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World Boxing Manager

## Building Block Heroes - Secret Rocket Base

Building Block Heroes - Secret Rocket Base After making their way through the depths of the Oceantide Channel, the Building Block Heroes find themselves at the Secret Rocket Base! Description The Secret Rocket Base is a well-hidden military installation that houses a space-faring rocket that the Building Block Heroes will need to commandeer in order to attack Rupert's Moon Base directly. The Secret Base is probably the most difficult area in the game if time limits are enabled due to the barriers the players encounter. The barriers in this case are literal, as the new type of block encountered in this area are called Barrier Blocks. Barrier blocks are more durable than regular blocks, requiring three blocks or breakers of the same colour to be detonated next to them before being destroyed. The enemies in this area are relatively benign and just patrol back and forth like enemies in earlier areas. However, the enemies in the Secret Base are much bigger than other enemies, which forms a problem in and of itself. The boss of the Secret Base is Rupert himself! Or, rather, Rupert taking potshots at the heroes from a gun turret. Rupert will follow the heroes around with a targeting reticle, taking aim until firing a shot that obliterates all the blocks around him or her. It does help to have a friend for this battle, as Rupert can only target one hero at a time. However, he does fire more frequently when there are multiple targets for him to take aim at. Design The Secret Base was a huge pain to design. The colour scheme for this area wasn't immediately obvious, and it was difficult to think of one that would be unique. Specifically, I was having trouble figuring out how to make the mechanical parts stand out among the rocks. The breakthrough came when I decided to turn the rocks into a brown/tan colour, which immediately solved the problem of making the area look unique. This itself lead to the design of the rocket because it opened up the possibility of a more cartoony and colourful rocket rather than the plain, grey mechanical one I envisioned at first. I'm a big fan of Tintin comics, and while I was designing the rocket I was reminded of the one that Tintin took to go to the moon (which itself was inspired by the appearance of the infamous V2 rocket designed by the Germans in WW2). I figured I could use a similar checkerboard pattern for my rocket. I knew I wanted a gun-based boss to fit with the military theme of the area. Originally, the boss was a regular Mechafolk boss, like in the other areas. However, as I was designing the boss, I decided to throw Rupert inside it to add a dash of colour to the boss. The music was inspired by early Command and Conquer games, with their industrial funk tracks that took a military/industrial setting and made it catchy rather than being serious or sober like one might expect. For this I started off with the electric guitar hook and added a fast, upbeat percussion track. Thankfully, military settings tend to lend themselves quite well to brass melodies, which at this point were starting to become something of a hallmark of my music. The melody, then, was an absolute cinch to compose once I had the background hook nailed down. Let me know what you think! The game is on sale this week on Steam: Building Block Heroes on Steam

## Building Block Heroes Announcement and First Look

Hi all,
It's been a while since I've been active in the game dev scene! The reason is that I've been hard at work on a new game, trying to build and create enough content to show off. It's been a couple of months, but I now have the makings of a game.

Building Block Heroes is a puzzle platformer in which you use coloured blocks to build pathways around each level in order to free the Jollyfolk from their cages. Explore different lands and combat various enemies as you travel the world to save them all!

There's still a lot of work to do, but from now on I'll be posting articles each week or so detailing my progress/talking about the game. In the meantime, here are a few screenshots showing off some of the work I've made in the past few months. Feel free to let me know what you think!

