over and over to try and uncover bugs and issues. We're only seeing 2-3 errors per day of testing at the moment, which is a really positive result at this early stage. We are doing a lot of tweaking at the same time. To give one example, a tester noticed that the Classic Mainstream Puro product, designed as an analogue of NJPW, was too severe on comedic wrestlers, thus making Toru Yano unable to work there. As a result, some tweaks were made to address that. While these little tweaks aren't particularly newsworthy, they add up over time and will give a much better end product.

While the testing team are doing that, I'm working on the task of getting the screens designed so that they're ready to have their interface graphics applied. This is spectacularly dull for the most part as it's literally just moving borders around, but where possible I am also updating screens to make them more user friendly.

For example, the old availability calendar has been reworked so that rather than using green ticks, red crosses, and "ticket" icons to show the information - a system that works but requires a fair bit of clicking - this is now done by having the date written down the left hand side, any events on that date to the right, then a list of unavailable workers beside that. This means that the same information is available as before but without the need for any clicking at all, taking advantage of the new wider screen size.

In a similar vein, a new calendar has been introduced that gives a "desktop diary" style view where you can see three months at once where all the events and TV shows you have are shown. This gives the user an instant overview and is much handier when planning ahead during booking, advance booking, etc, scheduling, etc. To avoid confusion, the old calendar is now simply called Availability, the new "desktop diary" one is called Calendar.

There is one actual new addition to the game to announce, which is that the Hall of Immortals and Hall of Fame(s) now have an additional entry, Epic Reigns. These are for major title reigns that go ten or more defences. Simply winning a title is now less powerful than it used to be. This allows the game to differentiate between short and long reigns and rewards the latter as being more impressive.
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  #95  
Unread 09-20-2019, 06:31 AM
Adam Ryland Adam Ryland is offline
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#18: Grunt work and prepping the CornellVerse

There's not a great deal to talk about at the moment as while development on the game is continuing to run smoothly, most of what we're doing at the moment is basic 'grunt work' - that is, the team are running lots of basic tests to iron out any bugs while I'm doing the super-tedious job of going screen by screen getting them laid out properly in preparation for the interface graphics to eventually be added. There's probably about a week left until I'll have finished going through them, as while there's far less screens than TEW2016 (due to so many screens being combined together to be more user friendly) it's still a huge game in terms of the number of parts.

One thing I am doing in addition to the above is starting to prepare for starting work on the CornellVerse default data. I've been writing plans, idea, name suggestions, plot points, etc, for the past few years and have a whole heap of papers, notebooks, and backs of envelopes stuffed with information, all of which now needs to be collated into a format that makes sense. This part of the creative process is actually one of my favourite parts of writing a new game and it's a nice diversion from the tedium of doing screen designs.

I had been toying with the idea of dropping in some spoilers or previews of the data eventually, but I've decided that this won't be the case - I know there's a lot of people who really enjoy exploring the database on release day and seeing all the surprises and changes, so I don't want to spoil that. The only thing I will confirm is that the data will be set in 2020, so you'll be looking at a significant leap forward in time since the last time you saw the game world. As usual, the aim will be to have a level of change the reflects what would happen in reality over a similar period of time.
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  #96  
Unread 09-24-2019, 06:56 AM
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#19: Attribute suggestions

After a marathon coding session over the weekend I finished the redesign of the game much earlier than expected, so this week I'll be working on tidying up some loose ends and also re-establishing the auto booker feature; the latter always has to be redone in each new game because it is based on the AI code, so every time that changes the auto booker needs to be redone too. With TEW2020's AI booking being entirely overhauled, this is a significant task but does mean there's opportunity to make it more user friendly than it was before.

In the meantime, as mentioned back at the start of phase II, I'm opening up the first of the two suggestions thread that we'll be using, starting with Attributes (Products will be coming later in the year). This gives you the chance to make suggestions on what you want in the game. You will find the TEW2020 Attribute Suggestion Thread posted below, please see there for the current list and rules.
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  #97  
Unread 09-27-2019, 07:36 AM
Adam Ryland Adam Ryland is offline
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#20: Auto booker, redo schedule

With work on the auto booker well under way, I thought I'd outline some of the design work that's gone into it. Bear in mind that I'm still in the very early stages of writing it given that it's such a huge task, so things might change between now and completing it.

