Grey Dog Software

Go Back   Grey Dog Software > GDS Central > World of Mixed Martial Arts 5 General Discussions
Register FAQ Members List Calendar Mark Forums Read

Closed Thread
Thread Tools Display Modes
  #1  
Unread 10-23-2017, 07:17 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Post WMMA5 Developer's Journal

The developer's journal is a popular feature that we've done for the past handful of games. The way it works is that every weekday there will be a new post that will reveal some of the new additions and changes that will appear in WMMA5.

The journal will run for one month and one week, from the 23rd October to the 24th November.

Due to time and space constraints, not every new feature will be revealed or discussed during this journal. However, there is a button on the title screen of WMMA5 that opens a window that lists everything (along with a short description), so you will have the opportunity to review all the changes prior to the game going on sale.

#1 Fight Engine Modifier
#2 Organic Biographies

#3 WMMA4 to WMMA5 Converter
#4 Player's Handbook
#5 Using 'To Be Announced'

#6 Home Regions
#7 Visible Rankings
#8 Turn Off Auto Fill
#9 Name And Picture Narratives

#10 Retirement Upgrade
#11 Editable Injuries
#12 Quick Picture Changes
#13 Quick Bio / Profile Edit

#14 Company Hall Of Fame
#15 One Night Tournaments
#16 Grand Prix Settings
#17 / #18 Suspension & Recuperation Time Options

#19 Improved Fight Engine
#20 Enhanced Multi Advance
#21 Multi Advance Stopping

#22 Quick Move Fight
#23 Free Agent Rankings
#24 - 27 Character, Company, Team, and Broadcaster Quick Jumps
#28 - 30 Character, Company, and Team 'Swipe Style' Navigation

#31 Covering Up
#32 Longer Combinations
#33 Standing Stoppages
#34 Estimated Value
#35 Contract Offer Memory

#36 Employment History
#37 Post Fight Interviews
#38 Coming Out Of Retirement
#39 Talking Out Of Retirement

#40 Enhanced Striking
#41 Improved Call Outs
#42 Booking Adviser
#43 Screen Position
#44 Submission Specialists
#45 Grappling Avoidance
#46 Circling Out
#47 Single Strikes
#48 Cling On And Hope
#49 Strike Attempt Chance
#50 Combatative AI

#51 Olympics
#52 World Championships
#53 Broken Ribs
#54 Facial Bruising
#55 More Takedown Styles

#56 - 64 Reality TV Stuff
#65 - 66 Weight Fail Mail And Auto-Jump
#67 Alternate Loading Screens

#68 - 72 Child Company Stuff
#73 Zombie Attribute
#74 Punches In Bunches Attribute
#75 Dynamic Attacker Attribute
#76 Submission Specialist Attribute Change

#77 Fighter Heat
#78 Potential Hirings
#79 Drug Testing Agencies
#80 Team Stay Length

#81 Morale
#82 Performance Bonuses
#83 Scouting Upgrade
#84 Scout From Profile
#85 Scouting Costs

#86 Small Local Show Criteria
#87 Showcase Local Shows
#88 Local Show Options
#89 Local Show Popularity
#90 Blacklist

#91 Smart-Frequency Local Shows
#92 Moving For Work
#93 Adjusted Weight Cutting
#94 Weight Data Check
#95 Target Weights
#96 Mass Edit Auto Weights
#97 Generated Weight Settings
#98 Weight Cutting Levels
#99 Average Fight Time

#100 Tagging Fighters
#101 Better PPV Draws
#102 Better Popularity Gains
#103 Web Search
#104 Fence Sweeps

#105 Hype
#106 Interface Size
#107 Customisable Information Bar
#108 Company Popularity Change Arrows
#109 Fighter Popularity Change Arrows
#110 Next Fight vs Last Fight

#111 Custom Mail Settings
#112 Improved Pay Scaling
#113 Own Network And Children
#114 Smaller Shows
#115 More Awareness
#116 Renaming Past Events
#117 Alumni
#118 Extra Punches
#119 Held Submissions
#120 Suspensions

#121 Corporate Investments
#122 Talk To Fighter
#123 Setting Examples
#124 National Heroes
#125 Fighting Suspensions
#126 Catching Kicks
#127 Weight In Display
#128 Free Picture Criteria
#129 Inducement Timings
#130 Inducements And Personalities

