Move Madness


Here's a lesson we've learned while designing the game...

For the most part it is trial and error, but luckily we've figured out some method to make the gameplay more meaningful while developing our understanding of the code. This is how we're scaling the code that we have showcased in the demo.

throws and holds for PWTA

Above we have an unorganized, hard-coded list of all the moves that will be available to the player at any given time during the gameplay portion. I know. We're implementing a second method to handle inputs to favor more players. Nonetheless, I do like the requirement of having only the most hardcore of gamers qualify to play the game. I want people to think like a wrestler, not just simulate a fantasy, you are in control after all. 

An organized excerpt of the holds, now using Notepad++

It was starting to get really difficult to manage and we decided to opt for Notepad++ since we don' really use IDEs which is short for (Integrated Development Environment). 


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Users can tell the difference of the experience, therefore it will be one of many "match types". Unlike real pro-wrestling it won't be like tables, ladders, or chairs, in fact, it will be dependent on the enemies you face in the ring. Since it is a more traditional or back to basics approach to wrestling. Which brings us to hopefully the next update...(王道) / King's Road. 

Which if you don't know is a style of wrestling that relies heavily on in-ring storytelling. We'll still toy around with the ideas before fully committing to it. We set out to emphasize experimentation regardless of winning or losing. That's the fun in wrestling in our humble opinion. Win or lose it's an absolute joy.  

Get Pro Wrestling Text Adventure (PWTA)