Mat@MDickie.com
Wrestling MPire 2004














 


Here are all prior developments...


Meet The Neighbours
As the game draws closer to completion, the selection of promotions has been finalized. Introducing "Maple Leaf Grappling", which should be a mixture of Stampede's traditional wrestling and UFC's shoot-fighting. Also new to this game is the electrifying Mexican outfit "Super Lucha Libre", which is already filling up with masked high-flyers - such as Rey Mysterio. That brings the total number of talent pools to 9; covering all the major wrestling nations - no doubt the first game to do so. Now all that remains is to create 300 characters and fill the damn things!


The Road To WrestleMania
The biggest development in recent weeks has been the all-new Career mode. Unlike the original Federation Wrestling, which was set in stone, your career in this game is completely unpredictable. Everything is different each time you play - from the characters you face, through to the matches and angles. That's a double-edged sword though, because it means all the promos have to be vague enough to apply to whatever you might be up to! But, all in all, it's much more realistic. The calendar screen is similar to the timeline from the 2D game; only much more refined. You progress through the years, week by week, dealing with whatever the booker throws your way. The setting is very much that of a "work" - as it actually does matter whether you win or lose. Each win increases your popularity (and therefore your chances of success in the promotion). Wins are also needed to keep food on the table if your contract has that dreaded "performance clause"...


Contract Killer
Yes, the backbone of your career is that all-important piece of paper. As in Federation Booker, wrestlers have weekly salaries and a time through which that salary applies - but now things are made even more interesting thanks to the "small print"! There are 4 extra details, which can make all the difference to your life. First is the right to your image. With it you can have the luxury of dressing how you want, but without it you're simply a doll to be played with by the booker! It doesn't have a direct effect on the game, but it can have psychological effects instead - trust me. I had a superb career going with Ric Flair until the booker forced me to wear pink knickers and suspenders! All of a sudden it was hard to take the matches seriously and I suffered a string of embarrassing losses. Speaking of losing, next up is the performance clause - which could see you losing half or ALL of your salary upon losing! That can make life very hard if you have a bad run - so it really makes you care whether you win or not. Finally, there are health and training policies - which determine how much you earn when injured and any discounts on training...  


Step Into My Office
Negotiating these contracts is a game in itself - and not a bad one now that they're fully animated 3D meetings! Just like some sort of promo, the camera glides to each person and displays what they have to say. Then, when it gets to you, there are the usual option boxes - which help you put your demands across. As in Federation Booker, a contract template is sent your way and you make some optimistic changes. The booker then mulls it over and tells you if you're being unreasonable. God willing, after a couple of exchanges a deal will be agreed upon and you're on your way to work for the company in question! That's the beauty of this game: as a wrestler you actually get to travel all over the place working for the highest bidder. These 3D meetings help to convey that feeling to. Your current booker even stands in the background, paying attention to what's happening!


Time For A Chat
Contracts aren't the only reason to step into a booker's office though. There are all kinds of smaller decisions to make throughout the weeks. You could be asked whether or not you want to turn Face/Heel, whether you want to become a team/singles wrestler, etc.. It is a discussion too, because once again the option boxes appear and you can either co-operate or decline...


Get A Life
Discussions don't even have to take place with the booker either. There are yet more topics that can arise in the locker room, as fellow wrestlers put proposals your way. They might try to make friends with you by inviting you out on the town - and sure enough, if you part with a little cash you've got a new ally! When I'm through, there should also be offers of managing/interfering for a cash bonus...


No Pain, No Gain
The only problem with these 3D meetings is that they make everything else look pathetic! Not all the news of the day needs a discussion, so most reports are like the 2D scenes in Federation Booker. The biggest casualty seems to be the training screen, which I'm not entirely satisfied with. The system itself is great - allowing you train at any one of 5 increasing expensive locations, with increasingly better results. However, it's just a series of pull-down menus - so it's painfully reminiscent of a text game. If I get time, I'd like to make training more of an event...


The Tale Of The Tape
So what is there to go in the gym for? Well, most of the statistics will be familiar to anybody that's played the original series. "Happiness" and "Attitude" are noticeably absent, because quite frankly they're YOUR statistics! It's up to you whether you're happy with your career or not, and it's your attitude that guides it. So those stats have been replaced by the more ambiguous "Reputation" value. This tells the world what kind of wrestler you are - I.e. hardcore or technical. When I get into details, the elite promotions will be reluctant to sign garbage wrestlers and vice versa. That attribute will, of course, be affected by how you play your matches. Other than that, you profile is basically the same as it's always been. Everything tends to look much tidier though, with your health neatly underlining your name - complete with a reminder of your age to the side...


The Latest Fashions
As the programming work dies down, I've been able to spend more time on costumes than ever before. The latest gear includes a great Ultimate Warrior outfit (complete with little warrior symbols and tassels), a star-studded Kurt Angle costume, Sgt Slaughter's military uniforms, some Hardy Boyz punk stuff, and the late LOD Hawk's tights and face paint. Now there's a Mexican promotion, I'm also putting more effort into masked outfits. Rey Mysterio and Ultimo Dragon are well represented - complete with great masked faces. Best of all; thanks to the new and improved editor, you can combine the masks with wild hairstyles and headgear for even greater effect! For instance, I gave Ultimo Dragon yellow horns and a white Mohican - and it all appears to be an extended version of the same mask. Elsewhere, there's a new line of female clothing - which, much to Ric Flair's dismay, isn't exclusive to females...


