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Heller

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1

Sonntag, 5. August 2012, 18:03

TEW 2013 Developer´s Journal - Release-Termin bekannt!

Im Folgenden die Originalmeldung von greydogsoftware.com

Zitat

Grey Dog Software Announces Total Extreme Wrestling 2013

Published By: Arlie Rahn- Tuesday, July 31 2012

Grey Dog Software is happy to announce that Total Extreme Wrestling 2013 will be released in the final quarter of 2012. TEW2013 is scheduled to be available for digital download exclusively via Grey Dog Software for US $34.95.

As usual, the ever-popular Developer's Journal - a series of daily posts where Adam reveals what additions and improvements will be in TEW2013 - will be launched to lead-up to the release. The Journal is due to start in late August early September. To whet your appetite, there is one piece of information that he will reveal now; people generally seem to feel that the jump from TEW2008 to TEW2010 was the biggest and best the series has had, featuring as it did over 200 new additions and improvements....Adam has confirmed that TEW2013 already has over 200 further additions and improvements, and is on course to go well over 350!

Dieser Beitrag wurde bereits 1 mal editiert, zuletzt von »Heller« (30. November 2012, 11:40)


2

Sonntag, 5. August 2012, 18:13

35 Dollar sind ja schon ziemlich happig aber ich vertrau mal auf Adam Ryland. Bislang hat mir die TEW Serie sehr gut gefallen und da das letzte TEW schon einige Zeit zurück liegt erhoffe ich mir natürlich viele Verbesserungen :)

Heller

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Sonntag, 5. August 2012, 18:58

Ich finde es eigentlich nicht happig.
Vergleiche es doch einfach mit anderen Computerspielen.

Wenn ich das zeitlich so hochrechne, haben sich für mich die 35 Dollar jedes mal auf jeden Fall gelohnt, Verbringe sehr viel Zeit im Spiel und freue mich ebenfalls schon auf das Spiel :) Mal schauen, was er uns für Neuerungen präsentiert.

4

Sonntag, 5. August 2012, 19:16

Da hast du natürlich recht, hochgerechnet auf die zeit die ich mit dem spiel höchstwahrscheinlich verbringen werde lohnt es sich mit Sicherheit, ändert aber nichts daran das 35 dollar nicht wenig geld sind ;)

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Sonntag, 5. August 2012, 19:56

Mal sehn was ich mir abgucken kann :P .

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Montag, 6. August 2012, 11:20

Eine tolle Nachricht und ich freue mich schon auf das Game. Ich bin echt gespannt, was für Neuerungen (und noch dazu an die 350!) Ryland da noch einbauen will. Ich habe schon nach der 2010er Version gedacht, dass da nichts mehr geht.

Heller

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7

Dienstag, 28. August 2012, 11:52

Zitat

#1: Fog Of War

Taking a page out of the WMMA playbook, 2013 will be the first in the TEW line to feature Fog Of War.

Every character in the game now has five scouting categories; In-Ring, Entertainment, Gimmick, Announcing and Refereeing. These categories indicate how much is known about the character in relation to that particular area, and are rated between level 1 and 10.

Each time a character makes an appearance in which any of those scouting categories come into play, he will gain scouting points; get enough scouting points and the scouting category increases to the next level. Less points are needed at the lower levels; for example, a rookie can jump from In-Ring level 1 to 2 in a relatively small number of matches, but getting from 9 to 10 takes a lot longer. On top of that, the larger the audience the character is working on front of, the more scouting points he can gain.

The scouting levels impact is felt when viewing any character's skills as it decides two things; how many categories are available to see, and how accurately they are rated. To illustrate this, here is what you'd be able to see for three different Entertainment scouting levels:

At Level 1: you get one category ("Overall") rated as either Weak, Average or Strong.

At Level 5: you get two categories ("Entertainment" and "Camera") rated as one of nine descriptions ranging from Abysmal to Excellent.

At Level 10: you get all six categories (Microphone, Charisma, Acting, Star Quality, Sex Appeal and Menace) each rated between 1 and 100.

Each 'jump' in scouting level alternates between either opening up more categories or improving how accurate the descriptions are.

The concept behind this is that the more inexperienced the worker, the more of a gamble you will be taking in dealing with them as you'll have far less precise data to work with, making the whole concept of roster management far more realistic and less about simply comparing numbers \ grades. Of course, the AI is also handicapped in the same way to even the playing field.

As you would expect, scouting levels can be set via the editor.

This feature can be disabled entirely via the Options menu.

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8

Dienstag, 28. August 2012, 11:53

Zitat

#2: Weight ChangesNew to the series is the ability for workers to change size over time.

Every worker now has a minimum and maximum size (defaulted to one level above and below their starting size) that can be set via the editor to help control this.

There are multiple reasons why a worker can change (steroid use to increase muscle mass, getting fat with age, letting himself \ herself go, slimming down for health reasons, etc, etc) and these are shown in the appropriate news story. Workers can change multiple times over the course of their career, and their size changes can impact their stats (such as gaining Power from a size increase).

