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"Pro-Wrestling!" Needs Animators - Arena Test Footage Added!

Started by ZenDavis Feb 24, 2010 at 11:16 AM 36 replies 8k views
Original Post
ZenDavis
ZenDavis
TEAM NAME: WEB SITE: www.ZenDavis.com CONTACTS: E-MAIL: Zen_Davis@hotmail.com AIM: ZenDDavis YAHOO: Zen_Davis PROJECT NAME: Pro-Wrestling! BRIEF DESCRIPTION: A professional wrestling game featuring REAL wrestlers from the independent circuit. TARGET AIM: iPhone App Store/iPad/Windows Mobile 7/XBLA/Steam/Amazon Digital Download Service/Gamestop Casual Download Service/ COMPENSATION: Profit Sharing. TECHNOLOGY UDK TALENT NEEDED: Animator TALENT INFORMATION: We really, really need more animators to join up with us, so if you're interested, or if you think you know someone who might be, please have them get in touch with me. Thank you! TEAM INFORMATION: Zen: Game Designer/Writer Ibrahim: Writer Luis: 3d Character Artist Josh: 3d Arena Artist Jon: Animator Jason: Programmer PREVIOUS WORK BY TEAM: Alphabetica & The Flower World - Being currently developed for iPhone, iPad, Windows Mobile 7, Macintosh, and PC. Almost done with this. Just need to organize the assets and sort out the UI and we'll be good to go. Check out for more images on www.ZenDavis.com Boink! - Being currently developed for iPhone, iPad, Windows Mobile 7, Macintosh, PC, and XBLA. Just beginning asset work on this. IceBreakers - Being currently developed for iPhone, iPad, and Windows Mobile 7. Gameplay assets are complete. Waiting for hand drawn storyline pictures to be completed before we can release to the market. I would show the temp artwork but I don't want to ruin the storyline. :( ADDITIONAL INFO: Pro-Wrestling! would feature real-life independent professional wrestlers, bringing all their bone-crushing, hard-hitting moves to gaming. Considering that there isn't any good WWE/TNA alternative on the iPhone or PC, the timing is right to take advantage of the gap in the market. Thus far the following professional wrestlers have joined the project: Ring of Honor World Champion Tyler Black Ring of Honor Tag Team Champion Claudio Castagnoli "The Master of the Dark Hadou" Kenny Omega Colt "Boom Boom" Cabana Dasher Hatfield Sugar Dunkerton On commentary: Jim Cornette I'd like to add that we would only be including 8 wrestlers in this title. So this would be 8 models. The game is going to be heavily focused on enthralling storylines and will be supported by tons and tons of DLC, including rosters expansions, additional storylines, and some other stuff never before done in a wrestling videogame - which I will not go into without a NDA. Video footage of the wrestlers in action: ROH World Champion Tyler Black
">Tyler Black Winning The Ring of Honor World Heavyweight Championship in New York City"
ROH Tag Champion Claudio Castagnoli
">Claudio Castagnoli Promotional Video
"The Master of the Dark Hadou" Kenny Omega
">Kenny Omega in "The King of Anywhere Match"
Colt "Boom Boom" Cabana
">Colt Cabana and Sexual Heat
Sugar Dunkerton
">Let Sugar Dunkerton Introduce Himself To You!
FEEDBACK Encouraging Only. [Edited by - ZenDavis on May 12, 2010 8:14:32 AM]
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df2wolf
df2wolf
Sounds very promising! PS. artists feel most fear over programming side of things ( its hard to read out programming strength ), im sure if specified would make a positive difference.

Good luck guys!
-----------------------------------
CG art portfolio: juri.sj3d.com
ZenDavis
ZenDavis


Updated with image of Tyler Black for the iPhone version.
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ZenDavis
ZenDavis



Updated with low poly work in progress images of Claudio Castagnoli.
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ZenDavis
ZenDavis
Okay.

We landed a programmer to help with the PC version but we're still looking for someone to help with the iPhone version. I'm also looking for a writer to assist me in developing the screenplays for each of the eight story campaigns.