Check Out My Moves
New moves include Ric Flair's chop, a Dragon Sleeper, a nasty looking Head Smash, a nice Rock Bottom, a messy looking Pedigree, and a couple of Piledrivers. Most recently, there's also a good German Suplex and a Back Suplex. Several new aerial attacks have been added too, featuring every variation of splash you could want - from frog to 450. They can even be used as running ground attacks, which looks a little odd! Also new to this selection is Ric Flair's rolling Knee Drop, which looks surprisingly good. There's an assortment of Elbow Drops too. Unfortunately, since it's all down to me, the move set is never going to equal that of most commercial wrestling games. However, I'm pleased to say that all of the essentials are in there - and the range is already superior to that of Federation Booker...


Attention Seekers
Although I find animation by far the hardest task, I do seem to be improving with every single one I do. Some fine examples are the new taunts, which are much better than any earlier ones. In amongst the usual arm raises, there's a great bicep flex and a realistic fiddle of the wristbands. I even managed to draw up Hogan's ear gesture, which I wasn't too confident about. There are even gestures elsewhere in the matches now. For instance, upon an excruciatingly near fall the wrestlers sometimes look to the sky and shake their heads in disbelief! It's a really great touch...


Are We There Yet?
So there you have it; the game is on the home straight now. All that remains is to pile meat onto the bones. With that in mind, I must say that the game has ended up far better than I expected. The matches themselves are as fun as ever, but couple that with the ultra-detailed career aspects and you've got something very special indeed. I'm almost reluctant to make the booking game because I seriously doubt that it will be the better of the 2 games! In any case, it will be time to look into that soon enough. This one is still a good couple of weeks away from completion yet, so I'm afraid it's missed the Christmas deadline. It should be available by the New Year though, and what better way to start 2004? 

Previously...


Masters of the Universe
The biggest development is that the game has finally started to take its proper structure. Practically all of the menu screens are done - from character creation, to setting up your options, to federation/wrestler selection. Although they're quite faithful to the old 2D game, there are numerous modifications dotted about the place. Not least the changes that were necessary to accommodate the 3D graphics. Character photos are now full body shots, which are then shrunk down to Federation Booker size! It's quite a nice effect, making the transition to 3D seem effortless. Of course there are 9 promotions now, so the federation screen has been adjusted too (now presented in a nice 3x3 box format). The rosters within are much improved too, with a new 55-man format. Coming some 40 men shorter than the rosters in Federation Booker, you may find that baffling - but rest assured it is a deliberate decision. I often found the old rosters barely more than half full, but this new concise format fills out the screen a little more. When booking comes into it, it'll make you a little more selective too because you'll only have so much space for talent. If you're worried about the character count, don't fear. Remember there are 9 divisions now, which will have a record-breaking 300 wrestlers shared amongst them!


Mouse On The Menu
Not only are the menus done, but they also have a whole new look. The coloured boxes have been removed in favour of a more graphical style, which is made up of tiny 2D ropes. It takes a bit of getting used to, but it generally makes the menus look more professional. The mouse control has made a return too - even to this first arcade game. It was always going to be in the booking game, so it might as well arrive early to help with things like character creation. A nice touch in the editor is that the guy follows your cursor around the screen, as if he's concerned about what you're doing to him! That can actually get annoying when you want to check out you costume choices, but all you have to do is click on the guy himself to examine him fully...


Atmos-fear
In addition to match/gimmick setup and character selection there is now an arena selection too. It allows you to select from dozens of preset arenas, and then add in the atmospheres and ring designs of your choosing. Such options transformed the game overnight and started to make things look very good indeed. The arena decorations are genuinely different - ranging from stadium lights to brick walls, and even outdoor locations. The atmospheres are the real stars though, making even the most similar arenas feel different. The ring options are just as wide-ranging - allowing you to change everything from the rope, canvas, and mat colour to the apron design. The only drawback is that, being 3D, there's not much of a preview. Like the match setup, you just have to use your imagination to check that everything's as you want...


Setting The Scene

Speaking of scenery, all kinds of other improvements have been made to the arenas. For a start, the "locker room" section has actually been kitted out with a series of lockers to make it look realistic. It's a nice touch - although you can't tear them up; they're just scenery. Similarly, the booker's office is decorated with various household items (see Steve Austin further down). The item options have also been touched up. Most noticeably, the announcer's desk has joined the selection (although it's practically identical to the one in Big BumpZ). Best of all: a "standard" layout option has been implemented, which places all the items in their natural habitat - such as tables at ringside and regular items littering the backstage areas. They make the arena feel much more realistic...


