This patch tweaks the camera, adds a camera angle setting to the pause menu, adjusts pinfalls, reduces the Energy loss when receiving damage, adds QOL features to the Content screen and fixes bugs.
Additions
Content Screen: Added a button to activate or deactivate all content.
Settings: Added the Camera Angle setting to the pause menu.
Changes
Arena: Removed the Christmas trees from the stage.
Camera: Various improvements regarding the camera.
It is now allowed to fly along the foward axis to better follow the action.
Its flight speed has been increased.
The FOV computation has been reworked from the ground up.
CAW: Adjusted the lower limit for the Feet Length morph so feet won't go inside themselves anymore.
Content Screen: Navigating left from any list entry will now immediately jump to the Apply button.
Pinfall: Tweaked the influence of Stats on pinfall outcome and reduced random adjustment.
Pinfalls are no longer be possible at full health.
Stats: Lowered the maximum amount of Energy loss when receiving damage.
Fixes
AI: Fixed some details about AI handling links (e.g., apron, barricades) and implemented a watchdog that will get an AI out of walking straight into one direction should traversal fail somehow.
AI: Fixed AI freezing when deciding to drag the opponent to the ring center while outside the ring.
Collision: Fixed sorrounding collisions causing wrestlers to be placed apart for Boston Crab, Camel Clutch and mounting.
Patch 0.14.10
This patch adds apron side punches, fixes a number of bugs and improves plenty of situations where wrestlers are inexplicably immune to strikes and grapples.
Additions
Apron: Added punches to the side. These are used when striking at targets that are also the same apron next to a wrestler.
CAW: Added value displays next to sliders.
Changes
AI: After a low randomized number of ground attacks, the AI will stop going for more for a few seconds. This should mitigate stomp loops.
Apron: After receiving a certain amount of damage, similar to sitting or in a corner, wrestlers will now ragdoll from the apron.
CAW: Rearranged the attributes so they are in the same order as they are shown in the wrestler selection.
Counter: Changed how wrestler stats influence a wrestler's counter score: Energy and Momentum now the same influence, the influence of Health has been lowered somewhat.
Counter: Decreased the maximum chance of a successful counter.
Counter: Skill now influences the counter scores.
It is easier to counter moves of less skilled wrestlers and vice versa.
Grapple: Performing a weak strike no longer grants grapple immunity at all.
Input: Changed lock-up and grapple triggers to how they were before beta 0.11.0:
Entering a lock-up is now done by tapping A (E on keyboards).
Entering a grapple is now done by holding A (E on keyboards).
Quick grapple moves have been moved to holding B (R on keyboards), though this may not be permanent.
Pace: Increased wrestler base acceleration by 33%.
Pace: Sped up the front and back grapple entering animations by 25%.
Pace: Sped up the stair stepping animations by 25%.
Reactions: Reduced or removed strike and grapple immunity in several situations where it used to span the entire animation.
Climbing in or out of the ring.
Climbing up or down an apron.
Climbing the top turnbuckle.
Climbing onto the stage.
Jumping onto a barricade.
Picking up, placing or throwing a weapon.
Reactions: Removed complete strike immunity for a half second following climbing an apron.
Stats: A fraction of incoming damage determined by a wrestler's Health is now also applied to their Energy.
Fixes
AI: Fixed AI prematurely aborting any attempt to drag their victim towards the center of the ring prior to going for a pinfall, and sometimes not even considering it.
AI: Fixed AI not attacking wrestlers on a barricade or jump-ready on the stage.
Corner: Fix corner occupation not cleared when prematurely exiting a climb animation (e.g., due to ragdolling), causing the corner to become unclimbable by others.
Corner: Implemented a regular check to make sure that wrestlers who are believed to occupy a corner are actually there. This should fix corners becoming impossible to climb if anything goes wrong.
Count-Out: Fixed eliminated wrestlers potentially still being counted out.
Elimination: Fixed non-ragdolling wrestlers being eliminated prematurely in some situations.
Flying Moves: When performing a flying move while holding a weapon, that weapon is now ignored for mid-air collision detection, which caused the wrestler to instantly ragdoll for some moves.
Reactions: Fixed wrestlers being immune to strikes when sitting on a barricade or jump-ready on the stage.
Rules: Fixed the match continuing after everyone has been eliminated and the last participant enters after.
Patch 0.14.9
This patch mainly fixes the AI ceiling stare bug, some AI stupidity regarding weapons and applies some conservative pace changes.
Changes
AI: When trying to enter the ring with a larger weapon, if the target is ragdolling or far enough away, AI will now place the weapon inside the ring and go for it once inside the ring.
AI: Will no longer leave or enter the ring just to get a weapon that they cannot traverse the apron with.
CAW: Removed the obsolete Up/Down morph that could make wrestlers float or sink in the ground.