#131 Personas
#132 Game Changers
#133 Hiring Restriction Change
#134 Forced Rankings
#135 Quick Accept
#136 Quick Accept All
#137 Mindset Changes
#138 Side Control Ground And Pound
#139 More Cuts
#140 Smarter AI Hiring

#141 Scandals
#142 Extra Submissions
#143 Extra Strike Methods
#144 Absence List
#145 Teams And Relationships
#146 Likely Usage
#147 Fight Rating Display
#148 Quick Returns
#149 Personality And Persona
#150 Extended Financial History

#151 Quick Hire
#152 Short Notice Search
#153 Silver Tongue
#154 Broadcaster Changes
#155 More Random Incidents
#156 Decider Rounds
#157 Attribute Suggestions
#158 Historic Pro Records
#159 Historic Rankings
#160 Replacement Offers

#161 Company Credibility
#162 Company Stability
#163 Feints
#164 Contract Overview
#165 Game World Changes
#166 Spoiler Injuries
#167 Weight Class Movement
#168 Auto Renewal Enhancement
#169 Decision Scores
#170 Match Making Enhanced Sorting
#171 Time Management
#172 Automatic Signing
#173 Special Striking Text
#174 MDB File
#175 Mass Editing
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com

Last edited by Adam Ryland : 11-24-2017 at 05:48 AM.
  #2  
Unread 10-23-2017, 07:38 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#1: Fight Engine Modifier

The user now has access to a game-wide fight engine modification system. This ultra powerful tool allows you to customise many aspects of the fight engine, both in terms of adjusting how features work and how the different values are handled.

The feature is divided into three separate parts.

The first is Skill Editing: this allows the user to set specific skills to have certain boosts attached to them automatically. For example, if the user thought that knock outs were too common then they could set all Chin Strengths to get a 40 point boost, thus making sure that all fighters were more iron jawed by default.

The second is Calculation Editing: this allows the user to set how the game engine actually works situations out. For example, if the user thought that it was too hard to pound someone out from back crucifix position he could set "Punches From Back Crucifix" to "+15%" - the game then knows to make punches 15% more effective than they normally would be. Similarly, the user may feel that it's too easy to armbar fighters from side control: setting "Armbar From Side Control" to "-80%" would effectively neuter that attack.

The third section is Feature Editing. This allows the user to actually change how certain features work. For example, the Judging Randomness slider can be used to increase or decrease how accurate the judging is. Another option is that Toggle Leglocks allows the user to disable leglock attacks entirely for any fighter that doesn't specifically have an attribute that gives them a mastery of such holds.

The user has the ability to have multiple fight engine "profiles" saved, allowing them to switch whenever they want. You can also change them mid-game if you want to alter how a specific save game is working.

Users can also import and export fight engine profiles so that they can share them with the community if they wish.

#2: Organic Biographies

To bring the game in line with TEW, WMMA5 now features the ability to set fighters to have organic biographies. These are biographies that are automatically written and updated by the game itself whenever something significant happens to the character. This means that the bio will always be up to date and reflect a fighter's growth (or decline). This can be very useful for mod makers in particular as it removes the need for them to spend time on biographies if they don't want to.

The user has full control over this feature, being able to set if for specific individuals, mass edit it, and turn it on or off at will.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #3  
Unread 10-24-2017, 04:48 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#3 WMMA4 To WMMA5 Converter

As usual, the game will include a conversion tool that will take a WMMA4 database and turn it into a WMMA5 compatible version. (As we get questions on it every year, please note that it does not convert actual save games - there is way too much new stuff for that to be viable.)

This year's model is the most powerful yet, as it has the ability to fill in a lot of the new features automatically with appropriate information by figuring it out from the existing data. This makes life a lot easier for mod makers.

#4 Player's Handbook

Instead of a help file, this year's game comes with a Player's Handbook which can be accessed from anywhere in the game via the taskbar. This is a massive and comprehensive guide that explains pretty much everything you could possibly want to knowm right down to the previously hidden inner workings of the game. It's also easily updatable, so if there is anything we've missed then the necessary information can be patched in very easily.

#5 Using 'To Be Announced'

The user now has the ability to use 'To Be Announced' as a placeholder dring booking; this keeps the slot open and can be filled in at a later date. This has two major advantages.

The first is that it makes booking easier to do (and organise) as you can book one fighter, leave his opponent TBA, and he can start his camp and get training without needing to wait.