This addition is to add to the realism of the game as well as adding another factor that makes every game unique as it unfolds.

9

Dienstag, 28. August 2012, 16:47

Vorallem das Scouting System ist meiner Meinung nach eine hervorragende Idee, macht so mit Sicherheit sehr viel mehr Spaß, vor allem wenn man mit einer kleinen Liga anfängt :)

Heller

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10

Mittwoch, 29. August 2012, 11:31

Zitat

#3-4: Flexible Show Times

Today sees two features announced together as they are so closely related, both falling under the heading of Flexible Show Times.

As the name suggests, when booking shows you are no longer limited to having to fill the show exactly. With Flexible Event Times you get 25% leeway on either side of the limit (i.e. for a two hour show you can go anywhere between 90 minutes and 150 minutes). With Flexible TV Times you get to under or over run by 5 minutes.

This allows booking to be more realistic and naturalistic, and also makes the booking process quicker and more user-friendly as you no longer have to go back and fiddle with segment times to get them to a precise total.

Heller

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11

Mittwoch, 29. August 2012, 11:33

Super Update, wie ich finde. Das Spiel wird dadurch wirklich viel realistischer! Freue mich sehr auf dieses Feature!

Heller

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12

Donnerstag, 30. August 2012, 12:14

Zitat

#5-#7: The Power 500
The popular Power 100 feature from the previous game will be getting a major overhaul for TEW2013, with one big alteration and two smaller user-friendly ones.

Firstly, the big alteration is that it is now five times as big, becoming the mighty Power 500. Obviously this makes the feature far better as it takes in a much larger percentage of the workers in the game world.

Secondly, on any wrestler-related screen (the Workers screen, your roster, AI company rosters, etc), each worker's current Power 500 ranking will automatically be displayed; a useful extra for judging how well he or she has been doing recently.

Thirdly, for ease of use, when viewing any worker on the Power 500 screen you will automatically be able to see a summary of his previous positions (and future positions if you're looking at a year from the past!). In long-term games, this is particularly useful as you can easily gauge a worker's career trajectory.

Heller

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13

Freitag, 31. August 2012, 11:54

Zitat

#8: Assistant Booker
New to the booking screen is the Assistant Booker pop-up.

This new section allows the user to quickly add up to ten matches to the show. For each of the potential matches there are two options, Type Of Match and Level Of Match. The Type Of Match is selected from the usual selection (1 vs 1, 2 vs 2, etc), while Level Of Match is Main Event, Upper Midcard, etc.

Once the user has set up those two options for as many of the ten slots as he or she wants, simply clicking Create Matches has the Assistant Booker AI automatically try and put together matches for each. The AI only uses wrestlers who are eligible to be on the show (obviously) and who aren't already working on the card, and does not include road agent notes (everything is left for the road agent to handle automatically, in the same way that the player does not need to fill them in) or title matches. Everything else (assigning referees and road agents, appropriate lengths, naming the segment, etc, etc) is handled automatically.

Where possible, the Assistant Booker will use proper tag teams, and will strictly follow face \ heel logic unless the promotion does not have a disposition split.

The AI gives a warning message to the player if any of the matches could not be made - this could happen, for example, if you asked it to make a main event match but there were no main eventers available and no suitable upper midcarders to fill in for them.

The created matches are automatically added to the booking grid. From that point on, they can be treated exactly the same as if they'd been created by the player; they can be modified, moved, deleted, etc.

There is no limit on how many times the Assistant Booker can be used, nor are there any penalties.

The Assistant Booker therefore allows cards to be put together quicker, while still allowing the user to step in and change anything he or she does not like.

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14

Montag, 3. September 2012, 11:16

Zitat

#9: User Image
In TEW2013 each user will have an 'image' which is a reflection of how he is viewed by the locker room. (This is separate from the existing 'reputation', which is a measure of how successful the user is.)

The User Image takes the form of a graph consisting of two axis - vertically is a line that runs from Feared to Inspires Loyal that covers whether you scare or inspire, horizontally is a line that goes from Velvet Glove to Iron Fist which covers whether you are seen as a disciplinarian or not. A dot on the graph shows where on the graph you currently are, and this will drift over time depending on your actions. For example, firing someone over a backstage prank would see the dot move much closer to Iron Fist and to Feared as you are being harshly strict with your discipline.

As this covers your image as a person it is not specific to the promotion you currently work for; moving to a new promotion brings your current levels with you.

The User Image impacts the game in two ways.

The first is that the way you are seen will directly impact the backstage area; being a Feared \ Iron Fist type of character, for example, will result in a culture of fear, which may be good for getting workers to think twice about misbehaving, but may not be the most positive culture in terms of morale.

The second impact is another new feature, which will be covered in tomorrow's journal entry.

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15

Dienstag, 4. September 2012, 09:59

Zitat

#10: Motivational Speeches
Following on from yesterday's entry, the user can unlock two types of motivational speech if his User Image reaches certain levels (and are lost again if the image goes back outside those levels).