Created wrestlers have to be loaded and saved again in order to ground them.
Grapple: Increased the distance from which grappling is possible (from 85% to 93.5% of the combined reach).
Grapple: Increased the field of view angle from which grappling is possible (from 105° to 120°).
Pace: Increased the base turn speed of wrestlers (from 180°/s to 225°/s).
Pace: Made state transition movement and rotation faster overall.
Tutorial: Additional coaches are now "hard-spawned" for targeting lessons. This may cause a brief lag spike, but that's better than having to wait for a few seconds.
Tutorial: When coaches are despawned, it is now ensure that the player has a target afterwards.
Fixes
AI: Fixed AI ending up targeting themselves in some scenarios, causing them to stand idle and look at the ceiling.
Patch 0.14.8
This version addresses a first few bugs.
Changes
Steam: Disabled Steam Input by default. Unless absolutely needed for some reason, it is recommended to leave Steam Input disabled for now until issues caused by it have been addressed.
Fixes
CAW: Fixed gamepads going lost when entering the Entrances menu.
Menus: Fixed the Invite ... showing even if no Steam match is being hosted.
Taunts: Fixed glitches caused by trying to use the D-Pad Right taunt (which was a leftover debugging function). It is the same as D-Pad Left for now.
In Early Access NOW!
Early Access
Casual Pro Wrestling has just released into Early Access, so what are you waiting for? Go ahead and try it right now!
Happy casual wrestling and happy holidays!
Manual
The game comes with an online manual that may help you with controls and other things and will grow with useful knowledge over time: http://casualprowrestling.com/manual/
Discord
If you have any questions, experience any issues or just want to hang out, join the official Discord server: https://discord.gg/wXWh9j8Kkc
Official Discord Server
I am happy to announce that the official Discord server has launched!
This is the best way to get in touch with other players and myself directly. I'm happy to hear your questions and just have straight up chats with all of you!
Use this invite to join: https://discord.com/invite/wXWh9j8Kkc
Best, Patrick
Early Access starts on Christmas!
Hello folks!
Despite everything, I'm happy to announce that Casual Pro Wrestling will release on December 22, 2023 as planned! If you need any help getting hyped, check out the Early Access Release Trailer on YouTube featuring gameplay and wrestler creation.
Disclaimer: The game is perfectly playable, but Early Access also means that it does not give you everything you'd expect from a full wrestling game yet. I will be very transparent about what's there and what's not. The description on the Store Page has been updated, and that includes the Early Access related notes. Please give them a read!
Oh, and another announcement will follow shortly to invite you to the game's Discord channel. Cheers!
Engine Port: Unknown Delay
Hello everyone! Today I bring some news that I am both sad and angry about.
The plan for Casual Pro Wrestling was to release into Early Access around Christmas 2023, that's in 3 months. This is after I already had to postpone it from 2022 due to personal reasons. Development is looking good, but I'm afraid I have to postpone again. This time, the reasons are not too much personal but a move I feel very necessary.
Casual Pro Wrestling has been built on the Unity game engine, which is undoubtedly one of the most accessible game engines that has been used in countless games, some of which have gained extreme popularity and acclaim. When I started working on CPW in 2017, the choice for Unity was done for myriad reasons, the main one being that I had over 5 years of experience in using it and could just start.
However, you may have taken note of recent events regarding Unity. In brief, their management decided to announce a pricing plan that is beyond any understanding or even technical capability, and - much much worse - they decided to apply it retroactively to already released titles, completely trashing all trust with a vast majority of its user baseEVERYONE. Their failure to clearly and meainingfully communicate until today, two weeks after the announcement (let alone prior to it) speaks volumes about the direction they seem to be taking.
Many things have been going in questionable directions regarding Unity in recent years and there were always many good reasons to turn away, but this has been the final straw for me and many many others. Even though I do not expect to hit any relevant numbers regarding their new pricing plans, I cannot support Unity any longer. By releasing CPW in its current state, however, I would be supporting Unity, putting me in quite a predicament.
I have decided to port CPW to a different engine.
And this was a very tough decision to make, as CPW is many years into development. However, it is not yet released, and so I would like to take this chance and fix this now rather than later.
CPW it is also far from being a complete wrestling game. I made the decision to release into Early Access in its current state to aid further development. Since I am developing it mostly solo, player feedback, at some point, will be essential to be able to decide what happens next. Everybody wins: you get something already really fun to play with, and I get feedback and financial support to develop it further. This plan to go into Early Access does not change.
However, porting will be quite a big task and take a yet unforeseeable amount of time. The destination is Unreal Engine, which I also have plenty of experience with and which has many features out of the box that I tediously had to implement for CPW by myself, using Unity as a mere interface. This, and the fact that most of the game's assets should be easy to port, will ease the process a lot. Still, all of this will not be possible within the 3 months left to the planned EA release.