The second is that it is automatically used when a fighter is removed from a bout through injury (or other absence). In previous games this would remove the bout entirely and mean you'd have to remember who was involved and what show it was on, but now it simply leaves the uninjured fighter on the card against To Be Announced: this makes it far easier to then go in and add a replacement.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #4  
Unread 10-25-2017, 07:50 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#6 Home Regions

Fighters can now be set to have specific home regions. A fighter competing in his home region is eligible for some small boosts to simulate the effect of having a hometown crowd behind him and being in familiar surroundings.

Hometown fighters are identified on the match making screen via an icon so that users can spot easily who is local.

#7 Visible Rankings

On event screens (i.e. upcoming shows, shows that have previously happened, etc) the fighters' world and company-specific rankings are now shown in brackets after their names, using the tags WR and CR to show which are World and which are Company. For example, you might see "James Foster (#3WR, #1CR)". This makes it clear to the user where the fighter is / was, at the moment / when the fight took place.

#8 Turn Off Auto Fill

A new option allows database makers to disable the auto-filling of fighters. This is useful if the database maker does not want minimum numbers of fighters in an area or weight class for some reason.

#9 Name And Picture Narratives

New narrative options have been added allowing character, company, team, and broadcaster names and pictures / logos to be altered mid-game.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #5  
Unread 10-26-2017, 06:28 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#10 Retirement Upgrade

In previous games, all fighter retirements were instant. To be more realistic, fighters now have the option of announcing their retirement in advance so that they can have a hyped final bout. Big name fighters can even get a boost to their drawing power for a final retirement bout.

#11 Editable Injuries

Injuries now have their own section in the database, allowing the mod maker to add, modify, and delete them as needed. This replaces the previous in-built injuries.

#12 Quick Picture Changes

The user can now initiate a quick picture change simply by clicking on a character's profile picture. This removes the need to go all the way to the editor to do it.

#13 Quick Bio / Profile Edit

When viewing a screen with a biography or profile on it, the user now has an on-screen Edit button that allows them to quickly launch a mini editor to make changes. This replaces the need to go all the way into the editor to do so.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #6  
Unread 10-27-2017, 05:59 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#14 Company Hall Of Fame

Companies can now have their own hall of fame, in addition to the overall MMA hall of fame that already exists. This is available from their profile, office screen, or via the web site.

Qualifying for a company's hall of fame is easier than for the MMA hall of fame, and the user can also 'force' entries (or removals) if required.

As an aside, the WMMA4-to-WMMA5 converter automatically fills in company hall of fame records based on existing data.

#15 One Night Tournaments

In addition to regular multi-night tournaments, one night tournaments have been added. These allow fighters to take part in a 4 or 8 person tournament that takes place over a single evening, with stamina and damage being 'carried over' from one round to the next.

Multiple one night tournaments can be scheduled at the same time, even on the same show.

There is special data to record winners, which is flagged up in the various Achievements screens, and these can also be added via the editor.

#16 Grand Prix Settings

AI companies can be set to automatically hold annual one night tournaments / grand prix via the editor. This includes data on what to call it (grand prix vs tournament), when it should happen, and criteria on what weight classes are eligible. The AI can also 'remember' the last three tournaments and will always try to spread the tournaments amongst various weight classes when possible, as oppose to having the same division getting multiple tournaments in succession.

#17 / #18 Suspension & Recuperation Time Options

The options screen now includes the ability for the user to adjust the basic time associated with medical suspensions and recuperation. For example, if the user thought that fighters take too long to recover between fights then they can simply reduce the level.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com

Last edited by Adam Ryland : 10-31-2017 at 03:35 AM.
  #7  
Unread 10-30-2017, 03:42 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#19 Improved Fight Engine

The game's fight engine has been vastly upgraded with more potential incidents, positions, and lines of commentary than ever before. The calculations and stats that form the backbone of the engine have also all been tweaked (or in some cases entirely revamped) to improve the simulation level.

As an illustration, WMMA4's engine consisted of 28,000 lines of code; WMMA5's engine has over 40,000.

I'm not going to list individual changes in this entry as there are so many that it would take hours, but instead they will be sprinkled throughout the journal over the coming weeks (with this week being particularly heavy with them).