Four Weapons & A Promo
There are also several new weapons - and indeed a new "type" of weapon, which includes broad things like steel chairs. They work mostly like smaller weapons, except they have a few dedicated animations for carrying and attacking. The ground shot is particularly devastating - not least because you can perform "Con-chair-to's" with any item that's underneath! Another new weapon is the ring bell, which is strangely reminiscent of the 2D version - and makes a satisfying 'ding' sound...


We Are The Champions
Naturally, the title belts have joined the selection too. Being 3D models, they're quite stiff-looking but they still look great in most situations. The texturing in particular is amazing. I found a perfect WWF belt image on the net and within minutes had the thing in the game - looking unbelievably realistic! You can't quite make it out in the above shot though, because Austin's got it covered in blood. Unfortunately, being a WWF image it won't be in the official game - but it could always be released as a mod later. In the meantime, I'll try to draw some good belts myself. In any case, the real news is that championship matters have been implemented too - with them changing hands as you'd expect, etc...


Boxing Day
One last point about arenas is that a new steel cage has been created - which is actually a perspex box! David Blaine would love to get in there for a 40-day Ironman match...


Dressed To Kill

The wardrobe gets bigger and better by the day. New costumes include a great Mr. Perfect outfit (complete with the V pattern on the back) and Hulk Hogan's red & yellow gear - both complete with realistic faces too. I seem to have a thing for nostalgia at the moment - in particular jobbers for some reason! Other new characters include The Big Bossman, Virgil, The Mountie, and even IRS?! There are all kinds of great miscellaneous items too - not least a brand new ref's outfit, which looks better than ever. There's even a vest variation, as worn by Sid Justice at Summerslam 91. There's some serious retro action going on in this game!


Killer Cuts

Elsewhere in the world of characters, a couple of new hairstyles have been added - which include much better "Receding" and "Afro" styles, and an outrageous new "Spikey" style! As you can tell from the above shot, it gives the characters a kind of Japanese comic look. There's also a new piece of headwear that gives your character horns - much like Rey Mysterio used to have! It's intended use is for a Jushin Liger character though, as you can colour them to blend in with any costume...


The Big Slow
The greatest character development of all is the new selection of bodies. The range is mostly the same old story (thin, normal, fat, muscular, etc.), but they've all been redone to do their job better than ever. The fat models, in particular, are much improved - not least because there's two of them now. There's an innocently "plump" model for your Jim Duggans, but then there's also an "obese" version for Yokozuna-sized creations! I must say it's absolutely hilarious to see such monsters crashing around the ring - even more so when you make them 8ft tall!


Make Your Move
The move list continues to expand slowly but surely - in all areas. Some new attacks include a nice leg drop, an elbow drop, and a great looking dropkick. New ground moves include a Boston Crab, a half crab, and an ankle lock - all of which look pretty good. On the grappling side, a whole range of suplexes and Brainbusters have been added - from "stalling" versions through to "snap". They're quite nicely animated, and benefit from the turning system better than any other move. You can even release opponents over the ropes, which is a cool way to eliminate them from Rumbles! The "Reverse Suplex" is especially good for that - and looks nasty too...


Express Yourself

Another big development is the promo system, which again is very similar to that in Big BumpZ (just subtitles at the bottom of the screen). They're accompanied by a dedicated talking animation though, so it's quite a nice effect. The speech of The MDickie Show simply wasn't an option because of the sheer volume of characters (and the unpredictable format of the Career mode). I should also make mention of the addition of facial expressions here. Like the mouth, a wrestler's eyebrows now vary to make them look either happy or angry. It happens during promos, taunts, and even submissions. However, it's main use is for the face/heel system - much like in Federation Booker. I'm thankful to see it included because, believe it or not, I was preparing to forget about that feature (I didn't think it would work in 3D). It does work brilliantly though, and helps to portray each character. The only drawback is that the faces have lost a little of their independence, because they all have to have similar looking eyes. That said, they're still more detailed than those we saw in the 2D games...


Kings of Pop
One sure-fire way to make your character unique is to affiliate them with a famous musician... Yes, the CD entrance feature is back and better than ever! Best of all, it doesn't replace the default tunes - it just adds to them. Browse beyond the 45 themes that are supplied as standard and you'll enter "CD Track..." territory - where you can set a number from 1 to 20. When they make their entrance the game will then throw out that song - and even fade it out just like an official theme! The system works much better than I ever imagined. The only problem is that it's a little clumsy. For instance, if you've got the wrong CD sitting in the drive you'll suddenly be coming out to soft voice of Justin Timberlake instead of 50 Cent! Worse still, forget to put in a CD whatsoever and your guy will enter to an embarrassing silence. At least it doesn't crash in that situation though...

Previously...


Tag Team Turmoil
The team gameplay, which had just been started at the last preview, has now extended to TAG teams too. They work as soundly as they did in Federation Booker - and can once again include up to 5 wrestlers on each team! Surely it's got to be one of the first 3D wrestling game to do that? In any case, the whole system was a major headache - especially for the CPU referee - but I'm pleased to say I've knocked it into shape. In fact, it's much more advanced than what we saw in Federation Booker. A couple of things were easier this time, such as attacking and being attacked by the enemy's team-mates - both of which are now perfectly possible. They even fall off the apron and onto the floor! As ever, the team formats are compatible with all the match possibilities - so you can once again cook up your own variations. My personal favourite is a tag team "Battle Royal"... but we'll come to that later.


