Alright, so today I’m gonna break down how I tackled setting up a little something-something for a WWE War Games 2024 simulation. It was a bit of a ride, let me tell you.

First off, I decided on what I wanted to achieve. Not just a basic match simulation, I wanted to try and capture some of the chaos and unpredictability of War Games. So, I started brainstorming key elements: two rings, staggered entry, and weapon spawns. The whole shebang.
Then came the fun part: actually building the thing. I fired up my usual simulation environment – won’t bore you with the specifics, but imagine something that lets you define arenas, characters, and basic rules. I began with the arena. Two rings side-by-side was the easy part. Connecting them with the cage? That took some fiddling. I played around with the dimensions, making sure there was enough room for characters to move and weapons to spawn without looking too cramped.
Next up, the wrestlers! I set up two teams, making sure they had a good mix of brawlers, high-flyers, and strategists. You know, the usual suspects. Then I configured their entry times. This was crucial. I wanted the staggered entry to build tension. So, I staggered the team member entry by two minutes.
Now, the juicy part: weapons. I created a system where weapons would randomly spawn in different locations around the rings and the cage. I added tables, chairs, kendo sticks – the works! I made sure the spawn rate was high enough to keep things interesting, but not so high that the arena became a total clutterfest.
Once everything was in place, it was time to test. And boy, were there bugs. Characters getting stuck in the cage, weapons spawning inside the ring ropes, entry times being completely off. It was a mess! I spent hours debugging and tweaking parameters. I adjusted collision detection, fine-tuned spawn locations, and double-checked my entry timers. It was tedious, but necessary.

After a whole bunch of iterations, I finally got something that resembled a decent War Games simulation. It wasn’t perfect, mind you. There were still some wonky animations and occasional glitches. But overall, it captured the spirit of the match: chaotic, brutal, and unpredictable.
I could have spent weeks polishing it, but honestly, I was happy with where it was. It was a fun little project that pushed my simulation skills and gave me a newfound appreciation for the madness that is WWE War Games.