#20 Enhanced Multi Advance

The multi advance feature has been significantly upgraded, both in terms of having a dedicated button to activate it (removing the need to set it via Options) and the settings within; it can now be used to specifically run until the player's next show, to the end of the month or year, multiple years into the future (the options running from 1 to 5), or to be set to continue indefinitely until the user chooses to trigger it. Which brings us neatly to...

#21 Multi Advance Stopping

...the user now has the ability to stop the multi advance process at any point by pressing the space bar, bringing the game in-line with TEW. Previously the user could not stop the process once it had begun.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #8  
Unread 10-31-2017, 03:58 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

Author's note: Please note that I screwed up in entry #15 and said that one night tournaments could have 4, 8, or 16 fighters in them. It should only have read 4 or 8, there is no 16 person option.

#22 Quick Move Fight

To make match making significantly easier, a new 'quick move' button has been added that allows a fight to be moved from one event to another. This avoids needing to cancel and re-book each time. The process automatically takes into account existing training times and whether the fighters are willing to make the move.

#23 Free Agent Rankings

The web site now contains a special rankings section that is exclusively for free agents. This is a good way for users to spot rising talents. This works in exactly the same way as the proper ranking screens in that it can be subdivided by weight class and gender.

It should be noted that this is totally unofficial and so does not appear in fighter's profiles or get saved as the proper world and company rankings do.

#24 - 27 Character, Company, Team, and Broadcaster Quick Jumps

To bring the game in-line with TEW, the four profiles - character, company, team, and broadcaster - now all include the ability to Quick Jump. This means that the user can 'jump' from one profile to another without the need to close down the window each time simply by choosing the destination via a dropdown menu and clicking Jump. This saves a ton of searching and clicking for the user.

#28 - 30 Character, Company, and Team 'Swipe Style' Navigation

The three primary profiles now include 'swipe style' left and right arrows at the side of the screen that allow the user to quickly move through long lists of items at speed without needing to constantly close and re-open the window.

This is activated whenever the user loads a profile from a list-based screen. For example, if you are viewing your roster screen and use the search button to only search for Heavyweights and then load one of their profiles, the left and right arrows can then be used to go through that list, profile by profile, automatically taking into account the search parameters you used. It is basically like quick jumping (see above) except without the need to specify where you're jumping to as the game uses the list you jumped from as the basis. Another example would be if you're on the Characters screen and load the first person's profile, you can then easily navigate through the entire list just via these arrows.

This makes navigating a lot easier than before. For example, if you had a small list of 10 people it would previously have taken a minimum of 29 clicks (10 clicks of View Profile, 10 clicks to Close, 9 clicks to physically move to the next person) to view each one in profile format. The new system reduces that to 10 (1 click of View Profile and 9 'swipes').

(I think the above is crystal clear, but in case anybody was confused I will clarify that you're not literally swiping with your finger, this is still a mouse and keyboard based game.)
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #9  
Unread 11-01-2017, 07:57 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#31 Covering Up

In previous games fighters didn't really cover up when hurt, or at least not explicitly. This has now been altered to reflect how a real fight plays out and allow fighters to behave more realistically.

#32 Longer Combinations

In previous games the maximum size of a striking combination was limited to three. This has been expanded to allow up to six strikes to be chained together, allowing highly skilled strikers to open up in damaging salvos.

#33 Standing Stoppages

To better mimic reality, the engine has been altered to allow situations where a hurt fighter gets backed up against the cage and ropes and finished by strikes without necessarily being knocked down or out.

#34 Estimated Value

A character's estimated value (for contracts) is now shown automatically when viewing their character screen or profile. This is a helpful extra that aids users who may be looking to negotiate within a specific budget.

#35 Contract Offer Memory

To bring the game in-line with TEW, characters now have a 'memory' of recent contract offers, meaning that if players try to game the syste by going in and out of negotiations to try and find the lowest possible value they will be caught out.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #10  
Unread 11-02-2017, 07:45 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#36 Employment History

Characters now have an employment history that keeps track of where they worked and the dates involved. This information also allows organic biographies to give more detailed text. Employment histories can be preset via the editor too.

#37 Post Fight Interviews

Post fight interviews have been completely overhauled to be far more than just a place for call outs and retirement announcements. Fighters can now benefit from their charisma, microphone work, looks, etc, allowing marketable fighters to gain popularity quicker, and there are more things that fighters can say and do during interviews. This makes the whole section more dynamic and realistic.

