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Wrestling Revolution 3D - Recent Official Updates About Winners, Gifts, Promos, Announcement.

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Posted - 1 Week 1 Day ago
Even in handheld mode, up to 30 characters can be loaded into a match instantly with no damage to performance. It gives me more freedom creatively to have invasion angles where an entire roster or faction could descend on the arena! It's also nice to know that free-roam will have fewer limits, as you literally walk into a locker room and see everybody you would expect to. Even looking beyond wrestling, it bodes well for 3D remakes of School Days or Hard Time to have rooms full of people with fewer compromises.The mechanism you see here actually has more in common with Extra Lives than anything we've seen in wrestling before. Previously, I had to "predict" who would be needed in a scene and load them in advance. Whereas this is all totally spontaneous and allows anything to happen at any moment!The only casualty at the minute is that the sound card (and the crowd!) has a panic attack trying to make sense of so many triggers, but there are solutions to that if this progresses beyond a gimmick. Link
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Posted - 1 Week 2 Days ago
Even in handheld mode, up to 30 characters can be loaded into a match instantly with no damage to performance. It gives me more freedom creatively to have invasion angles where an entire roster or faction could descend on the arena! It's also nice to know that free-roam will have fewer limits, as you literally walk into a locker room and see everybody you would expect to. Even looking beyond wrestling, it bodes well for 3D remakes of School Days or Hard Time to have rooms ful :
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Posted - 1 Week 2 Days ago
Even in handheld mode, up to 30 characters can be loaded into a match instantly with no damage to performance. It gives me more freedom creatively to have invasion angles where an entire roster or faction could descend on the arena! It's also nice to know that free-roam will have fewer limits, as you literally walk into a locker room and see everybody you would expect to. Even looking beyond wrestling, it bodes well for 3D remakes of School Days or Hard Time to have rooms full of people with fewer compromises.The mechanism you see here actually has more in common with Extra Lives than anything we've seen in wrestling before. Previously, I had to "predict" who would be needed in a scene and load them in advance. Whereas this is all totally spontaneous and allows anything to happen at any moment!The only casualty at the minute is that the sound card (and the crowd!) has a panic attack trying to make sense of so many triggers, but there are solutions to that if this progresses beyond a gimmick. Link
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Posted - 2 Weeks 20 Hours ago
I'm experimenting with titles in Wrestling School (and having fun naming them!) to give a bit more meaning to your stay there, as well as something to put on your resume for getting signed. It should draw out the recruitment process a little longer, as promoters wait to see you hold at least one title in developmental. I've also made it easier to assign champions like any other "role" in the editor, so even console users can do it at the touch of a button. The new title histories are so robust that they even record changes you make there too!:
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Posted - 2 Weeks 23 Hours ago
I'm experimenting with titles in Wrestling School (and having fun naming them!) to give a bit more meaning to your stay there, as well as something to put on your resume for getting signed. It should draw out the recruitment process a little longer, as promoters wait to see you hold at least one title in developmental. I've also made it easier to assign champions like any other "role" in the editor, so even console users can do it at the touch of a button. The new title histories are so robust that they even record changes you make there too!:
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Posted - 2 Weeks 1 Day ago
I'm experimenting with titles in Wrestling School (and having fun naming them!) to give a bit more meaning to your stay there, as well as something to put on your resume for getting signed. It should draw out the recruitment process a little longer, as promoters wait to see you hold at least one title in developmental. I've also made it easier to assign champions like any other "role" in the editor, so even console users can do it at the touch of a button. The new title histo :
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Posted - 2 Weeks 1 Day ago
I'm experimenting with titles in Wrestling School (and having fun naming them!) to give a bit more meaning to your stay there, as well as something to put on your resume for getting signed. It should draw out the recruitment process a little longer, as promoters wait to see you hold at least one title in developmental. I've also made it easier to assign champions like any other "role" in the editor, so even console users can do it at the touch of a button. The new title histo :
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Posted - 1 month 7 Hours ago