Rope Burn
Another new feature that's evolved since the last update is the barbed wire ropes. They now do some serious damage - with plenty of scars and blood spurts! Most satisfyingly, wrestlers thrown against them often crumple into a heap due to the pain. The feature was so successful that I've also added an electrified rope version! This is even deadlier as it can sometimes result in the odd explosion! The whole feature is very cool, complete with animated electricity surging around the ring and a nice electric shock sound effect. Now The Rock can prove that he really is "the most electrifying man in sports entertainment"! I'm not sure the gimmick even exists in real life, but it was so easy to add that I just went ahead and did it...


Evacuate The Arena!
As if barbed wire and electricity weren't deadly enough, the "Blast" gimmick from Federation Booker is back with a bang! You can once again set a time at which the ring will explode (and will be showered with random blasts for the remainder of the match)! As unrealistic as it is, I find these matches absolutely hilarious - not least because the explosions have improved a notch since The MDickie Show. They really throw people around now - lifting them off their feet, instead acting like a minor inconvenience. The referee being blown out of the ring, just when he's about to land that 3rd count, has to be seen to be believed! By some twist of fate, the texture is better too. I simply trimmed the existing one and it became much brighter. It's so simple that you can get the modified texture here, throw it into your MDickie Show "items" folder, and see for yourself...


Life Behind Bars
All this violence would land you behind bars in the real world - and the Wrestling MPire is no different. To punish hardcore wrestlers, the Steel Cage has also made a triumphant return! It is just a "steel cage", as opposed to "Hell in a Cell", but it does it's job better than ever before. For a start, thanks to Irish Whips there's one major new way to bang your opponent against it. Like an item, it even gets stained with blood too! Best of all though, the inside walls of the cage can now be CLIMBED - just like the video screen. Naturally, you can launch devastating attacks from up there too - or you can bring fleeing cowards crashing down to the mat. However, the climb out victory method is not in effect. I've never felt that gimmick works well in a game. Hell, it barely works in the real world! In this game, it's basically a brutal match environment that keeps the action in the ring. That said, you can combine it with ANY match type and ANY number or format of wrestlers - which opens up the fun you can have with it. Heard of those 6-man "War Games" tag matches? Yep, they're perfectly possible and work brilliantly! Another cool touch is that there a couple of cage variations - from the modern day mesh to the old school bars. You can even have various colour schemes. Will I extend the feature to include electrified or burning versions? Don't tempt me!


Get Ready To Rumble!
The over-the-top elimination method has finally made it into my games! It's a stipulation, just like KO's and pins, which once set allows eliminations to occur whenever a wrestler is sent hurtling to the floor. There are so many ways to throw people around in this game that it works better than most. From actual moves to messed up moves, stiff attacks (of any kind), flying weapons, blind stumbling, ground move kick outs, turnbuckle falling... anything's possible! Better yet, all of the "cheap" methods (such as the actual throw out command) are cut out of these matches. You can't even climb down to the outside - you just end up stepping out onto the apron. That said, humans do have that inevitable advantage over the CPU's (who basically play a normal match and hope to knock you out). In any case, here's the even better news: the Royal Rumble format is in! With this option set, 2 guys start and then another enters with each passing minute - complete with a buzzer sound effect and excited crowd reaction! Their theme song even plays - it's just like an entrance mid-match. The camera doesn't stray too far from the action though, so it isn't annoying. Forget about those 4-man limitations too - this is a REAL rumble, with up to 30 guys stood backstage waiting for their shot! This means that Rumbles take their natural course - sometimes having dozens of guys of guys in the ring (if you're computer's up to it). It also means you can have those mad clean-up sessions that Hogan and the Warrior used to do! This format isn't exclusive to over-the-top rules either - you can use it with absolutely any match type. And I mean "any" match type - even Iron Man and 24/7 (as little sense as that makes)! There are so many possibilities that you might very well create a match that even I haven't considered...


Poppin' Tags
The tags that float above the wrestler's heads have returned to this game - despite it being 3D. They actually look much better, because they're actual graphics rather than a piece of text. It's the usual story: pointing out who's Special, who the "Legal" men are, who's eliminated, whose injured, etc.. They're a godsend in the 10-man tag matches, which can get quite chaotic. One thing that remains a mystery is the health bars. In 3D, the tags are pretty much set in stone so you can't have the fluctuating bars from the 2D games. That is you can't have them following the player - they can always be displayed at the top of the screen, as in The MDickie Show...


Shadow Boxing
Whilst making the tags, another possibility reared its head: shadows that follow along the ground! It was very easy to do and turned out to be great. They're just circles, rather than sophisticated reflections of the player's anatomy, but they're better than nothing. In any case, they so vague that they don't get on your nerves. You just spot them out of the corner of your eye, making aerial attacks and move sequences seem much more realistic...