The first and most significant change is that I'm trying to allow it to take into account the existing bookings. This means that you should be able to book a few matches if you wish, then hit the auto booker to fill in the rest, with the game understanding what you've already done. Or you could use the TEW2016ish method where you give it a blank canvas to work from. This approach should be more user friendly and useful.

Another change is that along with the on-screen list of which members of your roster you want to be eligible for inclusion, there's now an "Auto Selection" button - this automatically excludes people who aren't appropriate, whether that's because they're too fatigued, or the show isn't one they'd be likely to work (such as not having your superstar main eventers on a B show). You can of course then disregard any or all of what the selection comes out as. Again, this is just some extra user friendliness.

In terms of the actual booking, as previous mentioned this uses the AI code - which is working extremely well and giving out some really cool, realistic shows in testing - as the basis, just tweaked so that it takes into account that this is a player-controlled how rather than AI (so doing things like match lengths). As it is based on the AI, this means that it can automatically take context into account - i.e. it's not going to put a killer card together for a throwaway show, tour shows will have an abundance of tag matches, etc, etc.

Currently the four options you'll get are Book Whole Show (which takes into account your existing bookings, as covered previously), Book Only Matches (which is the same, just leaving angles to you), Book One Match (where you'll get a suite of options similar to the ones in TEW2016 where you can specific what level, what division, etc), and Book One Angle. The latter two are there primarily for "gap filling".

As I mentioned, this is a huge task - it's the last major coding part left - so this is probably going to take a week or two to get finished, but if everything works out this should be a big upgrade on TEW2016.

--

There's one new addition to the game to mention, which is in the scheduling section. Players now have a Redo Schedule button. What this does is allow you to totally recreate a schedule from scratch, with the ability to choose from any of the pre-written options (such as Monthly, Tour, Seasons, etc). This isn't going to be a feature that'll get a lot of use for most players, but for those who move from a normal to touring schedule (or vice versa) this is going to be invaluable as otherwise you'd be looking at a fairly major amount of work - this new feature gets rid of that task for you.

--

As a quick update on testing, everything is going superbly at the moment - the reactions from the testers have been unanimously positive to the point that I think TEW2016 is now unplayable for them, which is always a good sign. There's still a lot of testing to do, especially once we move to using a proper TEW2020 data set rather than simply a converted TEW2016 one, but right now I'm feeling extremely positive about it.
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  #98  
Unread 10-06-2019, 10:19 AM
Adam Ryland Adam Ryland is offline
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#21: More auto booker

This will just be a small update to keep everyone in the loop.

Work has continued on the auto booker all through this past week and is going extremely well. Getting it to be able to successfully understand what the player has already booked and take that into consideration was the hardest part, but that is now done and working well. As you'd expect, it works best with a completely blank slate because it doesn't have any restrictions, but it's certainly nice that you can book a few key matches that you really want to see and then fill in the rest via the auto booker.

There is still some tweaking and adjusting to do to get the feature to a finished state, but it's already producing some really good bookings and will only get better with further work. Next week will be all about finishing that part off and also giving the option to auto book single segments rather than an entire card.
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  #99  
Unread 10-10-2019, 05:43 AM
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#22: Products and matches

With the auto booker now pretty much complete, needing little more than some final polishing at this stage, that means that all the big coding-intensive features are done. The next few weeks are therefore going to be about going through and tidying up, adding, and tweaking some of the other features.

One thing that is a continual process is adding to the products. There's two things in particular that I'll be working on for the next few days.

The first is to have products recognise unsuitable matches. The way this is going to work is that the crowd will react badly to certain match set ups. For example, if you're using a 1990's AJPW-style product and book a match which has tables, ladders, and chairs in it, the fans will be annoyed. Book a match with barbed wire or fire and they'll be totally turned off.

The second is having certain match aims either be turned off or penalised by product. For example, if you're using a very kid-friendly product then the Deathmatch and Hardcore aims will either be automatically hidden from the list of potential aims or you'll get penalised for using them. At the moment I'm leaning towards the former method, as I think that's the most user friendly option and removes the chance of someone accidentally booking an aim that would cause them to get heavily penalised.