Please post in the thread or e-mail me.

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ZenDavis
ZenDavis
High poly Zbrush in-progress Tyler Black model.

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Jonny_S
Jonny_S
1 Programmer and 1 artist for all those platforms? I hope I've either misunderstood or they're getting paid a small fortune!
I'm looking for iphone projects but you seem to have a lot going on at the moment, none of which is complete which puts me off a little.
ZenDavis
ZenDavis
The Amazon/Gamestop/Steam version would be the PC version with one programmer. I've thankfully filled this position.

Windows Mobile 7 would be with another programmer. I'm discussing this position with someone right now.

The iPhone/iPad position is still open and that is what I'm specifically looking to fill right now.

I can understand your hesitancy but at the same time - this is indy development. People drop out and vanish all the time. All I can do is keep chugging along.

Alphabetica is nearly completed. All we need for that is the UI and we're ready to hit market. The game itself is done.

Boink! is the game that's sadly had the most false starts. It's really a game I heavily believe in - especially for something on the mobile market. I've finally landed a tenacious young modeler (Sam Loeschen) who has thrown himself into the game and its development.

With that all said - I'm proud of what I've managed to achieve up to this point. It hasn't been easy getting these wrestlers involved or getting them to trust me with their characters. It was even harder organizing them to get us turn around pictures from each side. Weeks and weeks of reminding them - all of which, mind you, I loved.

Honestly this has been an amazing experience. Kenny Omega has been damn good to us and I quite frankly want to make him and all the other wrestlers involved proud of the work we do.

And Luis Avila is the guy this game will succeed on. Not me. He has been doing the models for this game and without his artistry we never would have gotten as far as we have. The wrestlers wouldn't have signed on and I wouldn't be looking for programmers right now.

If you're interested, we'd love to have you. You're going to be pleasantly surprised by what we're doing with the project. It's like no other wrestling game ever in history and it's going to make us a bunch of money.

[Edited by - ZenDavis on April 9, 2010 12:53:19 PM]
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Daaark
Daaark
Good thing the Age of The Fall is dead, or you'd have to include a cut scene of Tyler Black badmouthing the platform of choice in all your versions. :)

Will Cabana be bringing his good friend Matt Classic along?

Your technology seems very unrealistic, why all those engines?

XNA covers Windows and XBLIG
Unity covers Windows, IPhone, Mac, IPad
UDK just overlaps the Windows platform, and offers no additional benfits.

You could simply have Unity as your base platform here, publish to all possible platforms it supports. Then do an XNA port for XBLIG. Unity allows C# as one of it's scripting options. So game-logic wise, the poor coder wouldn't be starting from scratch.



ZenDavis
ZenDavis
Quote:
Original post by Daaark
Good thing the Age of The Fall is dead, or you'd have to include a cut scene of Tyler Black badmouthing the platform of choice in all your versions. :)

Will Cabana be bringing his good friend Matt Classic along?

Your technology seems very unrealistic, why all those engines?

XNA covers Windows and XBLIG
Unity covers Windows, IPhone, Mac, IPad
UDK just overlaps the Windows platform, and offers no additional benfits.

You could simply have Unity as your base platform here, publish to all possible platforms it supports. Then do an XNA port for XBLIG. Unity allows C# as one of it's scripting options. So game-logic wise, the poor coder wouldn't be starting from scratch.


Haha. Haven't really talked any other gimmicks with Colt yet. Only taking what I can get for the moment until we have a model of him ready to really enthrall him.

Good eye on the XNA. Windows Phone 7 series will actually use Silverlight from what I've gathered so that needs to be fixed in this posting.

Regarding Unity and UDK - we would be going with one or the other after comparing and contrasting the benefits of each for the PC version. Still talking that over with the coder. I have the sense that UDK might be more powerful overall in regards to the features it offers and I've asked the coder (who is actually fluent in Unity) to check it out.

As for the iPhone, iPad versions we would go with Unity since that seems to be the best developmental tool on the platform.

