I spent the last few weeks of summer on a push to polish up Fist Puncher so I can submit the best possible game to the Independent Games Festival by the October 17th deadline. It’s pretty easy to figure out how to play (mash buttons), but I’ve added an explanation of the controls and now you can scroll through your character’s moves on the pause screen. I’ve also greatly improved the cut scene scripting, so the story takes shape as you advance through the levels. It’s still an action game at heart, but I’ve always intended to include at least a loose plot to tie it all together. You can definitely play it as a straight beat ‘em up, but there are also some branching paths and hidden alternatives to solving problems. Oh, and there’s finally some sound beyond the music, it’s amazing how a few little sounds effects bring the action to life. Bam!
A good motto in any type of conceptual development seems to be “stick with what you know.” During yesterday’s SafeBucks (you know, when there’s a Starbucks inside the Safeway) brainstorming session we kicked around the idea of integrating some sort of trading card scheme into our games. Like many children of the ’80s, we spent a good chunk of time buying, trading, and generally obsessing over baseball cards (heck, we even spent summers begging for stamps and packing letters full of cards in hopes of getting player autographs through snail mail). So, why not develop a fun little trading card framework that can be easily integrated into XBox games? With that being said, we are now officially working on our first set of Team2Bit Virtual Trading Cards. Collect ‘em all and be on the lookout for appearances in upcoming games! And be sure to get a plastic sleeve for Dr. Karate’s rookie card.