This & That...
- In addition to flying attacks and stomps, there are now running crushes...
- You can sometimes throw a low punch when you're climbing to your feet (which stops vultures from waiting to knock you back down again!)...
- You now smoothly step on and off broken items, instead of flickering up rather abruptly...
- Broad weapons, such as steel chairs, are up next - along with the new promo system...

Previously...


Something On Your Mind?
The gameplay continues to shape up nicely. In addition to grappling at the legs, there's now grappling at the upper body too - where your opponent can be dragged around by their hair! The moves are starting to seep in there too. There's currently a tight little headlock and a choke hold - complete with a satisfying coughing sound. You can even use weapons during the hold, which looks as though you're forcing it down the guy's throat! Doing it with a beer bottle makes the Mandible Claw look "nice". Speaking of weapons, I took the time to add a little feature whereby you can snatch them whilst crawling around on the floor - just like in real life! It's good for unleashing hell as soon as you get back on your feet...


Between 'The Rock' and a Hard Place

The biggest development is the all-important pinning system. Even this, as you've come to expect from my games, is like nothing before. As in real life, pins are acknowledged whenever one wrestler is lying on top of another. This means that, in addition to the regular pins, you can also score falls when you've collapsed or crawled onto a lying opponent! At its best, it's a very realistic (and useful) feature. It can also be very amusing - pinning someone "accidentally" has to be seen to be believed! Of course your best bet is to stick to the regular pins - of which there is the usual range...  

You Screwed Bret!
The refereeing that counts the falls has also been implemented. It works very well, with the ref delivering a nicely animated hand to the canvas. As in Federation Booker, the speed of that hand can be very unpredictable if you're not in the referee's good books. In any case, the refs are designed to be controlled by humans too - so it could be you that's doing the screwing! Speaking of refs, their AI for other things is done too - such as rope breaks. They've been noticeably absent from previous games, but now a referee will kick you off if he finds you near the ropes. The stipulation is optional though, so brawlers needn't fear...


Ring Rust

You'll be glad of rope breaks if you find yourself in a "barbed wire" rope match! This feature has just been added, which replaces the regular ropes with jagged metal. The devastating effects aren't in place just yet, but by the time you read this they should be covered in blood and doing their damage...


Enter The Sandman

Another big development is the entrances, which have finally made their 3D debut! As in the 2D games, they're 100% controllable and come complete with theme song and lighting. The system is smoother than ever before, with music that fades out, name bars long the bottom of the screen, etc..


The Gorilla Position

The controllable entrances in this game are all the more interesting because you can actually wander off backstage at any time! Hell, the crowd doesn't pop until you pass the curtain so you can hold up the entire show trying to get some hype! And if you do look backstage, sure enough you'll find everybody lined up in the "Gorilla Position" waiting to make their entrance. You can't attack them unless they've been activated though. Believe me, that's for the best. Left to their own devices, you could hear dozens of screams behind that curtain before the first guy has even made it to the ring! Aside from the wrestlers, you can also find potential "invaders" backstage too. Much like the interferences from The MDickie Show, they just stand around until they feel like getting involved - and if they do, you're made aware of it by the same cut-away camera...


When Two Tribes Go To War

Yet another major development is the team system. Whether it's your lowly manager or your army of tag team partners, you all march to the ring TOGETHER! Believe me, in 10 vs 10 wars that's a sight to behold! The crowd goes wild popping for each one too. Even more unnerving is the fact that everybody stares at the guy making his entrance! From the referee to your various opponents, they all make you the centre of attention - and won't hesitate to throw you a cheap shot if you don't keep your distance. (By the way, the guy in the above shot isn't a giant - he's just stood on a table near the camera!)


Match Made In Heaven

Thanks to the arrival of entrances and the team format, the matches now have a proper structure. In fact, almost all of the match stipulations from Federation Booker are present and correct. The system is very similar, offering you the chance to mix and match the stipulations that create any match. First fall wins, best of 3, ironman, 24/7, and elimination types are all present - and can once again be fought just as easily in teams as in singles competition! The rules are also beginning to appear to - such as falls count anywhere or only in the ring. Thankfully, the CPU players know how to work within them too - so they can be trusted to fight sensibly. Time displays and limits are also in place, which makes everything seem very official. Finally, the match endings for each type are done as well - correctly identifying the winner(s) and declaring so on screen. The only match type missing is the over-the-top elimination and Royal Rumble system - but that's on the cards very soon...

Texture Update
The textures continue to improve. I've been drawing up all kinds of leg variations - including jeans that are so detailed that they have belts, zippers, pockets, brand tags, and even stitching down the sides! All manner of chests and arms have also been created - ranging from saggy flesh to toned physiques and even hairy bodies. Clothing such as t-shirts are now emerging too, and look much more realistic than ever before...


