Sad news, beast boxers: Goodhustle Studios, Inc. will be closing down this year. Beast Boxing Turbo was be removed for sale through Steam on March 29th, 2019, and I will no longer be able to provide support for our titles after that time. I haven’t had to answer many support questions in the last few years, so hopefully all of the common bugs have been sorted out by now.
If you have previously bought or redeemed the game on Steam, you should continue to be able to continue to access the game. The Steam version’s leaderboards for Endless mode should also continue to work.
It’s been great to see people discover this game and enjoy it over the years, even as I’ve stepped away from game development to focus on family and work outside the games industry. To all the fans: thank you for your support and enthusiasm over the years! I’ve been glad to see you enjoy the work that went into making this game.
Just wanted to share the great news that Beast Boxing Turbo was Greenlit in the October batch of 100 titles! It will be available on Steam very shortly, and keys will be sent out shortly to all existing buyers. To everyone who bought our game, promoted us, played our demos, and voted for us on Greenlight – thanks for all your support! For the official announcement and to see the other titles that were Greenlit, visit the Steam Greenlight announcement here:
The winners of the OUYA Create Jam were announced today, and sadly, 2 Hando Commando wasn’t amongst them. I’m still chugging along with the prototype, though, and I’m happy to say that the current split-screen build is now available for testing on the early OUYA store interface.
I ended up cleaning the character textures a little bit and putting them on the main menu.
One of the major things I ended up doing was moving all UI elements into separate prefabs for each player, so that I could dynamically instantiate them in whatever screen area I needed. That should really help as I prep everything for online vs. mode!
I also added in small target icons that help a bit with targeting, and also some health bars to replace the percentage displays. It’s a bit better, but the next step will be to implement laser sights on the guns to make the current target much more readable. The levels are super placeholder at this moment, with the only guiding philosophy being to create a little playground with some obstacles. I’m waiting for real players to decide what kinds of level geometry is interesting and usable, as this is brand new genre territory I’m stepping into!
Finally, the game features a new character, and some new sound effects and cleanup of various bugs that had sat around unfixed for both my Create Jam and Experimental Gameplay Workshop submissions.
The new Riot Shield provides pretty effective (but not perfect) frontal defense against projectile weapons, but is really vulnerable to Rocket Launcher splash damage. The user can also perform a shield bash in place of other weapons, but its turning speed makes it difficult (and fun) to do melee at close range.
This new build is up on the OUYA testing store at this point, so if you’ve got a devkit, I’d be really happy to hear from you if you get a chance to playtest with a buddy!
This is something I originally wanted to get into the prototype before submitting it, but just ran out of time to create. This is the temporarily-named “Heavy”, a slowpoke with a manually-aimed rocket launcher.
The big departure from auto-aiming is pretty interesting, and I haven’t yet figured out how to make it so that splash damage doesn’t hit enemies out of LOS.
Since posting this video, I’ve also gotten a riot-shield style character with a shield bash. The way I’ve been setting up things, I may end up splitting character customization even further into base character, weapon, and accessories/addons. Everything’s just modeled on basic weapon selections at the moment, which is where most of the variation comes from.
On another note, I’ve been pretty new at using the Unity-provided character controllers to handle movement for the commandos in the game. I wasn’t too happy with the way that movement felt laggy, and part of it was honestly that the SDK wasn’t taking a very performant approach to sending controller input to Unity.
However, in the past few days I’ve been able to make leaps and strides by both rewriting my input abstraction layer to communicate faster and also changing up the character movement to be more immediate, with a lack of inertia that feels much better for a top-down game like 2HC.
My next milestone is going to be playable online multiplayer through a web browser, because the next thing for me to do is to start playtesting with a small group of people. So far, this is splitscreen only and is more of a proof of concept than anything. I’ve got some server-side infrastructure to build up before that point, but if you’re interested in trying it out, please contact me and let me know!
Ambidextrous activities, like playing piano and drums, require that you develop the ability to use both of your hands at the same time to do different things. My newest game prototype, 2 Hando Commando, does precisely that in the guise of a multiplayer top-down shooter.
You control a commando on the left with your left hand, and a commando on the right with your right hand.
How to Play
At first, this is an absolute brain-bender of a control setup. I found out as much when I mocked up a very simple control prototype and moved two guys around a small map with a few obstacles. At first you think, OK, this is going to be way too tough to play.
Add in another human to play against, and that’s where the fun begins. It’s like watching drunk newbies play Halo, except you’re watching yourself, or rather, your two selves try desperately to coordinate their moves against an opponent that is also running hopelessly into walls. It’s hilarious at first – but then, if you’re like me, there’s something in the back of your mind that compels you to try again. If only you had slightly better control, you’d definitely have won that round!
God forbid you get your characters crossed over – try explaining that to your brain!
The reason I’m really interested in the depth of this prototype is that your brain and muscle memory eventually do adapt! In my case, my mind started basically separating the movements of my characters into something akin to “rhythm” and “melody” – that is, I would keep close track of one character advancing through cover, while the other hand would pop out and give cover fire with a fixed back-and-forth strafing pattern while holding down the fire button.
I’m very interested in seeing what kind of weird proficiencies and strategies develop in this game. I’ve known gamers long enough to know that they’ll get good at some ridiculously difficult things in the name of competitiveness, and the multiplayer design of 2 Hando Commando makes it perfect for competitive masochists just like me. :)
Some More Game Details
Of course I’m an excellent texture artist.
Controls are limited currently to movement, firing your weapon, and changing your character’s target (characters auto-target, but rotate/track at different speeds). There are two classes of characters in the prototype – an agile mover with a single-shot pistol, and a slower mover with a 3-shot burst and higher damage.
Clearly the art is 100% programmer-made, so I’ve got my eyes open for a good artist and perhaps a sound person to collaborate with on this game. If you think you’ve got the skills to handle it, shoot me an email!
My plans are to flesh out a few more special character classes, get in a couple of maps, and also see if I can put together a webplayer or downloadable build and get people online and 2 Hando Commando’ing right away. Right now the OUYA Create entry is split-screen 2-player, but I’m definitely planning for online multiplayer as well.
I’m also open to feedback – feel free to post in my new forums, which are totally sparse and could use the activity. :) If you register and don’t get confirmed, email me and I’ll clear it up.
I’ve been making a lot of progress on the OUYA Beast Boxing Turbo front lately! Getting controllers working at high speed meant diving deep into the alpha OUYA SDK, but it’s finally working and the game is a blast.
I decided to go ahead and publish a fully-featured 3-opponent demo for other developers to play with so that I could ensure that my code worked for a variety of controllers and devkits. It’s completely playable, optimized for the OUYA controller, and simply is limited by the content available. Here’s a video of me trying it out:
As a new indie developer, it’s getting harder and harder to just get noticed by folks online. I’ve put in lots of work to Beast Boxing Turbo, and I’m not yet satisfied with the amount of people who have gotten to play the full game.
That’s why I’ve extended the demos twice now (you can now play up to an hour), and also why Beast Boxing Turbo is now on sale for $4.99! Ultimately, the most important thing to me is that people play the game, and I think my original price may have been too high considering how many other awesome indie games are out there at sub-$10 prices.
If you bought the game at $9.99, please contact me – I’m offering a free copy of the game to anyone who previously bought it at full price, as I really do appreciate your support as an early adopter.
If you’re a non-US customer, email regulations prevent us from emailing you directly about the free copies. If you bought Beast Boxing Turbo before December 18th, 2012, please use our contact form to send us your order id and I’ll hook you up with a free copy.