The 2D games have enjoyed a new lease of life as high resolution iPhone apps, and now the 3D ones have received similar treatment - filling the screen of any device in either landscape orientation. The only trade-off with the 3D apps is that the 2D displays (such as buttons) get slightly elongated whereas the 3D display does not. That's probably as good as it's going to get before Unity truly revolutionizes what we can expect from my 3D apps! This is also where we say goodbye :
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Posted - 1 month 2 Days ago
Leaving the right legacy gives this game even more replay value, as your achievements are summarized in a farewell article before entering the "Hall Of Fame" to see how your career compares to others! We all have different definitions of "success", so it's up to you whether you're aiming for longevity, wealth or consistency. These records are also now accessible at any time along with everything else in the database.:
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Posted - 1 month 3 Days ago
The presentation needs polishing, but the important thing is that I'm collecting all the info I need to bring a full database back. This will be the first time we've had so much data to study since the original PC sim. It's also good to know that Jushin Liger will come out of retirement in 2035?!:
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Posted - 1 month 1 Week ago
I've introduced a new suite of cloning tools to help me populate the universe with at least 300 characters, and they'll remain for you to make quicker changes too. It's actually quite fun to just dip into the "box of gimmicks" and see what might have been if different wrestlers had different costumes!:
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Posted - 1 month 1 Week ago
I've introduced a new suite of cloning tools to help me populate the universe with at least 300 characters, and they'll remain for you to make quicker changes too. It's actually quite fun to just dip into the "box of gimmicks" and see what might have been if different wrestlers had different costumes!:
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Posted - 1 month 1 Week ago
I'm very happy with a fresh intake of remastered moves. Holds like the Guillotine or Kimura are now accessible via a direct front move instead of having to be attached to a DDT (although they still can be). Not only are move animations smoother as standard, but I'm finding new connections between them all the time! The good thing about making the "same" game every couple of years is that I get to build on what worked while improving what didn't. I've yet to see the downsides that everybody else talks about.:
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Posted - 1 month 1 Week ago
I'm very happy with a fresh intake of remastered moves. Holds like the Guillotine or Kimura are now accessible via a direct front move instead of having to be attached to a DDT (although they still can be). Not only are move animations smoother as standard, but I'm finding new connections between them all the time! The good thing about making the "same" game every couple of years is that I get to build on what worked while improving what didn't. I've yet to see the downsides that everybody else talks about.:
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Posted - 1 month 2 Weeks ago
I feel it's important to use my creative freedom to press the buttons that nobody else wants to press. Inspired by Jesse Ventura, a controversial new storyline allows you to weigh in on unions in wrestling - either supporting them through to improving the contracts of everybody on the roster, or selling them out to put yourself over with the promoter. You may think you know which way you'll lean, but when you're the one that has to give creative control and guarantees to everyone on the roster you may feel differently! This is also the first in an ambitious new series of storylines that play out over several weeks.:
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Posted - 1 month 3 Weeks ago
I'm hoping to make podcasts a legitimate part of the career mode, so that how you answer a question affects your reputation or relationships with others.:
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Posted - 1 month 4 Weeks ago
I'm doing more to keep tag teams intact instead of letting them self-destruct every time one person leaves. If you hold out for the new "Nepotism" clause, any existing managers or partners will join you on the same terms. On the flip-side, this can make it even harder to sign well-connected people such as Hogan who will require you to give jobs to his boys!:
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Posted - 1 month 4 Weeks ago
I'm doing more to keep tag teams intact instead of letting them self-destruct every time one person leaves. If you hold out for the new "Nepotism" clause, any existing managers or partners will join you on the same terms. On the flip-side, this can make it even harder to sign well-connected people such as Hogan who will require you to give jobs to his boys!:
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Posted - 2 months 3 Days ago
Strict new advertising regulations will improve the user experience for you, but wipe out revenue for developers. There was a time when advertising could fill in the gaps and make games as free as any TV show - and I was proud to be at the forefront of it - but the party's over and you'll see developers revert back to seeking investment. I'm fortunate to have already side-stepped into console development, so I can at least focus on building a paying audience there and then come back to see what can be offered on mobiles. I actually have a vision for the future that is fair for everybody, but it remains to be seen if an audience raised on 10 years of free games can accept any other reality. Link