## World Boxing Manager: Fight Night - Range and Offense

Hi all, I know I said last time that I would talk about the Greenlight experience. However, with Greenlight on the way out, there's not much point. Thus, I'll just go ahead and post the next article about World Boxing Manager. Fight Night - Range and Offense So, you've made a fight, gone through training camp, and made weight successfully. Now the event finally begins! Range A typical fight can occur at three ranges: on the outside, on the inside (or "in the pocket"), and less commonly, in the clinch.
Outside - Slightly further than and up to an arm's length away, this range is ideal for jabs and crosses. Fighting on the outside allows a fighter to catch his opponent on the end of these straight punches, allowing them to inflict the most damage. Boxers and, to a lesser extent, counterpunchers prefer to fight at this range due to their expert timing and quick jabs. Inside - Less than an arm's length away, this range is ideal for fighters who are able to make use of powerful hooks and devastating uppercuts. Since these punches do not require full extension of the arm, an able infighter can utilize his excellent body movement and footwork to create leverage for these looping punches and pound his opponent into mush. This is the desired range for swarmers and, to a lesser extent, sluggers. Clinch - When fighters are so close that their arms get tangled up with each other, it is known as a clinch. Fights in the clinch generally don't last all that long, but can happen. Clinching can also be used defensively in order to get some time to rest if a fighter has been dazed or knocked down. After all, an opponent whose arms are tangled up can't throw punches! The referee will break apart a clinch and reset the fight to the outside if the clinch lasts too long. Offense There are several basic punches that a fighter can use when he is the aggressor - jab, cross, lead hook, rear hook, and uppercut. Each of these punches can be thrown from the outside or inside. Within the clinch, a fighter is limited to hooks and uppercuts. Regardless of what punch is used, the fighter may or may not precede it with a jab. In real life boxing, the jab is often used to gauge distance and set up a following attack. This game is no different, and if a fighter throws a jab before he follows it up with a punch, the success rate for the second punch is slightly increased. On the opposite end of the spectrum of finesse, rather than setting up his attack with a jab, a fighter can choose to throw a haymaker. Every punch except a jab has a haymaker version of itself, which has a much lower chance of success but inflicts far more damage. A fighter can choose to attack the head or the body. Attacking the head tends to have a lower chance of success, but will do more damage and carries the chance of an instant knockout if the opponent is caught clean on the chin. Attacks to the body tend to connect more easily, but have a less noticeable, cumulative effect. As a fighter's body sustains damage, he will become more susceptible to knockdowns. The opponent will also suffer a gradually increasing penalty to the success rate of all of his offensive and defensive actions as his body begins to accumulate damage.
All punches each have their own attribute level associated with them, representing the general effectiveness and proficiency each fighter possesses when using that particular punch. The punch attribute, however, is not the sole determinant of whether or not a punch lands. The match engine is designed such that accuracy, timing, power, etc are calculated and compared independently of one another. Thus, whether on offense or defense, the relevant attributes of both fighters are being compared more directly against one another. Without getting into too much of what's going on under the hood, overly aggressive sluggers cannot just overwhelm opponents through sheer aggression - if none of a fighter's punches land, he cannot knock out his opponent! The effectiveness of offensive and physical attributes scale in a linear manner as their stats increase, while the the effectiveness of defensive and mental attributes scale in an exponential manner as their stats increase. What this means for the player is that aggressive and rugged fighters will tend to find more success at lower levels, and defensive tacticians will become more dominant at higher levels of competition. I'd like to think that this feature reflects real life boxing. With all these offensive tools available, how is a fighter's opponent supposed to react? Tune in next time to find out! If you found this interesting, feel free to check the game out on Steam: http://store.steampowered.com/app/563750

## Gym Income

[indent=1]Hi all,
[indent=1]After a much needed vacation, I'm finally back and I've added a new update to World Boxing Manager. Some of you have asked for a post detailing my Greenlight experience, which I'll get to eventually. In the meantime, continuing where I left off last time, there is one more thing to talk about prior to discussing the match engine in detail: Gym Income.
[indent=1] Students
[indent=1]One small, consistent form of income is student fees. It's a simple flat fee that you receive from each student training at your gym as an amateur. But what is the point of having students?
[indent=1]Students are fighters that come and train at your gym. The quality of the students that choose to seek you out depends on your reputation as a manager - the more renowned you are, the better the students you receive will be. From your pool of students, you can select some to train as professionals. Whether they are professionals or not, however, students will be available to spar against both each other and the professional fighters you are currently training.

[indent=1] Sparring
[indent=1]The sparring screen is a simple screen that shows fighters and students from your gym side by side. A sparring match works roughly like a regular match, allowing you to test your fighters against one another to get a feel for how they might perform in real matches.
[indent=1]Sparring, however, serves another purpose. After a sparring match, each fighter has a small chance to gain a trait. Most fighter traits simply raise the limit of a particular stat to 25 rather than the usual 20. Others, however, bestow advantages such as reducing the effect of aging on a fighter, which lengthens his career, or increasing the rate at which he is able to cut weight in preparation for a match. Sparring is the only way to unlock traits, so it pays off to do it on a regular basis.

[indent=1] Fight Purses and Win Bonuses
[indent=1]Student fees are more of a side income than anything. Most of your income will be from fight purses, win bonuses, PPV buys, and network viewers. The fight purse is negotiated prior to a match.
[indent=1]When your fighter is starting out, the purses you will earn are pretty much a pittance. You will have to win matches and increase your fighter's marketability in order to command a greater match purse during negotiations. You are guaranteed this purse whether your fighter wins or loses, but a win will also net you a 50% win bonus. It's important to remember, however, that trainers will get a percentage of the match purse based on their contract.
[indent=1] PPV Buys and Network Ratings
[indent=1]PPV buys are only applicable if your fighter is fighting in the main event of the evening. PPV sales are determined by the marketability and recent form of both fighters involved. It won't matter if your fighter is considered an All-Time Great if he happens to have lost three of his last four matches!

Network ratings function similarly to PPV buys, except that you will receive money whether your fighter is in the main event or not. After all, you were the one who negotiated the contract! As an undercard fighter, however, you will only receive a fraction of the income - the full amount is only received once your fighter reaches main event status. It's a long, difficult road to mass appeal and big paydays, but once you make it there you can really rake in the dough! I hope you enjoyed this feature explaining ways to earn money for your gym. Tune in next time, where I'll finally be discussing the match engine! If this game seems interesting to you, feel free to check it out: http://store.steampowered.com/app/563750

## Modding is now available!

Hi all,
Just thought I'd pop in again to let you all know that modding, probably the most requested feature since release, is now in the game! The new modding screen works by allowing you to update each fighter's attributes. You can also add new fighters and remove existing fighters.
Once you're done, you can save the entire database into a separate file and use it when starting a new game. I've added a video to demonstrate: Give the game a try and let me know what you think! http://store.steampowered.com/app/563750

## Gym Expenses

Before we get onto the actual details of fight night, I'd like to talk some more about the details of the game outside of the actual matches. Today,
I'll be discussing gym expenses. We've already gone over training expenses, trainer salaries, and trainer purse percentages, so I'll go into detail regarding
the other two forms of expenses.

