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@azz0r
Last active June 3, 2021 12:27
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Fed Sim X

Scope of release

For the 10th version of FedSim I would like to pay homage to Smackdown vs Raw 2006 to 2008. Currently FedSim is a confusing mix of book keeping and calendar cycling. The new versions intent is to become a fun game with the option to go into the old management area and tweak data.

It is also a great time to kill off features that haven't progressed in many releases (shows, bouts) and re-imagine how they might work. Fights (Bout) will use with health bars and be based on stats. Productions (Show) will be more fluid with story or rumble segments, not just fights!

Game time will become linear, progression will be simple. The UI will be less assuming and will give players a clear idea of what to do next.

Data management

  • All Wrestler, Championship, PPV, will be in one list
  • They will have a default brand association to make a quick select possible
  • Numeric attributes are ceiled to the nearest whole value
  • Numeric attributes can only be affected by 1 increments on a 0 to 100 scale

Layout changes

  • Splitting GM mode from Manage area
  • Settings will become the Manage area to encourage a clear split

New components;

  • HealthBar: Game style bar, 10 with 10, increment bars
  • ImageCycle: Cycle large image of wrestlers similar to wrestling video games menu backgrounds
  • Notifications
    • Currently fatigued wrestlers
    • Main wrestlers list (Popularity > 80)
    • Active rivalries

Fight Simulation

  • Fights replace Bout
  • Generate HealthBar of each wrestler by combining the following:
    • Technique + Speed + Durability creates CORE attribute
      • % chance of making the next move applied
    • Morale + Fatigue + Charisma creates WILL attribute
      • % change of making a reversal
    • Stamina + Power creates DAMAGE attribute
      • % change of damage applied to move
    • Each move will apply damage to a target and spend CORE, WILL and DAMAGE % each time
    • Basic move set to show whats happening with simulation;
      • Punch
      • Kick
      • Slam
      • Submission
      • Special
      • Finisher

New GM Mode - inspired by SvR

  • Replaces current GM Mode calendar -> show -> summary cycle
  • Manage one brand at a time by changing it in the header
  • Users cannot cycle time
  • Calendar movement is linear
  • Next Production brand will be active for the entire layout (theming)

New Landing Experience

  • Current Start and Select pages are removed entirely
  • Start or load a game
  • Start -> Creates a draft, user hard redirected permanently until draft is complete
  • Select Brand to manage
  • Each Brand has a yearly budget
  • Assign wrestlers to a brand
    • Or release them,
    • Order by popularity or fatigue
  • While assigning a wrestler to a brand you must select a contract
    • Duration (3 month increments)
    • Cost per appearance
    • Cost per main event
    • Skills;
      • 1 if there Popularity is 80 or below
      • 2 if there Popularity is 80 or above
  • Next -> Mass manage dirty / clean attribute of all wrestlers
  • Next -> Set Champions and Date captured
  • Next -> Calendar view, select which day each show appears each month (current real month in selection) -> New landing page

Overview

  • No active draft
  • View roster (Read only draft view)
  • Health report (Notification pop out in view)
  • Champions (Read only; Set Championship view)
  • Active Rivalries
  • Manage calendar
  • Next Live Event (with name listed)
  • Contracts
    • View contracts expiring
    • Cancel contract

Next Live Event

  • Next Live Event is a Production
  • Productions include Segment; Fight, Rumble, Story
  • Productions can re-order all Segment
  • Fights allow you to select wrestlers, select match type, select championship on the line
  • Stories allow you to select a wrestler and choose an action;
    • Training Centre
      • Performance centre day (+technique, +fatigue)
      • r&r (-fatigue, +durability, +morale)
      • Big push (+charisma, +speed)
    • Skill improvement
      • Promo class (+charisma, +fatigue)
      • Scout next opponent (+instant win for next match for wrestler)
    • Events & Activities
      • Website interview (+popularity, +minor fatigue)
      • Photo shoot (+popularity, +fatigue)
      • Commercial (+cash, +fatigue)
      • Training (+speed, +stamina)

Models

  • Bout will be removed

  • Show will be removed

  • Fight (NEW) will have attributes:

    • Date: Date
    • Championship: Link
    • Winner: Link
    • Loser: Link
    • Competitors Array
      • Wrestler: Link
      • Team: Generated
      • Manager: Boolean
    • Ending: OneOfType
      • Pin
      • Submission
      • CountOut
      • Draw
      • DQ
  • Production (NEW) will have attributes:

    • Brands Array
    • Date: Date
    • Cost: Numeric
    • Segments: Array
      • Type: OneOfType
        • Rumble
        • Fight
        • Story

  • Skill (NEW) will have attributes:
    • PercentChance: Numeric
    • Type:
      • WellTrained

        • -% chance of Fatigue
        • -% chance of Durability
        • -% chance of Stamina
      • Powerhouse

        • +% chance of Damage
        • +% chance of Winning
      • Hardcore

        • +% chance of Winning
        • +% chance of Charisma
        • +% chance of Fatigue
      • IWCFavourite

        • +% chance of charisma
        • +% chance of morale
        • +% chance of fatigue
      • Loyalty

        • -% chance of Fatigue
        • -% chance of Morale
        • -% chance of Popularity

  • Contract (NEW) will have attributes:
    • StartDate: Date
    • NumberOfMonths: Numeric
    • EndDate: Generated Date
    • Draft: Link (optional)
    • Wrestler: Link
    • Brand: Link
    • MaxAppearences: Numeric

  • Draft (NEW) will have attributes:
    • Active - Any active draft will redirect the user to complete the draft, layout level
    • Date: Date

  • Brand will have new attributes:
    • IncomePerYear: Numeric - TV income per year
    • CostPerProduction: Numeric - Base cost per Production
    • CostPerOperationsPerYear: Numeric - Base cost for operations per year

  • Wrestler will have new Numeric attributes;
    • Draws - Next to Win and Loss count
    • Morale - How happy is the wrestler with their brand and usage
    • Strength
    • Submission
    • Durability
    • Popularity
    • Technique
    • Speed
    • Charisma
    • Hardcore
    • Stamina - Will affect chance of making the next move
    • Fatigue - If a wrestlers fatigue goes over 80 they are set to inactive until it goes below 75

  • Rivalries will have new attributes;
    • Wrestlers: [] Link - Max 4
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