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Posted - 2 months 3 Days ago
Much like elsewhere in the world, a civil war is brewing between those who expect things to be free and those who accept that they cannot be. Strict new advertising regulations will improve the user experience for you, but wipe out revenue for developers. There was a time when advertising could fill in the gaps and make games as free as any TV show - and I was proud to be at the forefront of it - but the party's over and you'll see developers revert back to seeking investment.... I'm fortunate to have already side-stepped into console development, so I can at least focus on building a paying audience there and then come back to see what can be offered on mobiles. I actually have a vision for the future that is fair for everybody, but it remains to be seen if an audience raised on 8 years of free games can accept any other reality. Link
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Posted - 2 months 6 Days ago
An extra level of detail detects the height of a particular part of an object - such as walking up each individual ring step before entering the ring. For what it's worth, you can step up from ANY object sufficiently close to the ring! It's not especially practical, but it adds to the sense that you're in a fully interactive world.:
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Posted - 2 months 1 Week ago
As you'll be roaming into the booker's office more often than before, a new high resolution desk looks better up close and is designed to be interacted with. Everything else in the office has also enjoyed a high resolution makeover despite being structurally the same.:
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Posted - 2 months 1 Week ago
The return of dynamite and being able to hold one in each hand is an explosive combination!:
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Posted - 2 months 3 Weeks ago
The old camera been re-mastered with high resolution texturing, and is now as interactive as it was in 2D - where you can taunt with it while walking around! I'm actually hoping to introduce real cameramen at ringside, and even a sub-game where you get to work as one. But such things aren't a priority for launch, so we'll have to see where they slot in. My biggest problem now is staying focused as there are a hundred different threads this project is daring me to pull...:
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Posted - 2 months 3 Weeks ago
Today's female costumes look like somebody dropped the controller in CAW, but I'm throwing in as many possibilities as I can to sustain the new division.:
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Posted - 2 months 4 Weeks ago
My games aren't limited to any one era, but I'm leaning towards costumes as I remember them from No Mercy!:
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Posted - 3 months 6 Hours ago
Allowing any footwear of any base costume has produced a wider variety of them - such as these brown leather boots and different types of cowboy boot.:
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Posted - 3 months 1 Week ago
I've got my hands full just trying to reproduce the original moves, but there are also plenty of brand new ones that I hope to get around to eventually. This one-handed face plant of a Bulldog is designed to start from the back, and was what I had in mind when I added running/flying moves from the rear. Even the standard Headlock Bulldog is working better from either side, and benefits from lingering in the new sitting state upon landing.:
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Posted - 3 months 2 Weeks ago
For the first time in 3D, it's possible to layer any mask design over any base material over any face - and paint each any colour. All now re-mastered in high resolution as standard. It's 3 times as demanding to render them this way, but a creative use of the facial hair layer allows you to use that for a beard and/or a mask. In fact, it's even possible to mix & match TWO different types of facial hair - to create looks such as Hollywood Hogan's blonde moustache over black stubble.:
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Posted - 3 months 2 Weeks ago
It's not easy to depict real flowing tassels, so these fake ones are better than nothing. They actually benefit from a creative use of the different arm layers, which allows you to paint them any combination of colours! Or even white in the case of the "Modern Day Warrior". Even down at the legs, the new "laces" layer is allowing them to be used over any combination of kneepads and boots. My efforts to depict curlier hair are also coming in handy for a lot of wrestlers.:
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Posted - 3 months 3 Weeks ago
Not all updates promise to be exciting, as I'm having to work hard just to reproduce all of the things we take for granted from the existing game - such as the hundreds of news reports. There have been some advances here, with instant loading times allowing me to depict any character as they actually appear (instead of relying on the same generic model for women and larger men?!). Even the photos from matches are slightly more interesting, as a handful of different ones are taken and presented after each match. As well as being high resolution, the news reports are now more streamlined for today's wider screens and no longer have room for the "Wrestling Review" header. That's not necessarily better, however, as it hits my eye a little sparse.:
