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King.

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Everything posted by King.

  1. I'm not the one doing the programming, so I know little about it. I do know it's being made in Visusl Studio, if that helps. At first I think this thread should have been in the EWR forum, because the original question proposed was about what features people would want in another EWR game. Thread gas definitely evolved in to the main TME 2012 thread, so it deserved to be moved. There is quite a bit of code written so far. I'm not the programmer so I can't be specific with terms and such. The game is no where near complete, but the interface is mostly operational except for a a few things that we're yet to make a decision on (how the booking screen should look/work, how indepth the merchandise section should be, etc) We're already planning on having overness work in a similar way promotion size does. I just tried for about 5 minutes to explain how it works, but I didn't want to confuse anyone more. So here's a quick diagram. A wrestler will only move up to the next level when he has completed the previous. It is possible to drop a level. The "Legend" level is similar to the Unique gimmick in EWR. We're deciding whether or not a worker reaching level 100 on the Global level automatically makes them a legend, or if they should have to maintain that overness for a certain period of time. The legend category of overness would be for guys like Hulk Hogan, Bret Hart, Ric Flair, Piper, The Rock, Stone Cold, etc. You do realize that, aside from the Legend thing, that's exactly the same as EWR except your way only has 72 points on the scale instead of 100? That feature is bare bones in EWR. No where do you see what overness equates to what level, only on the EWR board in the FAQ is it given, and only because someone worked it out. Each one of those squares would equal about 20 overness points in EWR, so it is much harder to build a worker up. What? You have 72 squares. 84 if there are 12 under legend. Still looks to me like nothing groundbreaking compared to EWR. Also "we've almost finished the interface" isn't really giving me much hope, as that's by far the easiest part of programming something like this... Interface was the wrong word to use I suppose. As there is a great deal of code written. However, I want to again point out that he (the programmer) and I are working professionals, who can't dedicate twelve hours of every day to working on this game. This is a side project, something that we WANT to do, and don't HAVE to do. I would just like to also say that I'm a bit disappointed by the basically hostile intent some of you have. Granted, I've been on EWB since 2002 so I'm used to it, but it's almost like I've stepped out of line. If I posted as much as I did back then, and actually still had a meaningful presence on the board, I don't think I'd be facing such a social obstacle with this project.
  2. There is quite a bit of code written so far. I'm not the programmer so I can't be specific with terms and such. The game is no where near complete, but the interface is mostly operational except for a a few things that we're yet to make a decision on (how the booking screen should look/work, how indepth the merchandise section should be, etc) We're already planning on having overness work in a similar way promotion size does. I just tried for about 5 minutes to explain how it works, but I didn't want to confuse anyone more. So here's a quick diagram. A wrestler will only move up to the next level when he has completed the previous. It is possible to drop a level. The "Legend" level is similar to the Unique gimmick in EWR. We're deciding whether or not a worker reaching level 100 on the Global level automatically makes them a legend, or if they should have to maintain that overness for a certain period of time. The legend category of overness would be for guys like Hulk Hogan, Bret Hart, Ric Flair, Piper, The Rock, Stone Cold, etc. You do realize that, aside from the Legend thing, that's exactly the same as EWR except your way only has 72 points on the scale instead of 100? That feature is bare bones in EWR. No where do you see what overness equates to what level, only on the EWR board in the FAQ is it given, and only because someone worked it out. Each one of those squares would equal about 20 overness points in EWR, so it is much harder to build a worker up.
  3. King.