Although it would be simpler to start with Unity and release on all the platforms it supports - I don't know if that would allow us to develop the best iteration of our game for the PC - which is what I asked our coder to find out. If you have any additional advice on the matter, I'd love to hear it.
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Daaark
Daaark
Oops, I totally forgot about the Win7 phone port, but Win 7 mobile uses XNA 4.0 anyways, so you are covered there.

It just seems like a waste of extra work to involve the UDK, which is usually best aimed at publishing unreal mods anyways, when the other 2 options have you covered.

Unity covers IPAD, IPhone, Mac, Web Embedding, and Windows. The windows/Mac version is up there Unreal in graphics quality, especially Unity 3. You could use that as your base, and then simply port over to XNA 4.0 when you are done.



ZenDavis
ZenDavis
Quote:
Original post by Daaark
Oops, I totally forgot about the Win7 phone port, but Win 7 mobile uses XNA 4.0 anyways, so you are covered there.

It just seems like a waste of extra work to involve the UDK, which is usually best aimed at publishing unreal mods anyways, when the other 2 options have you covered.

Unity covers IPAD, IPhone, Mac, Web Embedding, and Windows. The windows/Mac version is up there Unreal in graphics quality, especially Unity 3. You could use that as your base, and then simply port over to XNA 4.0 when you are done.


That's exactly the debate I'm having with myself. My key issue is that Unity 3 isn't out for a while and requires an upfront investment versus UDK - which is free until money is being made. The simplest answer though is that I want the powerful engine practically available behind the game.

Does Unity handle sweat effects?
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Daaark
Daaark
Quote:
Original post by ZenDavis
Quote:
Original post by Daaark
Oops, I totally forgot about the Win7 phone port, but Win 7 mobile uses XNA 4.0 anyways, so you are covered there.

It just seems like a waste of extra work to involve the UDK, which is usually best aimed at publishing unreal mods anyways, when the other 2 options have you covered.

Unity covers IPAD, IPhone, Mac, Web Embedding, and Windows. The windows/Mac version is up there Unreal in graphics quality, especially Unity 3. You could use that as your base, and then simply port over to XNA 4.0 when you are done.


That's exactly the debate I'm having with myself. My key issue is that Unity 3 isn't out for a while and requires an upfront investment versus UDK - which is free until money is being made. The simplest answer though is that I want the powerful engine practically available behind the game.

Does Unity handle sweat effects?


A custom shader will handle your sweat effects.

Unity is free upfront you pay a small premium for extra features, and when you make a certain amount of money. Your scenes will transfer over to Unity 3 and acquire access to

UDK is free, but there are other products included in the SDK that require the own licensing fees. I'm not sure if that was changed in a recent version or not. Unreal doesn't have a good track record with wrestling/fighting games. It's an FPS engine, it will require heavy modification

As for "most powerful engine", neither of them will get you a pro wrestling game out of the box, but Unity is more open ended. And most of the features of both will be out of scope for a game that takes place in a fixed location with a few models playing animations... (Unless you want to have a falls count anywhere match span 60 miles of streaming terrain...)

In Unity you'll import your models, place them in scenes, and then script your game objects with any behavior you want.

In UDK you make unreal levels / content, and then have to alter the fps engine and try and make it behave like something else. You'll have to write that stuff in Unreal Script too. UDK doesn't match up very well with your platform goals, and adds tons of extra work.
ZenDavis
ZenDavis
Quote:
Original post by Daaark
Quote:
Original post by ZenDavis
Quote:
Original post by Daaark
Oops, I totally forgot about the Win7 phone port, but Win 7 mobile uses XNA 4.0 anyways, so you are covered there.

It just seems like a waste of extra work to involve the UDK, which is usually best aimed at publishing unreal mods anyways, when the other 2 options have you covered.

Unity covers IPAD, IPhone, Mac, Web Embedding, and Windows. The windows/Mac version is up there Unreal in graphics quality, especially Unity 3. You could use that as your base, and then simply port over to XNA 4.0 when you are done.


That's exactly the debate I'm having with myself. My key issue is that Unity 3 isn't out for a while and requires an upfront investment versus UDK - which is free until money is being made. The simplest answer though is that I want the powerful engine practically available behind the game.