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Posted - 3 months 3 Weeks ago
The MMA game introduced a women's division, and now this will be my first wrestling game to set aside a dedicated title. It remains to be seen if I can create enough female characters to a sustain a competitive division in every promotion. I'm doing my best to create a wider variety of faces and costumes, but there's only so far I can stray from a male skeleton before the animations become mismatched!:
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Posted - 4 months 2 Weeks ago
For the first time in 3D, it's possible to design the ring before your eyes in real-time - including the precise colouring normally reserved for costumes! This classic WWF look has been achieved by painting the white parts blue, and I could proceed to layer any logo over the top. It's not quite as good as dedicated textures, but the space saved and the freedom granted is worth it. Notice how the ring posts are also rounder thanks to more polys. If you were to get close enough to them, you would also see that they have a slightly more detailed high resolution texture.:
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Posted - 4 months 2 Weeks ago
In between building a world outside the arena, I have to keep polishing things inside to match! Whether you choose it in blue or black, this new high-resolution mat around the ring is easier on the eye.:
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Posted - 4 months 2 Weeks ago
What kind of person has to put their name on everything?! Even though it's early days for free-roam, it already gives you chills to walk to work as you can actually hear the buzz of the fans waiting inside as you get closer.:
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Posted - 4 months 2 Weeks ago
I was expecting to overhaul the character selection system, as I actually prefer the one from Weekend Warriors. But the more elaborate it got, the fewer character slots I could squeeze onto the screen. Whereas combining the old system with today's high resolution screens allows you to see an entire 50-man roster without scrolling (this would scale down to a 6x9 grid if it had to)! You can even click on any particular stat to instantly rank the roster by it, each with their ow...n personal meter embedded into their slot. This is helpful for weeding out people who are unfit to perform or have a contract expiring, etc. Sorting by name and having a quick browse through the rosters is also as good as a search. Not least because you can now switch to any other roster instantly instead of leaving this screen! Notice how it's also now possible to view all 3 versions of a costume at the same time. It's still early days and a lot has yet to be finalized, but this is already a lot of gains.
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Posted - 4 months 3 Weeks ago
A high resolution new contract graphic makes paperwork easier on the eye. The whole process of interacting with it is a little smoother too. Although you can back out at any moment, you no longer have to "confirm" the details that you proposed in the first place - which gets you through contract renewals twice as fast! I've also reduced the trio of clauses to ONE important one, which is more limited in that sense - but less limited in so far as that clause could be ANY number... of things. Details like Nash & Hall's "favoured nations" deal with WCW don't belong in a check box, but they're possible here. And notice how this is all happening outdoors because I'm preparing ALL conversations to happen anywhere at anytime! It's conceivable that you could bump into a promoter in the street or after a match and start talking business right there...
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Posted - 4 months 3 Weeks ago
The good news is that I have a free-roaming concept of wrestling that I'm hoping to introduce. The bad news is that it will take a LONG time to fully flesh out an entire city - especially in 3D where every little thing has to physically exist. It could delay the game's completion unless I can find a way to roll it out gradually, so my priority will still be a basic career mode that works with or without roaming. If enough people share my long-term vision, there will then at least be plenty more to look forward to!:
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Posted - 4 months 4 Weeks ago
There was a chance that my old 2D games could be lost forever (as the Flash engine I made them in is obsolete), so I'm relieved to have cobbled together one last update for iOS 13 that should keep them on the stores for a while yet! These are also the highest resolution versions I've ever been able to bring to iPhones - finally making full use of the "notched" screens in either landscape orientation. Although Unity will take my games even further, this bridges the gap quite n...icely. It's not all good news, however, as the MP3 function has not survived the transition intact and must be deprecated - shooting a fatal hole in Popscene's music concept, as well as entrance themes in wrestling. Not least because most people stream music nowadays, so there isn't much concept of piling up MP3's. Nor is there much I can do for the old 3D games, which are more likely to be antiquated by the new era of Unity games.
