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🌈 $5 Tier: [Arch Toasty][Benedikt][David Martínez Martí]
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
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