So to address the most important question: When will CPW release into Early Access? Sadly, I don't know. ːsteamsadː I am very sorry to disappoint those that have been eagerly awaiting CPW, but I also ask for your understanding given the situation.
What's most important, though: CPW is not dead. Not at all. If anything, it will probably benefit from being ported to a superior engine.
Please stay tuned for further news on this. More frequent updates than here are posted at @CasProWrestling on TwitterX. As soon as I can confidently give an estimated time frame as to when CPW can release, I will do so.
Cheers!
Engine Chaos: Unknown Delay
Big Update
Apparently, the game developer community has won. In an open letter, Unity management has announced to roll back their controversial changes in most regards. In some regards, the announced new terms are even better for small developers (like myself) than before. If they put what they announced into legally binding language, even though my p***ed off level is still close to 9000, I am willing to forgive (and just by the way save many years of work) and go on with developing CPW in Unity. Stay tuned for more news.
The Original Post
Hello everyone! Today I bring some news that I am both sad and angry about.
The plan for Casual Pro Wrestling was to release into Early Access around Christmas 2023, that's in 3 months. This is after I already had to postpone it from 2022 due to personal reasons. Development is looking good, but I'm afraid I have to postpone again. This time, the reasons are not too much personal but a move I feel very necessary.
Casual Pro Wrestling has been built on the Unity game engine, which is undoubtedly one of the most accessible game engines that has been used in countless games, some of which have gained extreme popularity and acclaim. When I started working on CPW in 2017, the choice for Unity was done for myriad reasons, the main one being that I had over 5 years of experience in using it and could just start.
However, you may have taken note of recent events regarding Unity. In brief, their management decided to announce a pricing plan that is beyond any understanding or even technical capability, and - much much worse - they decided to apply it retroactively to already released titles, completely trashing all trust with a vast majority of its user baseEVERYONE. Their failure to clearly and meainingfully communicate until today, two weeks after the announcement (let alone prior to it) speaks volumes about the direction they seem to be taking.
Many things have been going in questionable directions regarding Unity in recent years and there were always many good reasons to turn away, but this has been the final straw for me and many many others. Even though I do not expect to hit any relevant numbers regarding their new pricing plans, I cannot support Unity any longer. By releasing CPW in its current state, however, I would be supporting Unity, putting me in quite a predicament.
I have decided to port CPW to a different engine.
And this was a very tough decision to make, as CPW is many years into development. However, it is not yet released, and so I would like to take this chance and fix this now rather than later.
CPW it is also far from being a complete wrestling game. I made the decision to release into Early Access in its current state to aid further development. Since I am developing it mostly solo, player feedback, at some point, will be essential to be able to decide what happens next. Everybody wins: you get something already really fun to play with, and I get feedback and financial support to develop it further. This plan to go into Early Access does not change.
However, porting will be quite a big task and take a yet unforeseeable amount of time. The destination is Unreal Engine, which I also have plenty of experience with and which has many features out of the box that I tediously had to implement for CPW by myself, using Unity as a mere interface. This, and the fact that most of the game's assets should be easy to port, will ease the process a lot. Still, all of this will not be possible within the 3 months left to the planned EA release.
So to address the most important question: When will CPW release into Early Access? Sadly, I don't know. ːsteamsadː I am very sorry to disappoint those that have been eagerly awaiting CPW, but I also ask for your understanding given the situation.
What's most important, though: CPW is not dead. Not at all. If anything, it will probably benefit from being ported to a superior engine.
Please stay tuned for further news on this. More frequent updates than here are posted at @CasProWrestling on TwitterX. As soon as I can confidently give an estimated time frame as to when CPW can release, I will do so.
Cheers!
Create A Wrestler
What would a wrestling game be without Create-A-Wrestler mode? Today, we'll have a look at wrestler creation in CPW. I could post a massive wall of text and screenshots about it here, but figured that'd not do it justice. So this blog will be entirely in video format - let's create a wrestler!
Here are some keynotes to summarize what's covered in the video:
The female base model is now in the game!
You can create an unlimited amount of wrestlers.
A plethora of morphs (sliders) allows you to shape the wrestler's body.
You can add any amount of attires to your wrestler.
Attires can be textured individually using a powerful painting tool, allowing you to pick a base texture, transform and color it, and then use stamps to fill it with an additional pattern or add extra detail.
Symmetrical attires (elbowpads, kneepads, etc.) can be split up into left and right, allowing different looks for each side.
The wrestler's skin can be colored and painted just like any attire.
CAW content will be moddable, i.e., new content for wrestler creation can be added to the game.
I hope you enjoy the video presentation and get to imagine who you will create in CPW to join the ragdoll madness!