    WWE '12

    Any word on what the Road to Wrestlemanias will be?
  4. We're already planning on having overness work in a similar way promotion size does. I just tried for about 5 minutes to explain how it works, but I didn't want to confuse anyone more. So here's a quick diagram. A wrestler will only move up to the next level when he has completed the previous. It is possible to drop a level. The "Legend" level is similar to the Unique gimmick in EWR. We're deciding whether or not a worker reaching level 100 on the Global level automatically makes them a legend, or if they should have to maintain that overness for a certain period of time. The legend category of overness would be for guys like Hulk Hogan, Bret Hart, Ric Flair, Piper, The Rock, Stone Cold, etc.
  5. I have to agree. Keep in mind the casual player guys. Most of the suggestions are good suggestions, but some of you guys are asking for extremely specific and time consuming things.
  6. You will be able to promote any match and certain angles well in advance. Angles will include contract signings, debuts, interviews, etc.
  7. The database will be fully customizable just like EWR. Setting a start time that avoids changing your PC clock is something we're now working on thanks to the suggestions. We didn't even think of it! Unpack and play. Any scenarios or stat updates will NOT work with TME. Unfortunately all new scenarios will have to be made.
  8. How does EWR show up on your screen? TME will only be slightly bigger then EWR, maybe 200 pixels. The window will also be moveable and allow for minimizing.
  9. We're still figuring everything out and testing to see what design concepts are possible. Things are being programmed, but more as a test then towards the actual finished product. We want to have everything worked out, and the public's opinions before we start programming the finished product.
  10. Japan is now housed under "Other promotions", and television is now under "events". EDIT. I should clarify. "Japan" does not exist anymore. Rather, "Tours" now does. Workers can tour any country and be unavailable.
  11. Definitely would like everyone's opinion on the first version of the main play screen. What do you like/not like about it? Any features you miss or you enjoy?
  12. Again, he is NOT using any code from EWR. Not only is the code not open source, it's not even available, so he couldn't even if he wanted to. Those aren't screen shots he posted, they're screen designs - the only reason "EWR style" numbers are there are because he's copy and pasted them using Photoshop, it does not mean he is using my code (or indeed ANY code - as he said, it's a screen mock up, you do them using paint packages not by writing the code itself). Yes. I want to stress that those screen shots are art mock ups. They are not the actual game. I sat down with my friend who'll be programming it and talked about what would be possible to do in a game that would have the same play feel as EWR, those were the result. I can say that the roster screen he spent maybe an hour on just fooling around looked nearly identical to that mock up, so it's not like we'll release the game and it won't look anything like the art mock ups. Like someone else said, EWR is nearly 10 years old, the programs used to make EWR have improved leaps and bounds. You can do more, easily.
  13. TME 2012 will be fully customizable as far as graphics and color schemes go. (Y)
  14. If that were true, no one would be playing EWR anymore. While I enjoyed TEW, I greatly missed the simplicity of EWR which The Main Event will hold on to while allowing for more advanced features.
  15. We are not currently planning on releasing any sort of preview version of the game. We are both two working professionals who can't dedicate all of our time towards the production of this game. We briefly spoke about a January 2012 finish date, although nothing is guaranteed. May be sooner, may be later. Just depends how everything comes together.
  16. Our mistake. No code from EWR has been used yet, and not code will be used. Thank you for clearing things up! (Y)
  17. Adam has stated in a few interviews that the game is open source. And if we're mistaken, we'd gladly develop the simulator from scratch.
  18. For those interested. Here are the initial mock ups. I'd be happy to answer any questions. Startup Screen Roster Screen
  19. But TEW's not that cluttered, and you do get what you pay for with the newer versions. And it's still capable of doing the same thing you're claiming TME: 2012 can do. Anyone that thinks TEW is too cluttered is probably using a crappy database. I tend to find that certain modmakers - like xXFutureLegendXx - tend to put craploads and craploads of unnecessary and hard-to-differentiate angles in their scenarios. I find that Idol's angle packs (based off of EWR's sorting) and the default angle pack are the best. Yes. Agreed. But we're simply going to offer a simulator that does require you to have to sort of new packs because you want something more clear. It'll be clear, and if you want something that isn't already in the game, the process of adding it will be simple as well. It's all about improving whats out there. While yes, you can get most of this in TEW, it does, as you said, require you to search out add-ons. With TME you won't have to.
  20. I'm aware that many of the stuff is available in TEW. But we're planning on this being free, and not quite cluttered as TEW. It will resemble the simplicity that is the EWR layout, but have much more in depth features. Also, as far as the eight man announce team goes: I don't really expect anyone to do it. But the option IS there. Basically we're looking to create a simulator where two months after we release it, if WWE or TNA add something to their product (the three man announce team or an inferno cage match for instance) you can easily replicate it in the game.
  21. Hey guys, I recently showed EWR to a friend of mine who is a computer programming professor, and long time wrestling fan. He enjoyed it very much. This led to me asking if he would have any interest in using some of the script of EWR (since it's open source), adding to it, and creating a new wrestling simulator. He is very interested. Him and I have begun work on what we're tentatively calling The Main Event: 2012. Here is where we need you, the loyal EWR enthusiasts. What features would you like to see added or improved on? Things We're Already Adding - Match editor. Create your own match type. - Calendar system - Ability to change order of segments on booking screen without deleting and re-booking. - Developmental federation relationships. I.E. book as Florida Championship Wrestling, and be able to use certain WWE wrestlers from time to time free of charge. - More in depth developmental territory screen. See recent events, progress reports for individual wrestlers, etc. - Other now "limitless" options. Want a three man announce team? How about an eight man announce time? You can do it. Two pay-per-views a month? Sure. How about three? Four? Seven? All up to you. - Option to book events as segments or time framed. - Much more realistic salary systems. - More realistic ratings for events (recommended by Guinness-Mick) - Fully customizable color schemes and graphics.
  22. I can't wait for the inevitable Skyler vs. Gustavo interaction.
  23. I could see Bane being portrayed as on some sort of drug that gives him adrenaline. Hardy is already a built guy, and if he trains like Bale always does, he could get even bigger. Simply play Bane realistic, as a guy who you can kick, punch, probably even stab and shoot, and unless it's a hit in the brain or heart, he's gonna keep coming at you unless he bleeds out. Constant roid rage type stuff. Look at The Joker. He didn't fall in a vat of acid to look like he did. He had scars, and wore clown make up. The Scarecrow wore a mask and used drugs to appear monster like. Al Ghul wasn't immortal, the name was. All based in reality.
  24. This make me wonder if the "leaked" info I found like a month ago had any merit. It mentioned Catwoman, Talia, and Bane. Basically said Bruce Wayne falls for Selina Kyle. Not knowing she's Catwoman, and her not knowing he's Batman. Talia comes in, stalks down Batman. Wants to fuck him. Catwoman gets jealous. Bruce finds out Selina is Catwoman. Catwoman, scorned, teams with Bane. That was the general idea really.
  25. Noise = zombies takes a backseat to the fact that The Walking Dead = character driven, not a traditional zombie movie. It was done to inform the audience of what type of character Glen is.
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