As with all the other product-related pros and cons, these will be listed on-screen when viewing the product so the user will have all the information visible to them.
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  #100  
Unread 10-12-2019, 08:50 AM
Adam Ryland Adam Ryland is offline
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#23: Coming schedule

The product-related additions that I mentioned in my previous entry are now done. Rather than hide the match aims I've instead decided to leave them available, but you will get a warning from your road agent if you try and use one that would result in a penalty. This seems like a good compromise between being user friendly but still allowing people to go full-on sandbox if they want.

The current schedule is to now move on to start adding in a lot of the attributes that people suggested (in the Attribute Suggestions thread) and to let my testers do some longer-term games to see how that unfolds. That should take us nicely into November where we can start finishing up the product section.

Regarding the default database, I have made some progress on putting together a lot of my notes - when I say that I've got over 30 A4 pages on new character names alone, that should give you an idea of how much content we're talking about. I've also been busy collating a lot of the various pictures that the artists on the board have been pumping out since 2016's release, and I've also commissioned a few new pieces specifically for TEW2020's game world. I'll be going into more detail with the world-building aspect later in the year when I have the initial plans finalised.
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  #101  
Unread 10-18-2019, 06:17 AM
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#24: This week's attribute additions

As will be the case for the next few weeks, the past seven days have been entirely about fixing errors and adding attributes. Below are this week's additions:

Personality

Passes On Knowledge: The worker is more likely to take on proteges than normal.
Unapproachable: The worker does not act as a mentor to others.
Highly Strung: The worker tends to react very strongly to events; positive and negative morale changes are amplified.
Positive Outlook: The worker is noted for always having a positive outlook; all positive morale changes are amplified and all negative morale changes are dampened.
Thin Skinned: The worker is noted for their negative outlook; all negative morale changes are amplified and all positive morale changes are dampened.

Performance

Canny Operator: The worker is known to hold back on shows that don't matter.
Dynamo: The worker never holds back during matches, even on unimportant shows.
Tag Team Specialist: If the worker is used in a tag team that has at least 15 experience and does not have negative chemistry, the team gets a special performance bonus on top of any chemistry bonus (the boost is only applied once, even if both have this attribute).
Selfish Performer: The worker has a selfish tendency to 'eat up' lesser performers in order to make themselves look good.
Giving Performer: The worker has a kindly tendency to 'shine up' lesser performers, making them look better than they are and improving the match.
Explosive Ring Style: The worker's extremely explosive in-ring style means that they get a bonus when allowed to dominate a match but a penalty in bouts that are slowly built, go over 10 minutes, or are aimed at working or calming the crowd.
Squash Master: The worker knows exactly how to work squash matches in order to make themselves shine; they get a bonus when booked to dominate in a match.
Scatterbrained: The worker is infamous for their abysmal memory; trying to get them to do a scripted match is pointless as they'll have forgotten everything by the time they get to the ring.

Misc

Healing Factor: The worker seems to recover from significant injuries far quicker than a normal human should.
Career Woman: The worker will not become pregnant as long as she is set to potentially be an active wrestler.
Prodigy: The worker improves their skills at a faster rate than normal during their maturity phase.
Not A Natural: The worker improves their skills at a slower rate than normal during their maturity phase.
Age Is Just A Number: The worker loses their skills at a slower rate than normal during their decline phase.
Can't Fight Time: The worker loses their skills at a faster rate than normal during their decline phase.
Ahead Of Their Time: The worker is ahead of their time and so is completely unaffected by leaving the relevancy phase of their career.
Homebody: The worker will not become available in new game areas (other than via an excursion).
World Traveler: The worker has a higher chance than normal of choosing to become available in new game areas.
Deep Roots: The worker is settled where they are and will never move house to a new region.
Fitness Fanatic: The worker is less likely to become out of shape than normal and is better able to achieve and keep a toned or muscular physique.
Bodybuilder: The worker is more likely to get bigger than normal and is better able to achieve and keep a muscular or ripped physique.
Skinny Genes: The worker is less likely to get fat or out of shape and finds it easier to achieve and maintain an impressive physique.
Fat Genes: The worker is more likely to get fat and out of shape and will find it hard to achieve or maintain a toned, muscular, or ripped physique.
Masked For Life: The worker will never agree to lose their mask.
Troublesome Neck: The worker takes more wear and tear to the head section of their physical health than normal and, if injured, is more likely for it to be a neck-related injury.
Troublesome Back: The worker takes more wear and tear to the body section of their physical health than normal and, if injured, is more likely for it to be a back-related injury.
Troublesome Shoulder: The worker takes more wear and tear to the arms section of their physical health than normal and, if injured, is more likely for it to be a shoulder-related injury.
Troublesome Knee: The worker takes more wear and tear to the legs section of their physical health than normal and, if injured, is more likely for it to be a knee-related injury.
History Of Concussions: When injured, the worker has an increased chance of the injury being a concussion.
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Last edited by Adam Ryland : 10-21-2019 at 06:44 AM.
  #102  
Unread 10-22-2019, 09:28 AM
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#25: More attribute additions

