Hey all, First off, thank you everyone, for your patience and support thus far. It never ceases to amaze me how much some of you love this game, and it means everything to me. I know I haven't been very active on this game or its forums recently. For those who have been wondering why, it's because I've been hard at work on a second (sadly, not boxing related) game. It was my intention to check in and update World Boxing Manager from time to time, but I found it more difficult than expected to switch gears between games, so I figured I might as well finish my second game before going back to take a look at World Boxing Manager. With that said, after six months of full-time development, Building Block Heroes is released! Here if you're curious: Building Block Heroes on Steam I've got to focus on supporting Building Block Heroes for a bit, but in around a month or so I'm going to go back and take a look at some changes I can make to World Boxing Manager. I haven't been posting in the forums, but I have been checking in every now and then and I've decided that I want to port the entire game over to the Godot Engine. After nearly a year of being played and updated, I've noticed a lot of limitations to the current "engine" that the game runs on. Specifically, problems with resolution, UI flexibility, and the fact that the game is literally impossible to port to anything other than Windows (believe me, I tried). A lot of people have been asking for a mobile version and an OSX version, and it breaks my heart that I can't do it for them. Now that I'm familiar with an actual game engine, porting the game over will make it easier to update the game in the future, as well as make it possible to run on other platforms. I can't promise 100% that I can get it working in Godot - the match engine makes copious use of pointers and other C++ goodness, which may not translate to Godot's supported languages very well. However, I can promise that I'll give it my all, and the work/updates I've produced in the past year of my gamedev journey should be proof of that. If all goes well, I should have the ported version out in a few months. Best of all, if I can get it working in Godot I will release the overhaul as a free update! Wish me luck! Aggroblakh
Hey all, First off, thank you everyone, for your patience and support thus far. It never ceases to amaze me how much some of you love this game, and it means everything to me. I know I haven't been very active on this game or its forums recently. For those who have been wondering why, it's because I've been hard at work on a second (sadly, not boxing related) game. It was my intention to check in and update World Boxing Manager from time to time, but I found it more difficult than expected to switch gears between games, so I figured I might as well finish my second game before going back to take a look at World Boxing Manager. With that said, after six months of full-time development, Building Block Heroes is released! Here if you're curious: Building Block Heroes on Steam I've got to focus on supporting Building Block Heroes for a bit, but in around a month or so I'm going to go back and take a look at some changes I can make to World Boxing Manager. I haven't been posting in the forums, but I have been checking in every now and then and I've decided that I want to port the entire game over to the Godot Engine. After nearly a year of being played and updated, I've noticed a lot of limitations to the current "engine" that the game runs on. Specifically, problems with resolution, UI flexibility, and the fact that the game is literally impossible to port to anything other than Windows (believe me, I tried). A lot of people have been asking for a mobile version and an OSX version, and it breaks my heart that I can't do it for them. Now that I'm familiar with an actual game engine, porting the game over will make it easier to update the game in the future, as well as make it possible to run on other platforms. I can't promise 100% that I can get it working in Godot - the match engine makes copious use of pointers and other C++ goodness, which may not translate to Godot's supported languages very well. However, I can promise that I'll give it my all, and the work/updates I've produced in the past year of my gamedev journey should be proof of that. If all goes well, I should have the ported version out in a few months. Best of all, if I can get it working in Godot I will release the overhaul as a free update! Wish me luck! Aggroblakh
World Boxing Manager
Aggroblakh
Aggroblakh
2016-12-09
Strategy Sports Singleplayer
Game News Posts 24
🎹🖱️Keyboard + Mouse
Mixed
(132 reviews)
http://worldboxingmanager.tumblr.com/
https://store.steampowered.com/app/563750 
The Game includes VR Support
Can you develop a world champion fighter capable of unifying all of the titles in his weight class? Try this game and find out!
Fighter Training
- Train specific stats, or train a whole set of stats according to a desired fighting style.
- When a fighter has an upcoming match, he can begin a training camp.
- Gains made during training camps occur at a much quicker pace than during regular training, but are temporary and only apply to the next match. Thus, the player is able to tailor training camps to whomever his fighter is fighting against next.
- This also means that part of the player's responsibility as a manager is to find a balance between the longer-term, permanent development of his boxers and the short-term rewards of training for and winning matches.
- Hire trainers for bonus training camp gains. However, if your trainers end up training too many fighters at once, their effectiveness will suffer as they are forced to spread their time out between multiple fighters. It's up to you to determine the best way to prioritize the trainer's time.
- Make sure that you schedule enough time before each match for your fighter to make weight. Different fighters cut weight at different rates, so if your fighter takes a long time to burn it off, you'll have to account for it.
Sparring
- Pit any two of your fighters, professional and amateur alike, against one another in training matches in order to see how they perform in actual matches.
- If one of your students manages to knock out one of your pros, it might be worth it to train him instead!
- Fighters are able to learn Traits, which are permanent boosts which increase their effectiveness as fighters. The only way to learn new Traits is to spar.
Match Making
- Set up matches against fighters all over the world.
- You obtain more money for winning, but gain more experience from losing. It's up to you as the manager to either cherry-pick easy opponents for money or try your luck against better opponents in order to move more quickly up the rankings.
- Hire cable and PPV networks to air your fights for extra money and exposure. However, this can backfire if your fighter loses!
Fight Night
- Call out instructions during the match and between rounds in order to make adjustments as you see fit.
- If your opponent has a weak jab, stay on the outside and pick him apart; if he has a weak chin, get in his face and smash it in!
- After the match, you can view statistics in order to determine where your fighter needs to improve.
- Processor: Pentium II (or equivelant) 800mhz or higherMemory: 256 MB RAM
- Memory: 256 MB RAM
- Graphics: 1024x768 display or greater
- Storage: 600 MB available space
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