Attaining a high score in the Loyalty \ Velvet Glove quadrant unlocks Motivational Speeches, which is where you use your popularity with the troops to implore them to work extra hard for you.

A high score in the Fear \ Iron Fist unlocks Psycho Sermons, which is where you stand before your workers and blast them with a fiery rant, using the fact that they are scared of you to drive them into pushing themselves to the limit for fear of retribution.

Both types of speech, if unlocked, become available for use before monthly or annual shows. If used, they create a temporary motivational boost for the duration of the show which helps the workers perform better. The speeches are only effective with occasional use, and so can only be used once every three months.

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16

Mittwoch, 5. September 2012, 09:55

Zitat

#11 Legacy
In TEW2013 terms, a Legacy is a worker's mask and \ or name which can be passed on to a successor, and is part of the Regeneration setting.

If a worker has his regeneration set to "Yes As A Legacy" then, upon retirement or death, his name and (optionally) mask are used during his regeneration. For example, if you had a wrestler known as "The Masked Grappler" with these settings, he would regenerate as "The Masked Grappler II", complete with the same picture as the original and with his mask.

These can be preset before the game or left for the game to calculate. The options allow for you to specific a name, short name, whether the regen should automatically have a blood relation to the person he is succeeding, whether there is a mask involved, and the iteration number (i.e. if you set the iteration as ten, the regen would be "The Masked Grappler 10" or "The Masked Grappler X").

Legacies continue on through the generations, and are only stopped when either the next name is invalid \ unavailable, or, if the current holder of the legacy fails to reach B- Respect by his death \ retirement, in which case the tradition is deemed not worthy of continuing.

Multiple workers can be linked to the same legacy; i.e all three Phoenix wrestlers in the CornellVerse lucha scene would be linked to the same legacy, meaning that regardless of what order they die or retire, their successor would be at the correct number.

Note that if the worker is a luchador, then the second iteration will usually become "Jr" rather than "2" or "II".

This addition is primarily to help make the lucha libre scene more realistic and fun, as well as being useful for some Japanese characters amongst others.

Heller

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17

Donnerstag, 6. September 2012, 10:00

Zitat

#12: Worker Name Generator
To help give mod makers maximum control over their game worlds, TEW2013 allows them to edit the worker name generator that was previously in-built into TEW2010.

The worker name generator is the collection of first name and surnames that are used to create the names for any new workers who are generated during gameplay. The editor includes the options that the in-built editor had; the ability to set whether a name is male or female, first name or surname, and to link it to certain nationality groups (i.e. to make sure that you don't have Scottish workers being called Akira).

This part of the editor thus allows mod makers to expand upon the names that are available; obviously the more names that are available, the less likely repetition is.

By default, every database will start with the same set of names that TEW2010 had in-built, so for those mod makers who have no interest in this, there's no need to do anything at all.

#13: Suggest A Worker Name
Related to the above, some worker-related screens now come equipped with a Suggest A Name button; very simply, clicking this will access the worker name generator and spit out a new random name. This is useful for mod makers or players who aren't feeling especially creative and could use a little inspiration.

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18

Donnerstag, 6. September 2012, 14:17

DAS hat er sich aus der vorvorletzten Beta von LW2 abgeguckt :D .

Heller

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19

Freitag, 7. September 2012, 10:07

Zitat

#14: Tribute Shows I

A new section in the editor is "Tribute Shows". This allows mod makers to add special one-off events to the game world that are not attached to a specific company; this is useful for tribute shows, celebratory shows, or one-offs.

When creating one of these events, the following data can be manipulated: the name, who the shows is a tribute to (optional), a logo, a size, the number or year that follows the name, the date the show should be held, how many shows are to be run (for example, you could make it so that a tribute show only runs for a few years before being forgotten), plus options on what workers should be eligible.

#15: Tribute Shows II

Following on from the above, TEW2013 has the ability to create its own Tribute Shows to honour characters who die during the game; essentially creating its own entries into the Tribute Show file described above.

The way the show is created depends on the character in question; the more popular the character, the longer the shows will go on for and the bigger they will be. The size is important, as it affects who can take part: a particularly huge tribute show, reserved only for the most influential of characters, means that even workers under written deals elsewhere can receive permission to work the show.

Tribute shows also have a special extra feature, which is that they use the relationship file to bias toward bringing in the friends and family of the worker the show is a tribute to. This means that you will often see the son of a deceased worker working the main event of the show in their honour.

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20

Sonntag, 9. September 2012, 15:04

Zitat

--- SPECIAL SUNDAY BONUS ENTRY ---

#16: Shoot Interviews

Some wrestlers, depending on their personality, may now choose to cut a shoot interview in the weeks after being fired by a promotion. This takes the form of an Internet report that appears some time after, in which they will generally complain about their treatment and, more importantly, trash a specific colleague - leading to a negative relationship developing between the two.

This is to add a little more realism and flavour to the game world.
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