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Posted - 4 months 4 Weeks ago
I'm getting creative with the hair options by allowing a tattoo to be a type of shave! It's not an exact replica of Bam Bam's, but it comes in handy for such characters. I'm also experimenting with 14 different head SHAPES that can be used with any face on any body for infinite possibilities. This frees me up to focus on the texturing, as I can rely on the model to depict a big nose/jaw, chubby cheeks, protruding forehead, wide/narrow eyes, etc.:
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Posted - 5 months 2 Weeks ago
Social interactions were mostly absent from the last 3D sim, but they're already part of this game - as you hug or shake hands with allies, or raise the hand of the winner. It happens more naturally than anything we've seen before, and with a wider variety of animations depending on the situation you find each person in.:
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Posted - 5 months 2 Weeks ago
Here's a brief glimpse of some of the new item interaction I've been working on. Notice how things like the folded chair now dent with each impact, and it's possible to slump into (or out of!) the upright chair in real-time. The smashed table can also be salvaged for parts, as you proceed to beat somebody to death with a table leg in each hand. Link
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Posted - 5 months 2 Weeks ago
The intuitive real-time match setup process now extends to promos, allowing you to preview exactly who an angle will involve and how. The green "outgoing" and red "incoming" symbols indicate who will give abuse and who will take it - either of which you can change at the swipe of a finger or the press of a button. It's not easy to cram so many options into a game without overwhelming the user, so I'm constantly having to think of creative solutions!:
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Posted - 5 months 2 Weeks ago
For the first time in 3D, it's possible to actually sit in the chairs as you find them in real-time... which means it's also possible to be knocked out of them! This is also complemented by the naturalistic taunting system that allows you to make any hand gesture while seated - and even add a microphone in either hand to any such gesture.:
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Posted - 5 months 3 Weeks ago
Yet another revelation for weapons is that larger furniture can be broken down into smaller handheld components - such as broken chunks of table or the legs. We didn't see anything like this until the end of the 2D run, so it's good to see it from the start of the new era. I can't imagine I'll do it for every structure, but it's nice to have the option.:
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Posted - 5 months 3 Weeks ago
The impetus for bringing dual wield to wrestling was the chance to literally "hold" multiple titles, so I'm glad to see it come to fruition! You can carry a belt in each hand, whilst still wearing yet another for the Triple Crown. Despite the apparent similarity, the belt's model has actually been remastered with more polygons to have a less angular shape. It is even animated differently to have more of a leathery quality, and can unfold on the floor in different ways. When you see it in action, you'll also notice that it has more of a metallic sheen under the lights.:
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Posted - 5 months 3 Weeks ago
As the worst/first wrestling game to offer dual wield, this game also introduces lying grabs to help you get either hand on a weapon at any moment. And holding 2 weapons at the same time would be pointless if you couldn't USE them both at the same time, so look/listen carefully and you'll notice that the moves are scoring double damage! The new splintering effect as well as the gore helps to make such impacts clearer. I'm also happy with the improved collision detection, which incorporates the length of the bat to find the exact area of impact - which the victim then sells accordingly. * Any stuttering is from the poor recording and is not representative of the game itself. Link
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Posted - 6 months 5 Hours ago
Dual wield is confirmed, which makes this my first 3D game to offer a weapon in each hand - and presumably the first wrestling game of any kind? That means it will literally be possible to "hold" multiple titles! But it's still early days for the feature, so we'll have to see how it holds up with props more elaborate than a baseball bat. Designing objects to be held in either hand means I can no longer rely on modelling, so this is all happening thanks to some headache-inducing mathematics!:
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Posted - 6 months 6 Days ago
This higher resolution gore combines better with any face underneath to depict brighter reds and deeper scars, which was previously only possible in 2D. As tempting as it would be to scar the rest of the body in this much detail, I have to think carefully about whether it's a good use of resources in a wrestling game. It's more likely that a 3D adventure like Extra Lives will have the luxury of taking violence to the extreme!:
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Posted - 6 months 1 Week ago
Splashes may seem like one of the most basic moves, but landing them properly has bothered me for decades. It's easy to sit back and dismiss something as being "shit", but it's quite another to sit there for hours analysing every frame of animation to pin-point WHY! I'm getting my best results yet from a wider variety of selling animations, which are better suited to the moment of impact. These include reaching over an opponent you barely landed on, leaning forward over one you overshot, and even selling the pain of a snug connection. Combined with the smoother physics of the improved frame rate, flying attacks are now some of the most convincing and satisfying. We also now have RVD's "5-Star" variation of the Frog Splash, which has been great for testing these things!:
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