#38 Coming Out Of Retirement

Fighters can now choose to come back out of retirement if it makes sense for them to do so. This makes things a little more realistic.

#39 Talking Out Of Retirement

The user can now proactively try and talk a fighter out of a retirement decision, making things a little more realistic and adding to the things that the user can do in-game.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #11  
Unread 11-03-2017, 03:32 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#40 Enhanced Striking

As part of the improved fight engine (#19), the striking engine in particular has been entirely ripped out and rewritten. As well as being entirely new commentary and mechanics, a great deal of emphasis has been placed on details such as feints and counter strikes, positional awareness, and using distance such as moving in and out of the pocket. This makes the whole striking game far more fluid and dynamic.

#41 Improved Call Outs

The old call out system has been totally replaced with a new Challenge system. This keeps track of a beef between two fighters and allows them to build heat through their interactions, taunts, etc, and can develop into vicious war of words over social media and other interview platforms as they needle each other. The more heated a confrontation gets, the more it will eventually add to the draw of a fight.

#42 Booking Adviser

A booking adviser has been added to the game to make life easier for the match maker. This has a number of tabs that can be activated that list things like your current hometown fighters, potential champion vs #1 contender fights that can be made, fighters who you have yet to debut, etc, etc. This helps you keep track of things and avoid forgetting to do things.

#43 Screen Position

The game window now remains in one place and does not reset back to the center of the screen with each new day. The user can therefore put it where they want and not have to move it again.

#44 Submission Specialists

Fighters with a submission specialist attribute will now go for their favourite move a lot more as the frequency has been added to reflect their proficiency.

#45 Grappling Avoidance

Fighters who are consistently getting trapped against the cage / ropes and 'wall and stalled' or roughed up there now have the intelligence to realise what is going on and both work harder to avoid that position, and when trapped, work harder to get out and back to the center as soon as an opportunity arises. This leads to smarter and more realistic behaviour.

#46 Circling Out

Fighters rarely circled out from disadvantageous positions in previous games, going for more difficult or passive approaches. This has now been altered to make it more common for fighters to do so.

#47 Single Strikes

In previous games fighters very rarely threw single strikes unless they were gassed. To be more realistic, fighters can now throw single big bombs on a more regular basis (if it makes sense for them to do so).

#48 Cling On And Hope

Outmatched fighters on the bottom of a grounded position can now adopt a 'cling on' approach of simply grabbing tight and trying to frustrate their opponent and / or try to get the referee to stand them up rather than always trying to be active. This better reflects some fighters' tactics.

#49 Strike Attempt Chance

In previous games the code that goverened whether a strike hit was quite one dimensional in that a fighter with low skills had a very low chance of actually making contact most of the time, meaning that you'd get fights with one or both fighters flailing away without ever hitting much. As mentioned previously, the match engine mechanics code has been totally rewritten this year, but in particular this is one area that has been radically redone, and as a result it now far better reflects the reality of striking, its inherent risks, and means even pretty poor strikers can still actually do something on their feet.

#50 Combatative AI

Taken from TEW2016, WMMA5 features a similar 'combatative AI' in that AI-controlled companies now have the ability to understand and respond to other company's fighter offers. This allows them to be more combatative and less passive, actively trying to disrupt opponents and fight for the best talent.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #12  
Unread 11-06-2017, 05:33 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#51 Olympics

The Olympic Games are now simulated as an 'external competition' with several sports relevant to MMA included. This can mean that fighters put their career on hold to train and compete with the potential to earn medals and popularity boosts.

The various Olympic settings (such as what sports are involved) can be altered via the editor, and new sports can get added to the event as the game progresses.

#52 World Championships

World championships for other sports like jiu-jitsu and sambo are now available in the game. These work in a similar manner to the Olympics, except that fighters take less time off to prepare and the potential gains are less. Again, the settings can all be changed via the editor, including the ability to turn any or all of them off if the player chooses.

#53 Broken Ribs

The chance of ribs getting broken by vicious strikes has now been added to the game engine. A fighter with broken ribs will take extra damage if the opponent hits him or her in the damaged area from then on out, as well as affecting their stamina and ability to perform certain attacks.

#54 Facial Bruising

A fighter can become marked up over time as he or she takes shots to the face. This bruising is remarked on during the play-by-play. This adds to the realism of the game as the affects of a war become more pronounced.