Welcome To The "MPire"
The title of the series has been unveiled as "MDickie's Wrestling MPire" - spelt with a capital 'M' for added gimmickry. All of the games should come under that moniker in one way or another. Coming up with a name was hard because the game is set to feature a staggering 9 promotions and talent pools! I couldn't refer to just one of them, as all the previous "Federation Online" games have done. I can confirm that Federation Online will still be one of the promotions though. Two new ones will include a Mexican "lucha libre" style organization and a UFC style shoot-fighting league (which is strictly tough submission matches!). The others from Federation Booker may very well return to make up the numbers. I can't stop having ideas for this career game, and I can assure you it's going to be very special indeed! Choosing who to work for (or to aim to work for) is going to be a soul-searching decision as you balance money and glory with job satisfaction. The WWE equivalent is planned to be an absolute hell-hole as far as freedom goes, where they decide what you're called and what you wear! You see, a new development is that the contracts are going to have a few "clauses" - rather than being a straightforward "salary x weeks" arrangement. Some companies will pay for your health care and training, whereas others won't. Some will even ask that you sign a clause that states you will not get paid if you enter a poor performance! Money is going to be more important than you perhaps think though, as you need to pay living costs - not to mention all kinds of luxuries like costumes, weapons, and managers. Even friends will come at a price because you have to put a certain amount of money aside for "socializing"! However, if you're under 18 you've got it easy because you live with your parents. Fully grown adults, on the other hand, are LOSING money with every week that they're not employed. As detailed as it sounds, I'm hoping all these gimmicks will add to the fun rather than spoil it. We'll know for sure when the career gameplay kicks into action over the coming weeks. Watch this space...

Previously...


Great Ropes Of Fire!
The whipping system has now been fully implemented. It's a fantastic addition to the gameplay and works very well indeed. All the moves you'd expect are perfectly possible - from momentum grapples to attacks. Better yet, you can also send opponents rushing towards scenery, items, and other players, for even more jaw-smashing possibilities! One "item" you won't get an impact from is the ropes, which catapult the guy right back at you - complete with a nice bouncing animation. Speaking of ropes, a dangerous new feature is that they can be set alight just like an item! It's not just for show either - if you're whipped against them, or even touch them whilst climbing out, then you'll feel the burn! This game could bring a whole new meaning to the words "Inferno Match"...


Pulling Your Leg
The wrestling gameplay is really starting to take shape now thanks to the arrival of ground grappling. As in the 2D games, you can grab a lying opponent by the head or legs and then drag them around the arena as if it was a regular grapple! It's far in advance of the 2D system, featuring smooth 3D animation every step of the way. The possibilities are numerous too. Aside from locking in an actual move, you can also drag an opponent to their feet for a regular grapple - or simply release the opponent in a better position for an attack. In team matches, the system could also be used for dragging your friends out of the firing line. Don't get too cocky though - like a regular grapple, it's all too easy for you opponent to kick out and turn the tide...


Throw In The Towel
Just as much effort has been put into the ground moves themselves. The very first move is Bret Hart's infamous "Sharpshooter". That was a nightmare to animate, I can tell you, but thankfully the effort comes to life on screen. Far from the basic 2D animations of Federation Booker, the moves now feature smooth sequences for locking the hold in and releasing it - not to mention synching back for that all important damage! There are cool little details all over the place too, such as lip movements on each wrestler, desperate crawling, and various wrenching speeds. Another nice touch is that the aggressive wrestler is vulnerable at ALL times. Not only can you kick them off during the move, but you can also get in while the move is being applied or released! It's much more realistic than the system in most games, where wrestlers are frustratingly invincible if you catch them at the wrong time. You don't always need help to get out though - it's perfectly possible to kick out yourself. This game approaches it slightly differently though. As in real life, it's mostly up to you when you cancel the hold - but your opponent WILL kick out at some point. It's up to you how long you push your luck...


Monkey Wrenching
If you only want to lock in a hold for a short time, you could do yourself a favour by taking a weapon in with you. Yep, the weapon holding system even extends to submissions! It works perfectly with the Sharpshooter, as things like the baseball bat hook nicely through the legs - looking as though it's adding some serious pressure! It does just that too. Weapon submissions are twice as painful, and there's an excruciating sound to assure you that it's working! Enough of that torture and a submission is practically guaranteed - and I'm pleased to say that the referees are already on top of that. Much like a KO in The MDickie Show, they kneel down by the victim and listen out for that all-important scream before calling for the bell. The only thing missing is rope breaks, but I'm looking into that soon. The plan is to make them quite aggressive - kicking first and asking questions later!


Take It On The Chest
The texture breakthrough continues to show promise. I've finally got the hang of drawing up the damn things, so they're now more detailed than ever. The latest arms have visible fingers, muscle definition, and even armpit hair! Accessories such as elbow pads and wristbands are also much more realistic. Best of all, there's now a great new body texture - which boasts a realistic looking chest and even winds round to the back where there's just as much shoulder blade and spine detail! Unfortunately, it's hard to tell from the above picture since the JPEG format has blurred out the detail. Anyway, like the arms, the torso now uses one big texture that automatically paints the back as well as the front. It's a great development, because it means detailed clothes like shirts and vests can be applied properly - with a collar that goes all the way round, etc.. All in all, the characters should be looking fantastic when the full wardrobe is done - and they should be much easier to edit too...

Previously...


