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World Boxing Manager


Guest Aggroblakh

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Guest Aggroblakh

Hi all,

 

I'm not sure what the rules are with regard to discussing other games, but I figured I might as well do it here. I recently released a game that has been compared to some of Grey Dog's games (WMMA was actually an inspiration for it), and I thought some of you might be interested in it.

 

World Boxing Manager

 

World Boxing Manager is a game in which you develop and manage the careers of young, hungry boxers desperate for glory. You scout and recruit fighters from a pool of amateurs who come to train at your gym - it's up to you to decide who to mold into championship material. Build their careers up in regional events until they are ready to make the leap onto the world stage and fight for world titles.

 

Can you develop a world champion fighter capable of unifying all of the titles in his weight class? Try this game and find out!

 

On Steam:

http://store.steampowered.com/app/563750

 

On itch.io:

https://aggroblakh.itch.io/world-boxing-manager

 

Feel free to ask me anything about the game!

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Guest Aggroblakh

<p>Hi,</p><p> </p><p>

I suppose you could try this game's spiritual prequel, which is available for free:</p><p> </p><p>

<a href="http://www.indiedb.com/games/kickboxing-manager" rel="external nofollow">http://www.indiedb.com/games/kickboxing-manager</a></p><p> </p><p>

World Boxing Manager is considerably better, however - it basically addresses all the gameplay and balance issues I found with Kickboxing Manager and improves upon it. If you'd like some of the details about what's different, I have a developer journal on Gamedev.net:</p><p> </p><p>

<a href="https://www.gamedev.net/blog/2277-aggroblakhs-journal/" rel="external nofollow">https://www.gamedev.net/blog/2277-aggroblakhs-journal/</a></p><p> </p><p>

Thanks for the interest!</p>

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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Aggroblakh" data-cite="Aggroblakh" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43125" data-ipsquote-contentclass="forums_Topic"><div>Hi,<p> </p><p> I suppose you could try this game's spiritual prequel, which is available for free:</p><p> </p><p> <a href="http://www.indiedb.com/games/kickboxing-manager" rel="external nofollow">http://www.indiedb.com/games/kickboxing-manager</a></p><p> </p><p> World Boxing Manager is considerably better, however - it basically addresses all the gameplay and balance issues I found with Kickboxing Manager and improves upon it. If you'd like some of the details about what's different, I have a developer journal on Gamedev.net:</p><p> </p><p> <a href="https://www.gamedev.net/blog/2277-aggroblakhs-journal/" rel="external nofollow">https://www.gamedev.net/blog/2277-aggroblakhs-journal/</a></p><p> </p><p> Thanks for the interest!</p></div></blockquote><p> </p><p> Thanks ! I try that</p><p> </p><p> EDIT : first match against a someone with 54 wins and 14 loses, strange</p>
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Struggling to determine my gaming budget at the moment but you've got my curiosity. Been ages since I've seen a boxing game I liked and I've never seen kickboxing in this genre. Downloading the old game and will give it a look. Been wanting something new to get behind lately.
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<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Aggroblakh" data-cite="Aggroblakh" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43125" data-ipsquote-contentclass="forums_Topic"><div>Thanks for the interest! Feel free to ask me anything about either game.</div></blockquote>I'd love to ask a few questions but not what you expect..<p> </p><p> 1) What did you build it in?</p><p> </p><p> 2) How long did it take?</p><p> </p><p> 3) How many lines of code?</p><p> </p><p> Just because I've been hobby building my own little project <img alt=":cool:" data-src="//content.invisioncic.com/g322608/emoticons/cool.png.f00d2562b2c1d873a09323753efdb041.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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Guest Aggroblakh

<p>Hi,</p><p> </p><p>

1) I used Qt for the GUI and wrote it in C++.</p><p> </p><p>

2) Kickboxing Manager took a year, but largely because I was still a student when I made it. I re-designed and re-wrote entire chunks of the game multiple times.</p><p> </p><p>

World Boxing Manager was intended to take two or three months, but ended up taking like six due to the added complexity and detail in the game. Since I was already addressing all of the balance issues with Kickboxing Manager, I figured I might as well go all the way and make the game much more complex and detailed outside the fight engine as well.</p><p> </p><p>

3) Lines of code... I've never actually bothered to count. Ballpark, maybe in the tens of thousands, like 20-30k? What's crazy is that it's probably LESS code than Kickboxing Manager in total - I'm a much better programmer now, so I was able to structure the code from the beginning in a much less wasteful way than before. World Boxing Manager, however, contains more code where it really counts.</p><p> </p><p>

The fight engine, for instance, is like four times more code than the engine in Kickboxing Manager, despite not including kicks or clinch attacks (knees, elbows, etc). This is because there are more things being considered during a match, like whether or not a fighter has used the same attack too often, or how much damage to the body he's accumulated and how it affects his actions, etc. Kickboxing Manager did none of this kind of stuff.</p><p> </p><p>

Hope this helps!</p>

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  • 2 weeks later...
<blockquote data-ipsquote="" class="ipsQuote" data-ipsquote-username="Aggroblakh" data-cite="Aggroblakh" data-ipsquote-contentapp="forums" data-ipsquote-contenttype="forums" data-ipsquote-contentid="43125" data-ipsquote-contentclass="forums_Topic"><div>Hi,<p> </p><p> 1) I used Qt for the GUI and wrote it in C++.</p><p> </p><p> 2) Kickboxing Manager took a year, but largely because I was still a student when I made it. I re-designed and re-wrote entire chunks of the game multiple times.</p><p> </p><p> World Boxing Manager was intended to take two or three months, but ended up taking like six due to the added complexity and detail in the game. Since I was already addressing all of the balance issues with Kickboxing Manager, I figured I might as well go all the way and make the game much more complex and detailed outside the fight engine as well.</p><p> </p><p> 3) Lines of code... I've never actually bothered to count. Ballpark, maybe in the tens of thousands, like 20-30k? What's crazy is that it's probably LESS code than Kickboxing Manager in total - I'm a much better programmer now, so I was able to structure the code from the beginning in a much less wasteful way than before. World Boxing Manager, however, contains more code where it really counts.</p><p> </p><p> The fight engine, for instance, is like four times more code than the engine in Kickboxing Manager, despite not including kicks or clinch attacks (knees, elbows, etc). This is because there are more things being considered during a match, like whether or not a fighter has used the same attack too often, or how much damage to the body he's accumulated and how it affects his actions, etc. Kickboxing Manager did none of this kind of stuff.</p><p> </p><p> Hope this helps!</p></div></blockquote><p> </p><p> Cool to see another Qt developer on here. Will definitely be checking the game out <img alt=":)" data-src="//content.invisioncic.com/g322608/emoticons/smile.png.142cfa0a1cd2925c0463c1d00f499df2.png" src="<___base_url___>/applications/core/interface/js/spacer.png" /></p>
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