Paperbound Brawlers is the only seven-year tour to release the Xbox game. Back in pre-reading times, there was something called the Xbox 360. This was a magical tool. I played almost every day. And then Microsoft has created this software called XNA that can allow indie developers to make games running on the Xbox 360! I was so excited!
It was really fun to see something I did in my bedroom running on my Xbox. This was 2013, so it wasn't very popular at the time. But that was already a graphical display with small adhesive and vector graphics. Game development is taking a long time. There is much to be done. At first, I had to do a lot of catching things. Record the metal sounds with a pizza cutter and hit the boxing feet. In fact… some of those things made it into the last game. It has a nice tone to it.
But I had to make a team, and I was fortunate to find some of the best artists, composer / sound designer, and various other people to help with so many incredible things. I met with a team at a meeting of the local sports producers in San Diego (where I was living at the time)… students who wanted to get in with Josh and Lacey.
After his work on Paperbound Brawlers, Josh got a job at the AAA store, so I'm really excited about him. In addition, there were some of my old friends who had moved in some places. We also interacted with other team members via www.indiedb.com. I actually had a music review meeting, which was mine and still amazing. I don't feel like I'm the important person to hold the exam. I can't believe how many of the best composers out there are. The person I eventually chose to live in England, and years later, I actually went to visit her. It is an experience of meeting someone for the first time in person but feeling like old friends.
And then the game had to be built. There was
the physics engine for writing-XNA didn't have one built-in, and I've always had one
The passion for gameplay is based on physics, which is why the gravity of wacky. And there it was,
of course, game design, creating all the art and music, promoting,
playing, attending events, getting specific features from other games,
making fun GIFs, etc.
By the time things got closer, the Xbox 360 was still out. The Xbox One was a brand new one. And XNA didn't run on the Xbox One. It would be a great responsibility to grow things up and running on the Xbox One. At the time, the bills were expensive, and I had to rest on the development to get some money. But we never stopped dreaming. Finally, we managed to transfer it to Unity, and the trip was over.
We put together a lot of game modes Paperbound Brawlers. My favorite is Capture the Quill, but everyone has their favorites. Some love Long Live the King. Gravity Ball to add the most recent. And the Classic Versus mode has a nice twist. I grew up playing the Unreal tournament, so I wanted to bring the idea that game changers gave a big difference in how it was played. You can combine all the rules of the game as you like.
I hope you enjoy the game. Invite some friends. They shouted loudly. Maybe even get a little sweat. You can play solo or 2p coop, but I love playing competitively. There is a lot of magic in the old-school competitive games in the same room.
Thanks for reading!