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Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

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Old 11-04-2013, 10:24 PM   #1
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Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

12/14/13 - Updated Sheet. Columns in ORANGE received major overhauls
https://docs.google.com/spreadsheet/...rive_web#gid=4

If anyone is familiar with our work in the NBA 2K series knows that we are sticklers for realism. Initially, our overall values might appear low but this is in fact what the game needs. Most wrestlers are overrated in just about every category so realistically rating each wrestler and each attribute is something we felt needed to be done.

We really wanted each wrestler to have a distinct attack style that is reminiscent of their real life counterparts. Borrowing from the Fire Pro Wrestling system, each wrestler was given a Wrestling Style. Some wrestlers actually have two styles if they are hybrid wrestlers. The better the wrestlers, the more likely they will have more than 1 style of attack.

A few things to consider when looking at our system:

*Strike Power - Everyone 50 or less. We don't want regular strikes to end matches.

*Grapple Power - All wrestlers 50 or greater. These are the moves that do most of the damage IRL

*Submission - Low if they don't use submissions to finisher a match, high if they do.

*Speed/Jump/Agility/Adrenaline - We use the full scale (1-100)

*Toughness - see below
< 25 = Valets/Female WWE personnel
25 = Divas/Managers/Male WWE personnel
50 = Male Superstars who have slim to none chance of winning the Royal Rumble
50+ = Have a chance of winning Royal Rumble / Giants who are hard to eliminate

*Durability - Based of effective hit points range (see below)
69 = 500 = Most Divas, don't want their matches lasting long
70-79 = 550 = Jobbers/Lowe card, High ranked Divas
80-89 = 600 = Mid/Upper Mid card
90-99 = 650 = Main Eventers
100 = 700 = Andre the Giant in his prime
We factor in prone to injury also

*Charisma - Based on face/heel, crowd reaction volume, and star status

*Tag - Loners to Tag team specialist

We will also be adjusting move-sets. An issue that we both agree limits this game is the mapping out of the moves. Too many power moves are available to non-groggy opponent situations. Power moves should be reserved to situations in which the opponent has been worn down. This will come a litter bit later in our project.

If you have any questions/suggestions, feel free to add to this thread.

Last edited by Hyperballer21; 12-15-2013 at 01:46 AM.
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Old 11-04-2013, 11:00 PM   #2
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

I don't know if you could make a spreadsheet for the movesets on what you change so that PS3 guys could make the changes as well (assuming you do that as well for the ratings.) It would eat up a lot of time, but it would be cool if you guys did it, but I understand if you don't.
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Old 11-04-2013, 11:00 PM   #3
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

You guys are legends can't wait to use this.
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Old 11-04-2013, 11:05 PM   #4
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

Can't wait, Hyper. Will ya'll be adding CAWs to make up for the missing performers? And will the DLC characters (Big E & Fandango) be addressed

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Old 11-04-2013, 11:51 PM   #5
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

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Originally Posted by J_Posse
Can't wait, Hyper. Will ya'll be adding CAWs to make up for the missing performers? And will the DLC characters (Big E & Fandango) be addressed

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Everyone on the WWE roster will be addressed, including all DLC and CAWS. The spreadsheet with the attributes is almost ready for released


I probably won't do a spreadsheet until this is all said and done, IF we have time since we eventually have an NBA 2k14 project to finish as well.
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Old 11-06-2013, 01:30 AM   #6
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

Attributes spreadsheet has been added to the OP. Still a WIP

Here is the link also: https://docs.google.com/spreadsheet/...Xc&usp=sharing
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Old 11-06-2013, 01:47 AM   #7
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

Anxious for these, but have a few questions..

How did you determine your STRIKE and GRP power for Offense? CM Punk has a 38/86 whereas Mark Henry is only 31/82. I would think CM Punk would at least have less GRP power than Mark Henry?
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Old 11-06-2013, 02:04 AM   #8
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Re: Hyperballer & DCAllAmerican WWE 2k14 Project - Xbox 360

Quote:
Originally Posted by Steven547
Anxious for these, but have a few questions..

How did you determine your STRIKE and GRP power for Offense? CM Punk has a 38/86 whereas Mark Henry is only 31/82. I would think CM Punk would at least have less GRP power than Mark Henry?
Great question.

Our goal was to get the right person to win the match most of the time for CPU vs CPU gameplay. What we did was overhaul the entire system by heavily reworking movesets.

So when you have a match with CM Punk vs Henry, Henry's strikes will appear to be more powerful due to the animations he has. Punk's will appear quicker and have less impact because if his animations. Even if Mark appears to be beating down Punk, we know he will somehow pull out the victory 9/10 times because he has higher offensive points, higher durability, and his abilities (comeback, resiliency).
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