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If another version of EWR were to come out...


King.

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Disappointed that this has been moved. I think the attention this project needs is in the EWR forum. Keep going guys and keep us updated on the EWR forum about your progress

I'm not sure where to begin with this, it's just silly.

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Say what you will, im not particularly bothered, i just wanted to say i think it should of stayed in the EWR forum and to reiterate my support for the guys working on the game

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Guest mr. potato head

How much code have you actually written?

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)

This partneship system really gets me excited, for example TNA's wrestlers working on NJPW and AAA.

But, to answer your question:

I would also change the overnesss system. I mean, Kevin Steen in one of the most over wrestlers on the Indy Scene, but if he eventually goes to WWE, he is gonna be a nobody and almost no one will chant his name and etc. And this happens on the indy scene itself too. Brandon Gatson is very over at PWG and west coast feds, but if he works a show for ROH on the NY he is not gonna be over with the local crowd.

I propose you to put different levels of overness for diferent promotions according to their time wrestling for which pomotion, and if I book a feud where a wrestlers gets over, he is going to be over only in my fed. You know what I mean?

Sorry for my english, Im from a non-english language country. Thanks!

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.

overnessidea.gif

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...

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What programming language is this being programmed with?

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.

I know but you cant deny that the core fan base would be most EWR players who regularly check that forum?

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.

How much code have you actually written?

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)

This partneship system really gets me excited, for example TNA's wrestlers working on NJPW and AAA.

But, to answer your question:

I would also change the overnesss system. I mean, Kevin Steen in one of the most over wrestlers on the Indy Scene, but if he eventually goes to WWE, he is gonna be a nobody and almost no one will chant his name and etc. And this happens on the indy scene itself too. Brandon Gatson is very over at PWG and west coast feds, but if he works a show for ROH on the NY he is not gonna be over with the local crowd.

I propose you to put different levels of overness for diferent promotions according to their time wrestling for which pomotion, and if I book a feud where a wrestlers gets over, he is going to be over only in my fed. You know what I mean?

Sorry for my english, Im from a non-english language country. Thanks!

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.

overnessidea.gif

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.

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Guest mr. potato head

If you'd read as much as some of us had since 2002, you'd realize that a dozen or more people have come through with the exact same goals and we've never seen a completed game from any of them. (Y)

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If you'd read as much as some of us had since 2002, you'd realize that a dozen or more people have come through with the exact same goals and we've never seen a completed game from any of them. (Y)

Well aware of that, but since you guys get this negative "well fuck that. how are you going to do this, eh smart guy?" attitude it probably means that you guys WANT this game to be made. So I don't understand the negativity if someone is trying to give it to you.

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Well aware of that, but since you guys get this negative "well fuck that. how are you going to do this, eh smart guy?" attitude it probably means that you guys WANT this game to be made. So I don't understand the negativity if someone is trying to give it to you.

I think a lot of the negativity is because of the inconsistencies in the project - five days ago you said it was going to be about updating and adding to the 'open source' EWR code, so you must still have been at a conceptual stage or you'd have known the code you were planning to build the game on didn't exist. Today you've got a 'great deal' of code written despite the entire premise of the project changing less than a week ago. Given the long history of hoax games, it's only natural that people are going to be suspicious when the information you're posting doesn't quite fit.

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I'd also suggest having the attitude, behavior, stiffness, and selling attributes viewable in game, as well as an in-game modifier (similar to the one in WMMA). If someone has trainer ticked, they should be able to be a trainer at a training camp, not just staff members. Staff member-worker relationships would be cool too.

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the hostilities are because you have one guy coding a "game" but you're talking about adding this feature and that feature and the game will do this and it'll do that when literally all you have to show for it are some MSPaint graphics. Coming here asking for stuff that Ryland, an established programmer, couldn't or didn't include after several iterations of his game, despite not even having produced a working bare bones game will always invite criticism and skepticism. You've been here long enough to know that, so either stop posting about the game, or stop whining about it.

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I'd like to say that I'm looking forward to the game, hopefully You guys can pull it off, I'm definitely interested in playing :)

As for a feature that would please me, I'd like it if You made the game to have multiplayer option - up to 4 players in one game, for example.

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Well aware of that, but since you guys get this negative "well fuck that. how are you going to do this, eh smart guy?" attitude it probably means that you guys WANT this game to be made. So I don't understand the negativity if someone is trying to give it to you.

I think a lot of the negativity is because of the inconsistencies in the project - five days ago you said it was going to be about updating and adding to the 'open source' EWR code, so you must still have been at a conceptual stage or you'd have known the code you were planning to build the game on didn't exist. Today you've got a 'great deal' of code written despite the entire premise of the project changing less than a week ago. Given the long history of hoax games, it's only natural that people are going to be suspicious when the information you're posting doesn't quite fit.

The best part of this thread has been the presence of Adam Ryland. It must be like seeing god for the EWR Forum guys.

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Is the vast expanse of 'The Sports Bar' too far for you and your ilk to cross?

Till we see some code or something more than some screenshots mocked up in Paint, there's no point discussing the 'game' or any of it's potential features.

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I'm assuming this guy thought the source code that floated around before you reprogrammed the game, was the legit EWR source code. Too bad it's not even in the same language, nor was it really called EWR.

Edited by thisgamewelose
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