Here are some more additions to the attribute section.

Personality

Horndog: The worker has an increased chance of starting new dating relationships, having them collapse early, of cheating on or with someone, and of getting involved in scrapes because of their one-track mind.
Notorious Ribber: The worker has an increased chance of pulling ribs on people backstage.
Anti-Hardcore: The worker is outspoken about disliking 'garbage' wrestling and will not want to sign deals with companies that present a hardcore product.
Keeps Kayfabe: The worker is outspoken about disliking 'cartoon' wrestling and will not want to sign deals with companies that present an entertainment product.
Extremely Old School: The worker is a purist and will not want to sign deals with companies that present entertainment or hardcore based products.
Money Motivated: When evaluating contract offers, the worker only really cares about the financial aspects.
Loves The Business: When evaluating contract offers, the worker places a lot of value on how happy they'd be in the company rather than just looking at the money.
Fame Hungry: When evaluating contract offers, the worker puts a premium on the size of the company as they are looking to become famous.
Has A Temper: The worker is known to have a temper and so has an increased chance of starting or getting pulled into fights and arguments backstage.
Born Fighter: The worker is known never to back down and so while they are no more likely than normal to provoke a fight, they do have an increased chance of getting pulled into physical altercations backstage.
Bad Ass Reputation: The worker has a reputation in the industry for being a bad ass. They will protect their image by not getting involved in games or gossip backstage, are more likely to act as a judge in a wrestler's court, and will always stand up for themselves if provoked.
Motormouth: The worker never shuts up and so has an increased chance of getting involved in gossip, giving opinions on other workers, and telling stories.
Story Teller: The worker is well known to be one of wrestling's great story tellers and has an increased chance of entertaining people backstage with tales.
Prudish: The worker is prudish and so will not pose for magazines or get involved in things like sex tapes.

Misc

Loyal: When under an ongoing contract, the worker is more inclined to stay for a long time rather than seek out new challenges.
Itchy Feet: When under an ongoing contract, the worker is more inclined to leave after a few years to see new challenges.
Future Referee: The worker will choose to be available as a referee upon retirement (they may take other roles too).
Future Announcer: (Same as above, just a different position.)
Future Colour Commentator: (Same as above, just a different position.)
Future Manager: (Same as above, just a different position.)
Future Personality: (Same as above, just a different position.)
Future Road Agent: (Same as above, just a different position.)
Wrestling In The Blood: The worker eats, sleeps, and breathes professional wrestling - they will never retire from the business no matter how old they get.
Outside Interests: The worker has interests and / or financial income outside of the wrestling business. They're much more likely to stop competing if their career stalls as they don't need the money.
Modelling Experience: The worker works or has worked as a model and so has a higher probability of posing for magazines and doing photo shoots.
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  #103  
Unread 10-25-2019, 06:04 AM
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#26: Unsurprisingly, it's even more attribute additions

As several people guessed, one of the extras that attributes bring to the table is that they can be set to expire after a certain amount of time has passed. This allows them to model temporary boosts and penalties. Today's entry covers the first seven of these.

