Today, we will have a first look at weaponry of the game.
You may think to yourself that it's a bit early for this, given this is a pro wrestling game and only few of the actual mechanics have been presented so far. But let's face it - few matches in pro wrestling games go clean, because involving foreign objects is too much fun. So let's get that topic out of the way!
In Casual Pro Wrestling, weapons that aren't being carried around are handled by the physics simulation. This means that wrestlers being slammed and thrown around (as ragdolls, as you'll recall) fully interact with them, ensuring impactful crashing and burning. Many weapons can break, and we're not only talking about the infamous tables that are undoubtedly featured: weaker weapons like brooms can only be used to deliver so much punishment before they fall apart. At the end of the match, you'll know there's been some chaos going on, because parts of broken weapons will stick around for "decorative" purposes (with negligible performance impact).
There are various ways to interact with foreign objects already. Surely, one of them is picking them up and beating up your opponent until you drop it or it breaks. But why not throw one at them and see if they can catch? It's also common practice in pro wrestling to arrange furniture by placing things at certain places, e.g., setting up a table to lay an opponent on them (as seen in a previous tweet), or a chair to make your opponent have a forceful upside-down seat by suplexing them onto it. You can find weapons standing around casually in the arena, but of course, there are many surprises under the ring for you to find and use!
The following trailer shows a small compilation of what's possible:
Of course, at this point, this is only scratching the surface of what you want to be able to do. In the future, special moves involving certain weapons are planned, and you'll notice that there aren't even any ladders yet. Still, it's already quite some fun to play around with the weaponry!
From here on out, however, until Early Access, focus will be laid on the base mechanics of the game, and that's what we'll delve into starting with the next dev blog. Stay tuned!