Networks
Once you've got a match set up, you can choose to hire a network to cover the event. You do not have to be in the main event to do this - for gameplay reasons,
all that is required is that your fighter is going to be fighting in the event.

Networks have several attributes and stats that need to be taken into consideration.
Attributes:
Region - Self-explanatory. The event you wish to cover needs to be in the same region as the network you are negotiating with. Networks aren't interested in promoting foreign fighters.
Reach - Refers to how popular the network is. Corresponds roughly to the marketability of your fighter. If the disparity between your fighter's marketability and the network's reach is too
large, the network may balk at covering the event. After all, it's a business, not a charity - a network isn't going to spend money promoting a fighter that isn't popular enough.
Subscribers - The number of people subscribed to this network. More on this later.

Stats:
Advertising - How good the network is at selling a fight, which determines how many people tune in specifically to see the event. In practice, this determines how many PPV sales
the event will earn based on the marketability of the two fighters in the main event, along with your own fighter's marketability.
Viewer Loyalty - This stat determines how fanatic the network's viewer base is, and thus how reliable the subscriber number is. In gameplay terms, this value helps
determine what percentage of the subscriber number will tune in to the event, forming a baseline for PPV sales on fight night.
Hype - The ability of the network to hype up your fighter. This translates into extra gains in marketability if your fighter wins his match. Beware, however, as this also translates
into increased loss in marketability if your fighter loses!
Subscription Fee - Dollars per viewer, which literally just multiplies PPV numbers into cold, hard cash. You don't see any of it unless your fighter is in the main event, however!
Once again, this isn't a charity. You're going to have to haggle over the hosting fee and fork over some money to get the network to cover your event. You should really only do so if
you're confident your fighter can win his match.

First and foremost is the gym equipment level. The gym equipment level determines the base gain for each day of training, so all the stats and boosts in the world won't help you
if your gym equipment level is too low.
In addition, you have the option of upgrading the gym itself. Upgrading the entire gym increases its capacity, which allows you to train more fighters and hire more trainers. It also
increases the number of students you can have at your gym, which gives you a bigger pool of potential fighters to train professionally.

With all these expenses, how do we earn money back? That'll have to wait for my next feature, otherwise this one will be far too long!
If you thought this was interesting, please do make your way to my Steam page:
http://store.steampowered.com/app/563750

## Match Preparation

Hey all, Now that we've managed to get a match set up, there is a lot to do before the actual night of the fight. Begin Training Camp It isn't just business as usual before a match. A fighter is going to have to start a training camp in order to prepare for his next opponent properly.
Once a match has been arranged, the Begin Training Camp button appears on the training screen. As the fighter's manager, you need to time the start of training camp appropriately so that your fighter has enough time to cut weight and make the weight limit. Some fighters are better at cutting weight than others, which means they will need less time in training camp and will be able to fight more frequently. It's up to you as the trainer
to judge whether a fighter is good enough to be worth keeping if he takes a long time in between fights to make weight limits. It is also important to note that training during training camps will cost your gym money, whereas training normally is free. You may be required to time training camps properly
if money is tight, since your fighter will be forced to rest if the gym runs out! Training Training during training camps is much more intense than training normally between matches. Gains made during training camps occur at a much faster rate than usual, but are
only applied to the next fight. Fighting frequently might bring in more money, but will hinder the long term development of a fighter. Whether or not you jump from one match to the next
or choose to invest in the long term growth of your fighter is up to you as the manager. For an extra boost, you can hire trainers. A fighter may only be trained by a single trainer at a time during training camp, but trainers can train multiple fighters.
You must be careful not to have your trainers train too many different fighters at the same time, however, as the effect of each trainer is spread out among all of the
fighters he is training at the moment. Hiring trainers involves haggling over monthly salaries and purse cuts. The trainer's cut is taken off the fight purse of the fighter he is currently training. The trainer's stats are self-explanatory - high Offense means he is better at training a fighter's offensive stats, while high Defense means he is better at training a fighter's defensive
stats. What is careful to note, however, is the trainer's style. A trainer will only agree to work for you if you have at least one fighter that matches his style. If you manage training camps properly, then your fighter should have no problems making weight on the night before fight night. If you're not careful, though, he will be
forced to forfeit the coming match, as well as any belts he may hold for the organization hosting the match! I hope this feature on match preparation has been fun to read for you! [color=rgb(40,40,40)][font=helvetica][background=rgb(245,250,247)]As usual, if you found this interesting, please feel free to have a more detailed look at my game:[/background][/font][/color]
[color=rgb(40,40,40)][font=helvetica][background=rgb(245,250,247)]
http://store.steampowered.com/app/563750
https://aggroblakh.itch.io/world-boxing-manager
https://indiegamestand.com/store/3681/world-boxing-manager/
http://worldboxingmanager.tumblr.com/[/background][/font][/color]