Does Unity handle sweat effects?


A custom shader will handle your sweat effects.

Unity is free upfront you pay a small premium for extra features, and when you make a certain amount of money. Your scenes will transfer over to Unity 3 and acquire access to

UDK is free, but there are other products included in the SDK that require the own licensing fees. I'm not sure if that was changed in a recent version or not. Unreal doesn't have a good track record with wrestling/fighting games. It's an FPS engine, it will require heavy modification

As for "most powerful engine", neither of them will get you a pro wrestling game out of the box, but Unity is more open ended. And most of the features of both will be out of scope for a game that takes place in a fixed location with a few models playing animations... (Unless you want to have a falls count anywhere match span 60 miles of streaming terrain...)

In Unity you'll import your models, place them in scenes, and then script your game objects with any behavior you want.

In UDK you make unreal levels / content, and then have to alter the fps engine and try and make it behave like something else. You'll have to write that stuff in Unreal Script too. UDK doesn't match up very well with your platform goals, and adds tons of extra work.


That really does make a ton of sense. Hmmm..

Although about that streaming terrain - Kenny Omega IS supposed to be the King of Anywhere..

UDK will take 25% of all profits which is what I think you're referencing when you talk about fees - which is quite a bit.

At the same time I've read that Unity has issues with Network stuff as well and can only support a few players.
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ZenDavis
ZenDavis
Additional Information:

The game is going to be quite a bit like Mass Effect with a huge number of dialogue trees to develop each of the wrestlers. The roster is only going to be eight wrestlers and the player will be able to decide through their actions whether they're going to play a good guy or a bad guy. The stories of each of the eight wrestlers will be ultra customizable so players can attune the wrestler they're using to react in any way they wish.

We're also - and this is what I'm quite big on - going to contact additional wrestlers once the basic game engine is set up and make additional deals with other wrestlers and begin to do roster expansions every week with a new wrestler or two - similar to how Rock Band and Guitar Hero do it.

We're also going to go with a level up system where players will be able to level up their moves as they play the game and gain experience. This will allow them to unlock new maneuvers and gain perks that they can attach to their character in-game and during the multi-player mode - if we can manage one for the iPhone version.

We will also sell new perks, skins, ring styles, outdoor environments, and narratives as DLC alongside the roster expansions to help make the most complete Pro-Wrestling gaming experience ever developed.

Finally we're going to build a storefront directly into the game where wrestlers who've signed with the game can sell their own merchandise through the game itself - of which we would get a small percentage. This is something that hasn't been done in any sports game ever and I think if we can make the service intuitive and easy to navigate - our team is going to make boatloads of cash.

Zen Davis
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ZenDavis
ZenDavis
Fresh off the presses.

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Charliea
Charliea
Hey this looks great and so far im impressed but i suppose it will even more impress people when they get a change to get a demo run of it and the finished product.

I am a huge wrestling fan and i would love to help out but i am a music composer and if you are in need of music for title screens/menu screens or any inbetweeners as you will probably have heavy rock music for the main characters let me know

ZenDavis
ZenDavis
Well Charliea, things are falling into place piece by piece. Just got someone who is experienced in doing wrestling arenas to join the team yesterday.

I also just set up a meeting with Jim Cornette - who is one of the best voices in the history of Professional Wrestling - regarding commentary for our game. No. He hasn't signed on yet. But he is willing to entertain us. I hope we can entertain him in kind.

Once we've all this set up - not only will it be easier to develop the game - it will be easier to pitch the game to publishers as well.



Zen Davis
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Charliea
Charliea
This looks really good and if it plays anywhere near the n64 game wwe no mercy then i feel you have a top game.

But yes i would be happy to come onboard and help out with music
ZenDavis
ZenDavis
We're contemplating multiple gameplay styles for DLC including No Mercy and Fire Pro.

As of right now - until we have something playable put together you would have no music to create. However please send me a sample or two to: Zen_Davis@hotmail.com

Thank you for your interest in our project.

-Zen
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