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  #1  
Unread 02-06-2008, 05:40 AM
Adam Ryland Adam Ryland is offline
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Smile TEW2008: Adam's Developer's Journal

Total Extreme Wrestling 2008: The Developer's Journal
"100 Reasons To Stay In This Summer"

I'm pleased to announce the start of the developer's journal for TEW2008. For those of you not familiar with the concept, this is an ongoing thread where I reveal the additions and modifications that will be part of the game.

This will not be a complete list; some features will remain a surprise for the release. Neither is there any pattern to what will be revealed and when; somedays it may be a relatively minor feature, somedays it will be one of the "show stoppers", somedays I might stick do two features in one post, somedays it might be a screen shot. All that is certain is that there will be 100 entries in total, one a day (excluding Sundays) from now until the release of the game on June 1st.

Only features that are already completed will be referenced.
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  #2  
Unread 02-06-2008, 05:57 AM
Adam Ryland Adam Ryland is offline
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#1: Personality Plus

In TEW07, a character's behaviour was defined by a combination of Personality and Attitude. This has been significantly upgraded to become the new Personality Plus feature.

Instead of two static categories, every single character in TEW08 has their own Personality, which takes the form of a modified version of a neural network. This network consists of ten traits, each defined as a scale moving from one extreme to another. These ten traits are:

Humble - Egotistical
Generous - Selfish
Compassionate - Ruthless
Optimistic - Pessimistic
Naive - Manipulative
Dependable - Flaky
Social - Antisocial
Loyal - Mercenary
Timid - Bold
Hesitant - Driven

In each case, the trait is defined by a sliding bar - the closer it is to one end of the scale, the more extreme the character's bias. For example, if a character's Humble-Egotistical bar is set almost entirely to the left hand side, he will be virtually entirely without ego. Setting it near the middle would result in a well-balanced character who is neither lacking in self-esteem nor an egotistical jerk.

In any situation where a character must "think" - which can be anything from considering a contract offer to deciding whether to form a relationship, from demanding a better push to how upset he has to be to walk out on a promotion - his (or her) Personality is consulted and his response based upon his network as a whole (this is a key point; their response is never based on just one trait, meaning that you never get one-dimensional responses).

The important factor is that, like any neural network, this personality can evolve over time. Pushing a young worker to the moon may result in what was once a sweet kid developing a monsterous ego. Blasting a free spirited worker with a huge fine because he was late may help him straighten out into being a more dependable figure (or may just push him towards becoming a more anti-authority figure). For this reason, dealing with character's becomes more like dealing with a real person - with all their quirks and personality - and less about getting the same response each time.

The TEW08 editor comes equipped with many "personality templates" that allow you to quickly assign a certain type of personality to a character, taking out the hassle of having to define a personality each time. All the traits are described in more detail in the help file.
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Adam Ryland
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adamryland@hotmail.com
  #3  
Unread 02-07-2008, 03:25 AM
Adam Ryland Adam Ryland is offline
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#2: Bad Blood

TEW08 introduces a new relationship type called Bad Blood. This is essentially a "negative Blood Relative"; it allows the game to know that two people are related to each other, but also that they should not get the positive effects that a family connection normally brings.

This is ideal for scenarios where family feuds need to be simulated.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #4  
Unread 02-08-2008, 03:35 AM
Adam Ryland Adam Ryland is offline
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#3: National Battle

One feature that should prove an additional level of strategy to the game is the new National Battle system. In layman's terms, "this town ain't big enough for the three of us!"

A National Battle scenario occurs whenever a game area becomes home to three or more promotions who are above Cult size. As no industry can support that many titans, it becomes a war zone. At the end of every month all the eligible promotions are rated based upon the best show they have produced in the past four weeks. It then becomes a domino effect: whichever promotion comes first damages everyone below them; the second-placed promotion damages everyone below them; and so on. Of course, the worst place to be is last, as that means you take damage from every promotion above you, but don't get to damage anyone else.

"Damage", in this situation, entails a loss of popularity in each region of the area in question. The amount is greater if the winner was already more popular, smaller if the winner was less popular. If the winning promotion has less prestige, it can also steal some from the losing promotion. Of course, the cumulative effect of this is that eventually the losses will cause one of the promotions to fall back to Cult size and out of the battle.

There are certain extras at play. Firstly, if two promotions already have a War relationship, any damage done during a battle is automatically increased by 50%. If two promotions have a friendly relationship, no damage is done.

There are also 'warming up' and 'cooling down' periods. When a promotion first rises to National size, it has a one month warming up period to get ready for the coming battle; during this time, it is exempt from taking part. This allows the company time to get ready. Furthermore, when a promotion falls back to Cult size, it enters a mandatory cooling down period. This is a six month time frame where the promotion cannot rise back to National size (even if it achieves the necessary popularity). This stops promotions zig-zagging between Cult and National, and makes losing the national battle all the more painful!

The monthly "battle results" are available for everyone to see, in the form of a league table of sorts.