Hot New Move: The worker recently invented a new move or spot that everybody is talking about; they get a bonus to their performance in every match. [This attribute is automatically temporary and lasts between three months and two years.]
Hot New Catchphrase: The worker recently invented a new catchphrase that has caught on in a big way; they get a bonus to their performance in every angle in which they get to talk. [This attribute is automatically temporary and lasts between three months and two years.]
Flavour Of The Month: The worker recently did something that has everybody talking about them; they get a small bonus to the rating of every match and angle they are in to simulate the increased interest. [This attribute is automatically temporary and lasts between one and three months.]
Personal Issues: The worker is currently going through some severe personal issues; they get a penalty to their performance in every match and angle. [This attribute is automatically temporary and lasts between three months and two years.]
Groundswell Of Support: The wrestling public have connected with this worker on a deeply personal level; the worker gets a bonus to the rating of every match and angle they are in to simulate the rabid support. [This attribute is automatically temporary and lasts between six months and two years.]
Midas Touch: The worker is enjoying a sudden burst of amazing form; they get a bonus to their performance in every match. [This attribute is automatically temporary and lasts between three months and two years.]
In A Funk: The worker is enduring a period of extremely poor form; they get a penalty to their performance in every match. [This attribute is automatically temporary and lasts between three months and two years.]

The first two are reworkings of existing features, making them play out in a more realistic way. They're also the only two that are immediately visible in the worker's attribute list; the others are hidden, meaning that the have an impact but don't actually appear when viewing a worker's profile. The idea behind this is that the player will need to apply some judgement / look for clues to figure out if they're in play. For example, if someone has a "Yes movement" style Groundswell Of Support then you should notice a significant upswing in the ratings that worker is generating and can choose to follow up on that. I think this is a far more rewarding way to play than dumbing it down and just have people scrolling down lists searching for people with that attribute that they can exploit.

I'm taking a break from writing attributes now, so this'll be the last entry on the subject for a while. Note that that doesn't mean that there aren't going to be more attributes added, there will be, I just want to hit pause on them for a while as they're pretty boring to code.
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  #104  
Unread 10-30-2019, 09:36 AM
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#27: General status update

Having spent the past few days finishing up all the news stories and assorted text relating to the new attributes, the rest of this week is going to be all about the booking engine; running tests, seeing if we can squeeze out some extra user friendliness, making sure it's as easy as possible to use, etc. So far the feedback about all those areas from the testers is really good, but it's nice to get it all polished up so that it's ready for final testing.

At the moment things in general are going really well - early testing has been very positive and large parts of the game are now in a finalised state and just need playtesting. Unless there's any major issues thrown up by testing or the database work takes significantly longer than I anticipate, I'm pretty confident that we'll be looking at hitting the estimated release date of April without too many problems.

Finally for today's entry, a few people have PMed me to ask if any of the renders that have been released over the past few months in The C-Verse Rerender Project: 3rd Strike thread are going to be in the default data. I thought this had already been confirmed, but to clarify yes, most (all, I think) of the artists have kindly agreed to have their work appear in the game again this year.
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  #105  
Unread 11-04-2019, 07:45 AM
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#28: Initial database work

This week is going to be all about doing initial work on the database, it's effectively a breather week for me before I start adding in the final set of 'generation 1' products to the game.

As I mentioned in a previous entry, I'll be outlining some of the things I'm doing during this process. Not because it's terribly interesting - at this early stage it most definitely isn't as it's almost all grunt work - but because it should help database makers get an idea of what sort of things they'll need to be doing to get their own converted TEW2016 databases up-to-scratch after converting them.

So far, the work has involved:

- Mass editing all the injuries to fill in the two new data points: the impact they have on in-ring performance and what type they are (Generic, Neck-Related, Back-Related, etc - this ties them in to some of the attributes that have been announced).

- Adding in first names and surnames to the worker name file for Indian characters, so that if people choose to have that area active then the game can generate new workers.

- Mass editing the match file to fill in the new 'is this a default match' data point.

- Updating the Venues And Locations file with all the new locations. Note that this is optional; the game can run perfectly well with the existing venues that you'll have from TEW2016, adding in locations just enhances the experience.

Having done all of that I am now going through dealing with all the companies from TEW2016 that have closed by the start of 2020. This likely won't be a step that most database makers have to take, but it's something I like to get out of the way early as it makes it easier to get a good view of the free agent pool when filling in rosters for the active companies later on.

--

As a completely unrelated note, there was one change that was made over the weekend to the game engine that I need to announce. The new addition is that when an AI company calls up a worker they will now almost always take that person's partner too, assuming they've available and the team is an active Unit or Permanent Unit. This means that teams can gain experience in developmental and come up together. This will allow teams to stick together more often.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
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