#55 More Takedown Styles

Several different types / styles of takedown have been added to enhance the richness of the game, including grabbing around both legs to do a 'lift and drop' takedown, various 'drag downs' (such as from behind or from a single leg), and various leg sweeps. The type that a fighter uses will depend on their position, how tired them may be, their opponent's defence, and the fighter's background.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #13  
Unread 11-07-2017, 02:35 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#56 - 64 Reality TV Stuff

The reality TV section has been enhanced significantly to be more user friendly and more detailed. This includes: the ability to assign fighters to specific teams, editable team names, the AI always trying to follow a team vs team format (i.e. unless impossible, fights will always be against fighters from different teams), a history section that shows previous seasons (including the coaches, teams, and results), and editable rules for reality shows (rather than the fixed rules that were in previous games).

Also, fighters can now work multiple reality shows over the course of their career, the restrictions on who can coach them has been loosened (including allowing retired fighters), and coaching on a show is mentioned in a fighter's Achievements section.

Finally, by popular request, the selection of competitors for a show has been made significantly more user friendly with a list-based format and the addition of a search facility, including the ability to search by whether a fighter has been a competitor in the past.

#65 - 66 Weight Fail Mail And Auto-Jump

The user is now specifically mailed whenever one of his or her fighters fail weight rather than having to find out via an internet story or by checking the weight limits on a fight. To make this far more user friendly, you can also now jump directly from the mail to the relevant weight screen in order to potentially make changes to the fighter's current division. This removes several clicks and the need to remember who was involved.

#67 Alternate Loading Screens

For visual effect, the game can now have multiple loading screen designs added by the user, with the game picking a random one each time. This brings the game in-line with the TEW series.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #14  
Unread 11-08-2017, 06:03 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#68 - 72 Child Company Stuff

The handling of child companies has been improved with several changes and upgrades. The most obvious of these is the addition of a Control screen that allows the parent to do things like alter their weight classes and titles, move fighters around weight classes, and adjust their schedule.

Also, search facilities have been added to the child company screen and contracts can be viewed directly from that screen too. For ease of use, fighters with a child company can remain on their roster when their contract is renewed, even if it was the parent initiating it.

Finally, a new Integration screen has been added that allows the parent to take fighters and titles, either as a whole or by weight class, and bring them up as a group to the main roster.

#73 Zombie Attribute
#74 Punches In Bunches Attribute
#75 Dynamic Attacker Attribute


Three new attributes allow fighters to adopt a zombie approach (continually coming forward throughout a fight), a punches in bunches approach (lots of combos designed to overwhelm or outpoint an opponent), or be dynamic (switch between striking, wrestling, takedowns, etc throughout a fight to keep the opponent guessing).

#76 Submission Specialist Attribute Change

If a fighter is a specialist in a particular submission they now automatically qualify to use it during fights; in previous games the fighter still needed to have the required skill levels, which could mean that somebody who had specifically been designed to use a certain hold could never access it.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
  #15  
Unread 11-09-2017, 08:24 AM
Adam Ryland Adam Ryland is offline
GDS Developer
 
Join Date: Sep 2004
Posts: 9,185
Default

#77 Fighter Heat

The fighter 'heat' system, represented by flame icons, has been totally overhauled to take into account the type and speed of victory, betting lines, respective world ranking, etc. This makes the system less one dimensional and more responsive to a fighter's performance.

#78 Potential Hirings

A new screen, based on TEW's Creative Meeting, has been added where you can view recommended potential hirings. This includes a lot of different filters and other options to make it very user friendly.

#79 Drug Testing Agencies

Named drug test agencies can now be added to the game via the editor, replacing the previously anonymous bodies. This is primarily for immersion purposes, although you can set the quality of their testing and reputation.

#80 Team Stay Length

In previous games there was a hidden counter that dictated how long a fighter would remain with a team, but this led to people leaving at odd times as it was simply a countdown. This has been replaced with an entirely new approach that takes into account context (primarily recent results) to make things more realistic. This allows fighters to quit teams when things aren't working out, but for successful partnerships to be more likely to stay together.
__________________
Adam Ryland
Designer of TEW, WMMA, WreSpi, and Comic Book Hero
adamryland@hotmail.com
Closed Thread


Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Forum Jump


Array [all_times_are_gmt_x_time_now_is_y]


Powered by vBulletin® Version 3.6.8
Copyright ©2000 - 2018, Jelsoft Enterprises Ltd.