Welcome to Wrestling Gamers United Newsletter #657!

720 Limit

Huh. Some of you may have stumbled on a (possibly legit it seems) report that the new WWE game will be locked to a max resolution of 720p even on the next gen boxes.

I’m happy to report that Pro Wrestling X and the new tech we have been rebooting it on will give you total rendering freedom and, as long as your PC has the horsepower, you *should* be able to run the game in resolutions up to 4k if your heart desires. FREEEEEDOOOOOOOOM!!!

Better Modding

Mod support was a topic of conversation again during a crew skype meeting this week (that I had to miss at the last minute. Long story, but never just take your bank’s word for it if some low level employee assures you, “oh yeah don’t worry about that it’s all taken care of.”). Mod support is probably our single biggest commitment right close behind core gameplay.

The good news, GREAT news, is that our new engine tech, Steamworks, and Steam itself gives Pro Wrestling X unparalleled and unprecedented levels of modding and sharing for a wrestling game. However, it also means that things need to be set up with a fair bit more sophistication than Uprising was and just leaving folders full of textures open is a system we can greatly improve upon.

So please bear with us and witness our dedication to updating PWX gameplay regularly post Early Access launch and once the fun gets to a certain point we promise to do way more for modders and e-fedders than just leave an art folder open. Cool?

Pinning

For those of you keeping score, pinning is the last mechanic we wanted working before releasing to Early Access. Now, thanks to getting the grapple mechanic and even basic AI pathfinding working first, we have all of the mechanics we need to pin and win. Walk player to position, begin synched sequence with defender position and rotation, execute animation tree path dependent on player stats (loop, kick out, pin), add count graphic overlays and ref voice overs (thank you again, Deryl!!), and end match. Wooo!

What I’m trying to find out is exactly how long it takes Steam to evaluate and approve your game and sales page before you can go live with it. We’d like to work out a release date but that little detail needs to be worked out before we can even guess.

Stop Paying Us

I feel a little awkward bringing this up because it seems like I’m slinging false modesty and most any other developer would say I’m acting a bit douche-y. Admittedly, this is a very nice “problem” to have. Ahem, but can y’all please...stop...sending us money? PLEASE I’m not complaining about getting your support and, yup, the money is nice for sure. It’s just that these payments are coming in through an old PayPal link that is still up on our Kickstarter campaign page.

Kickstarter won’t allow us to to edit the campaign page at all, so we can’t remove the PayPal link ourselves. It’s not that it’s terribly misleading or anything. Everyone knows we’ll honor the deliverables if they happen to stumble on the PayPal link and throw us a pledge. It just kinda messes with our bookkeeping a little bit and isn’t really the proper way to do things.

If you are new to the project and want to support us with a few dollars for continued development (THANK YOU!!) please please pretty please hold on for the upcoming Steam release. On that day you can go ahead with your support and get INSTANT access to the game in progress (and the crew that’s making it) so we can all bounce ideas off each other and shape the game together. That’s way quicker than going the PayPal route if you haven’t already.

So, sincerely, THANK YOU to everyone who has sniffed out and made use of that rascally PayPal button out there in wilderness. But for the rest of you amazing generous sexy powerful and good looking people, please hold on for the Steam release. We’re crossing our fingers that release day will be more than two units moved so every single one of you can make a huge impact on this (woah) historic day for everyone involved.

In the meantime and in between time, that's it, another edition of Wrestling Gamers United.

Thank you for your support,

Dave Wishnowski