Ready For Arcade Action?
Action Arcade Goodness To Come!
After a long and silent winter from Dave and myself, I would like to use this post as a news report and a roadmap for things to come in the Action Arcade Wrestling Omni verse (pun intended). Let me start by saying we have been hard at work on the next AAW release. I think we only took a couple weeks off after AAW2 but more on that and why later, but we have not made much, if anything, public so this post will be the beginning of regular updates, progress reports and anything else we can think of.
We’re now tremendously excited to formally announce that Dave and I will be co-releasing the next version in the AAW series: Action Arcade Wrestling 2 Turbo.
Let’s get right to the point, this is what the roadmap looks like from thirty thousand feet:
- AAW2 on XBLIG - Released and available here.
- AAW2:Turbo – an enhanced port on PC – coming to Steam Greenlight and/or other PC distribution channels, hopefully earning enough funds to proceed to number 3…
- AAW3 on PS4/PC and maybe Xbox One (if MS gives the greenlight... again, pun intended)
- Unknown/unplanned... but hopefully AAW4
That is a very abstract look at our plans as of today. Let me cover a few details on the next release and the one after it because they are interconnected in a way.
The next release, AAW2 Turbo, which will be the PC enhanced port of AAW2, is meant to be a stepping stone for the series to the next-gen graphics and consoles. It will feature new functionality and technologies never seen in the AAW series. More on that in the coming months.
Now in order to bring the series to next-gen consoles, PS4 for example, we need at least $10k to just get the dev hardware. This does not include anything but equipment to begin development for the PS4. Ideally we would love to take this series to the next level by bringing it to Unreal Engine 4 but that’s another $50k per platform.
So to put this into perspective, a budget of $10k for a PS4 release is doable, but it will mean that we will have to develop an engine from scratch and that will take a lot of time - meaning a long gap between releases. On the other hand, if we have at least $60k to cover PS4 dev equipment and Unreal Engine 4 (the engine that powered WWE all Stars), we would be building a top a solid engine with mostly everything implemented. We would only focus on gameplay and content. If we want a PC release along side then we need an additional $50k for UE4 PC license. Using UE4 is certainly above and beyond any budget we currently have; it is a possibility that the AAW2 Turbo PC release raises that budget.
Before that happens though we will need your help to get AAW2 Turbo greenlit on Steam. This will begin with an alpha release for Steam. We’re hoping this can happen near the summer months, but obviously not committing to anything at this point.
Regular Hits of Arcade Action Goodness
Like I said before, this post is the beginning of regular/semi-regular posts on the progress of AAW2 Turbo for the PC. Dave and myself will most likely take turns putting posts together that way you don’t read the ramblings of a core developer, me, every post. I do apologize for not having anything to show in this post but I promise I’ll make it up to you all in the next post.
Till next time,