The reason for this feature is to stop games becoming "top-heavy", i.e. loaded with big, successful promotions. In previous games it seemed to be the case that once you'd attained National status, your worries were over; or as King Louie eloquently put it, "I've reached the top and had to stop, and that's what's bothering me." Now you will have things to deal with; establishing yourself in the first place, potentially having to fight the big dogs that are already there, and then watching your back as up-and-coming promotions try to take you down.

It also adds a huge amount of strategy when making your company a power player; it's no longer good enough to reach National size and then start slowly enhancing your roster, as chances are you might be just 28 days away from having to fight established super-powers. Furthermore, having your star workers stolen becomes even more dramatic, as not only does their loss hurt you, it actively helps your opponents attack you.

In short, this feature adds a whole new set of strategy, worries, and challenges for the big promotions, putting an end to their relatively easy life.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #5  
Unread 02-09-2008, 03:49 AM
Adam Ryland Adam Ryland is offline
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#4: Injury Realism

A small feature that has been added in order to improve realism, injuries now have the option of being defined as In Ring, Out Of Ring, or Either. As the definitions suggest, this means that the injury can be restricted to occur only in certain situations; this stops people getting Food Poisoning, for example, from in-ring activity.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #6  
Unread 02-11-2008, 03:44 AM
Adam Ryland Adam Ryland is offline
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#5: Multi Advance

After making its first appearance in WMMA, the Multi Advance feature will be making its TEW debut in 2008.

The Multi Advance is an optional tool that allows the player to skip through a specified number of days in a row, taking away the need to keep clicking. It will automatically stop if an event needs booking, an important e-mail comes in, a pending decision needs addressing, or a diary alert has been set.

The TEW08 version is vastly larger in its scope than its WMMA counterpart, as it allows the user to skip up to one year at a time. Furthermore, when selecting how many days to advance, the on screen display shows what the date will be at the end of that period so that it is easier to stop exactly where you want.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #7  
Unread 02-12-2008, 03:53 AM
Adam Ryland Adam Ryland is offline
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#6: Worker \ New Worker Combination

In TEW08, the information that used to be divided into both "Workers" (people who start active) and "New Workers" (characters that become active at a later date) has now been combined into one section.

Some of you will probably be thinking that that's not much of a change, but it actually leads to several subtle improvements, especially for mod makers.

The first of these improvements is the obvious one, it makes organisation of files much easier. Rather than forcing mod makers to switch between the two groupings and keep them consistent, everything is in one place. Similarly, this means they can all be filtered in one go, there's no more importing from one file to the other, etc, etc.

The second improvement helps both the realism of the game and mod makers. As everything is now in the same place, the former New Workers are no longer isolated from the rest of the editor. This means that they can happily given relationships, alter egos, etc. To take a real world example, if you have a historical database and have Harry Smith appear several years after the game begins, he can now not only come into the game with all his Hart-family relationships in place, he can also be set to correctly turn to the DH Smith moniker if he gets signed by the WWE.

Of course, as everyone is now in the same file, you can also correctly set up entire generations of family relationships. There are no limits on time, so you could end up seeing existing wrestlers' great-great-grandchildren debuting if you wanted to.

To answer a question that I'm sure will be asked, the in-game 07-08 converter handles the combining of the two files automatically, including generating the relationships.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #8  
Unread 02-13-2008, 03:46 AM
Adam Ryland Adam Ryland is offline
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#7: The Hall Of Immortals

The Hall Of Immortals is the in-game "Hall Of Fame", similar to the one found in WMMA. Unlike its earlier counterpart though, the HOI is specifically meant to be far more exclusive, so that only the best of the best get in.

As the game progresses, a record of achievements is kept on each wrestler. When a wrestler retires (or dies) that record is looked at, and if deemed impressive enough, results in them being inducted into the Hall. There are five possible achievements:

Major Champion (Has won a main event title in a major promotion)
Headliner (Has main evented a major promotion's historic or legendary event)
Show Stealer (Was in a legendary match with a major promotion)
Year Of Glory (Has been voted Wrestler Of The Year)
National Icon (Has reached iconic levels of popularity in a game area)

All but the final achievement can be done multiple times, with each gives a certain amount of points (i.e. one Headliner achievement may give the character 20 points, but fifteen Headliner achievements may give the character 50 points; there are maximum levels though). If the final points tally is greater than a certain level, the character qualifies as a Hall Of Immortal candidate.

Therefore, there are multiple ways to get into the HOI. One character may get the majority of his points because he was world champion multiple times and headlines years' worth of pay-per-views. Another character may get the bulk of his points because of the amount of legendary matches he was involved with, even if he never actually won any world titles at all.

As with WMMA, all of this is also able to be edited; not only the Hall Of Immortals initial membership, but also what achievements a character has attained before the game has started (for those who are already on their way to becoming a legend).
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #9  
Unread 02-14-2008, 04:24 AM
Adam Ryland Adam Ryland is offline
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#8: Champion Replacement

A small addition to the title belt section is that the user now has the option to instantly Replace a championship-holding wrestler with somebody else on the roster. When the replacement is done, the user has the option of having it count as a new title reign (i.e. the title history gets updated to show the wrestler who was replaced as the former champion) or a continuation of the existing one (i.e. the wrestler who was replaced does not show up as a previous champion, and the reign continues with the new champion in place).