Flying Without Wings

At the last preview flying attacks weren't quite finished, but now they're refined to perfection! Well, as close as my games get anyway. It took a lot of work to get every possible move working properly with each of the various launch pads - from turnbuckles and items to the damn video screen! It all seems to have panned out nicely though, with moves flying and landing realistically in any situation. To top it all off, there's a great new Swanton Bomb move. That one's so much fun to use that you find yourself playing Big BumpZ all over again - deliberately jumping onto items because it looks so cool! I also took the time to add mid-air collisions to flying crushes too. For instance, you could also use a Swanton like a spinning heel kick on the way down! However you use them, another great addition to flying attacks is that they sense where you target is and slow down to avoid missing it too drastically...


Any Which Way But Loose

It's no secret that you can throw opponents all over the arena, but now (as in real life) there's a way to do it more gently. As in most wrestling games, if you execute the Irish Whip command near the ropes then you will roll your opponent in or out of the ring. It's an easier way to take charge of the action, and less painful too - which is good if you're just trying to keep buddies out of the way. Like the regular climbing sequences, the animation for these actions is also very solid...


My Way Or The Highway!

Irish Whips are finally here! Strangely enough, the manoeuvre has never found its way into one of my many wrestling games. I always found it a lot of work for something so insignificant. In 3D it wasn't too bad though, so I finally made the effort to do it. The feature isn't quite finished yet because I've only just implemented it. All you can do is send a guy running off into the sunset - no rebounds, smashes, or returning moves; but that's just a matter of time. When it's done it should be yet another great way to send your opponent crashing through an item!


You Can Run, But You Can't Hide!

The cameras in The MDickie Show were more extensive than most games, and now this game has taken the selection even further. In pretty much all of my existing 3D titles you'll notice that the camera likes to point at your guy. Here though, a couple of variations have been added which are much more static and always face North. You'd be surprised how big a difference it makes to the feel of the game. Better yet, there's a brand new angle that strives to contain ALL of the action in the arena! Instead of "pointing" at one player, it cleverly finds the centre of the action and zooms out to frame it all nicely. I'm sure you can imagine how much better that is for multiplayer battles. It's also good for big matches, like Battle Royals, where you need to keep track of everything...


Texture Breakthrough!
By far the biggest development is a huge breakthrough in the texturing of the wrestlers. I'm putting the finishing touches to a system that revolutionizes the way the 3D models are dressed. Instead of being painted limb-by-limb, the models can now be fed a complete piece of clothing that will assign itself automatically! For instance, instead of texturing each limb in the lower body you just choose one big texture (like the one above) and each little part takes what it needs from that. Better yet: the texturing is 2-sided, allowing for much more detail - such as the costume above that has a separate logo on each side of the tights. When I get round to it I could also add things like muscle definition...


Man In The Mirror

The system also means the separate limbs aren't as obvious, because the textures are designed to flow effortlessly over the joints (as you can see from the in-game example above). Not only does this new system end up looking better but it also makes character creation a lot easier. Much like the preset 2D stuff in Federation Booker, all you have to do is select the head, hair, body, arms, and legs - and there you have your entire character! On the downside, such a system doesn't give you as much freedom. Since the textures will only work for their designed body part, there won't be the opportunity to mix up your own combinations. However, if there are enough choices that shouldn't be a problem...

Previously...


Re-runs of The MDickie Show

Love it or hate it, the gameplay from The MDickie Show forms the basis for these latest projects too. The same weapon-throwing, table-breaking, body-scarring anarchy is back to fight another day! Of course the world of wrestling demands a lot of additions and modifications, which should breathe even more life into the engine. Better yet, the laws of evolution mean that this game is destined to be superior in many other ways too - from brand new animations to tighter gameplay, and even more efficient programming. That's already the case, as loading times are down even though great new animations are added everyday! My understanding of performance issues has also stepped up a notch, so this game should be more advanced than The MDickie Show without being any more demanding...


Sold-out Arenas

Although the arena is based on that from Big BumpZ, the crowd has been brought in close to the entrance curtain to form a proper aisle-way - which makes the whole thing look fuller and more realistic. Practically everything else has been tidied up too, with better modelling and/or texturing. The crowd continues to be a disappointment though - especially close-up. That said, it is looking a notch better than it has previously - and there's nice new fog effect which makes it more atmospheric. Speaking of the crowd, you may recall that I planned to do a sideways view of the action - but that has since been scrapped for the traditional "facing the aisle-way" view. Although the sideways gimmick was a nice touch, it conflicted with the crowd terribly and became something of an annoyance...


Step Into My Office

Another reason for the perspective change is that I've added backstage areas beyond the curtain, and they didn't work to well from the side! As they are they work great though: you just walk through the curtain and a whole new world is available to you. And, unlike most games, the process is completely seamless - with no loading times or camera adjustments. It's like stepping backstage in The MDickie Show, except there's much more to it. There's the Gorilla Position (so called in the WWF because Gorilla Monsoon used to manage it), which is like a dark extension of the entrance walk. Then beyond that there's a huge open space with locker rooms to the right and what should become an office on the left. Don't judge it from this early shot because there's a lot of decoration and texturing to come! Far from a place to brawl, these backstage areas should play a big part in the story modes of the completed games too - with sequences actually taking place in the correct room, etc.. As a wrestler, I could even have you starting in the locker room and making your own way to the curtain Goldberg-style! 