This was primarily added to simulate the "Freebird rule" of being able to swap tag team titles around a stable of wrestlers rather than being stuck with just the two who won them, but it can also be used to award a title to someone (i.e. replace Vacant with a wrestler; similar to just handing them the belt without them needing to wrestle for it) or to do a "phantom title change" (i.e. starting a new reign with a new champion, but without the need to actually have a match).

This is all done via the regular title belt screen.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #10  
Unread 02-15-2008, 03:51 AM
Adam Ryland Adam Ryland is offline
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#9: Potential

A new stat for workers in TEW08 is Potential. This is a measure of how good they are likely to become. This is used when the game is creating the "stat caps" for each person, and is used in conjunction with the existing Destiny stat. The higher the potential level, the greater the chance that the stat caps will end up being quite high, which therefore means the worker has a better chance of turning into a really good performer.

Of course, it has little to no effect on workers who are already established or old, as clearly potential doesn't really apply to them.

The main use of this stat is for young or "future" workers, particularly in historical scenarios, as it allows for added realism.

Potential can be set to Random via the editor for those who want to keep the random element in place.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
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  #11  
Unread 02-16-2008, 04:23 AM
Adam Ryland Adam Ryland is offline
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#10: Chemistry Store

A small but probably popular feature that has been added to TEW08 is the Chemistry Store. Very simply, every time you discover a new piece of chemistry in the game it is stored on file. You can then access that information at any time by viewing a worker.

This allows an easy and convenient way to keep track of everything.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #12  
Unread 02-18-2008, 04:20 AM
Adam Ryland Adam Ryland is offline
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#11: New Game World

The thirty-three region game world that was in TEW07 has been upgraded to become a forty region game world in TEW08.

The biggest change is the (re)addition of one new game area, Australia, which consists of four regions.

Europe has been upgraded, and now also consists of four regions; Central Europe, Scandinavia, Mediterranean and Easter Europe.

The UK has been expanded by one, and now includes Ireland as its fifth region.

The final addition is that the USA has been expanded by one, and now includes Hawaii too.

To address the question that I'm sure is to be asked, no, the USA is not changing to a state-by-state breakdown as it was in WMMA. The positives that would come from that change (being able to fine-tune popularity to a greater degree; being able to see what state you are in) are outweighed by the negatives (it would make the US alone bigger than the entire rest of the game world put together; massively increases the amount of data that needs to be held and edited; makes displaying data a lot harder as it can't fit on one screen; adds little or nothing to the game play; unbalances America compared to the other areas; etc.)
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Designer of TEW, WMMA, WreSpi, and Comic Book Hero
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  #13  
Unread 02-19-2008, 03:26 AM
Adam Ryland Adam Ryland is offline
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#12: Location Prestige

Coming over from WMMA, albeit with a slight change, is the location prestige feature.

Every region of the game is given its own prestige; this is a measure of how important it is in the game world, so traditional wrestling hotbeds like the Tri State region would be very prestigious, whereas somewhere with very little history like Scotland would have a fairly low prestige.

Prestige is used in deciding a promotion's size. So if you were 80% popular in a 50% prestige region, that counts as 40% Prestige Points (80 x 50%). These are then used in the size calculations (i.e. "you need to get 25% Prestige Points in one region to reach Small size", etc). Don't worry if that sounds complex, there is an on-screen display that shows you exactly what is going on, you don't need to do any maths yourself.

This feature adds more strategy to the game, as it means that not every region is as "valuable" as the others.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
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  #14  
Unread 02-20-2008, 03:06 AM
Adam Ryland Adam Ryland is offline
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#13: Medical Exam

When negotiating with a worker, you will now have the option of requesting that he (or she) take a medical exam prior to signing. For a small fee you will get back a report that will highlight any history of substance abuse that the lab can pick up.

Although only a small feature, it does present a useful tool for those who prefer to keep a clean roster and do not want to unwittingly bring in a bad influence.
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Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #15  
Unread 02-21-2008, 03:28 AM
Adam Ryland Adam Ryland is offline
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#14: Ring Rust

To heighten the realism, TEW08 introduces ring rust. A wrestler who has been away from the ring for a lengthy period of time - whether that be through injury, unemployment, jail, hiatus or whatever - will accumulate ring rust. When he does return, it will take him some time to re-adjust to wrestling and to "shake off" the ring rust. Until he does, his performance will be slightly impaired. The amount of matches it takes to shake it off will depend on how long he was out for, plus his own ability to recover.

This means that when you bring in workers who have not been very active recently, you will have to be careful to slowly get them back into fighting shape and won't simply be able to stick them straight into the middle of a 60 minute iron man match, for example.
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