Running The Ropes

The biggest task has been to transfer the action to a wrestling ring. Far from the one-sided stage in The MDickie Show, this game required brand new animations and programming for climbing in and out of each side of the ring. The results are great though. Unlike in Big BumpZ, every effort was made to make the wrestler's movement perfectly in sync with the dimensions of the ring. Your guy steps between the ropes nicely before clambering down from the apron. Best of all, there are now animated ropes too! All they do is shake at the moment, but when the time comes they'll do whatever a move or action needs them to do - such as stretching when run against. Yes, Irish Whips will finally make their debut in my games! I haven't done them yet but they're up soon...


From The Top

There are also new animations for climbing up onto the turnbuckles. It's a much more detailed sequence than that in Big BumpZ, whereby the wrestler actually nips behind the ropes and scales up the side. Once you're up there it's like standing on an item - you face whichever way you want and launch an attack or hop back down. You can now taunt and throw weapons whilst up there too!


I Believe I Can Fly

Flying attacks were a last-minute addition to The MDickie Show, whereas this game is making every effort to tidy them up for frequent use. Not only have the standing attacks been revised but there are now flying crush attacks too - such as splashes! They've only just been added so there're a little rusty, but the system is looking very promising. You can actually hit items on your way down, which makes for some painful-looking landings! Best of all, for the hell of it you can rotate in mid-air - much like in Big BumpZ. It's great because you can create your own variations of the moves, such as the turn RVD does during his frog splash...


Do It Yourself

You're not just limited to the buckles either. Innovative players will find that you can place an item anywhere next to the ropes and use it to jump down to the outside! Naturally, one of the taller items is needed to pull it off. Unfortunately, you can't stack the items as in Big BumpZ (things could get very complicated if I went down that route in a game like this)...


Meet The Fans

There's plenty of climbing to do outside the ring as well. You can hop onto any part of the barrier that snakes around the arena as if it was an item - which gives you even more options in hardcore battles. You can even step off onto the other side of the barrier and be amongst the fans! That's not quite as appealing as it sounds though, given that the crowd looks a little flawed up close...


On The Big Screen

The best outside climbing takes place at the entrance way, where you can clamber up the video screen just like in Big BumpZ! And what good would that be if you couldn't jump off? While you're up there you can launch both standing attacks and crush attacks. You can drag weapons up there with you too - and even drop them to the floor below. Be careful though: all this monkey-business is dangerous...


What Goes Up...

A lot of work has gone into "fall offs" and "fall outs" of all kinds. Not only are there new and improved animations for slipping off items and turnbuckles, but there's also a new system for move throw-outs. Unlike The MDickie Show, there are ropes around this "stage" so I had to a put a lot of work into getting moves up-and-over the side. The result is that any move that lifts and releases an opponent near the top rope will, sure enough, send them hurtling to the floor in satisfying fashion! From Powerbombs to Bell-to-Belly Suplexes, they're all working. You can also topple out with any other type of fall near the ropes - whether it's a stiff shot from an opponent or a messed-up move. Yes, Battle Royals are going to be very cool in this game...


Size Matters

Speaking of big matches, I recently had the good fortune to test the game on a PC superior to my own and the results were astounding. I had over 30 wrestlers roaming around the arena - with 100's of items/weapons and FULL graphical detail - without a trace of slowdown!!! My computer can only handle 10 or 15 guys and I thought that was impressive. I know this news will infuriate those of you that are struggling as it is, but anybody who bought a computer in the last 12 months could be tearing the arena up with some truly jaw-dropping matches! However many guys you send into the arena, one thing you can be sure of is that they'll look more unique than ever before. I recently stumbled across a nice system for giving them all different heights in addition to their body shape! It's already in the editor: you can give them a height anywhere between 5ft and 8ft and it'll translate into the game almost perfectly. As you'd expect, things can get out of sync when a big guy performs moves on a little guy (and vice versa) - but sometimes it can be quite cool, such as a little guy grabbing a Hurricanranna around the waist instead of the head! All in all, it's a fantastic addition to the game. It's true potential should be unlocked in the booking game though - when your 16 year old trainees grow into bigger adults, etc.. 


Shadows of the MPire

As with the 2D series, the plan here is to release two separate games - an arcade game followed by a more sophisticated booking game. However, I can reveal that the "arcade" game will have a lot more to it than ever before. Its a little early to get into details, but the plan is to have a deep, almost RPG-like career mode - where you create your wannabe superstar and set about making it in the wrestling industry. Not just one given company though - I'm going to have you starting in backyards or schools before embarking on a pro career in any company that will sign you! For the first time ever you'll be able to play promotions against each other as you find the best deal for you. Some promotions might be big and appealing like the WWE, but they'll take away your creative freedom and work you like a dog. Whereas a smaller company will give you a little more respect and let you work your own style - but are those low pay checks worth it? A very promising concept indeed. More soon...

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