Touch KO gives the gamer a chance to advance through a boxing career, starting from humble beginnings in a run-down gym, all the way to the glamorous grand arena for the title fight. The game allows for full 3D customization of the virtual fighter including facial and body, clothing and even tattoos.
It features innovative game play making use of the unique multi-touch and accelerometer capabilities of the device.
This Fight Night inspired game is the brainchild of US-based computer games designers Adam and Matt Mechtley from 6ixset studios.
Features/Selling Points:
- Customize your boxer’s appearance with dozens of equipment and tattoo options
- The most realistic boxing game on iPhone
- Dynamically adjusting difficulty
- Additional content packs coming soon!
- Quick-Play mode lets you get in a quick bout on the go
- Compete for title fights in Career Mode, rising through the ranks from amateur to champion
- Intuitive, easy-to-use controls
- Accurate scoring uses real boxing rules
- Online leaderboards and achievements
- Crushing knock-out punches
- Random opponent generator creates hundreds of possible opponents
- Play your own music from your iTunes Library
Storyline:
Rise through the ranks of your boxing career relying on your skill, dedication, and sportsmanship. Start as an amateur in a run-down gym and progress to high-end ballrooms and giant arenas. Win cash, fame, and title belts as you advance to become the ultimate world champion!
Technology used:
- High-Polygon 3D Characters and Venues
- Motion-Captured Animations
- Detailed High-Resolution Textures
- Dynamic Lighting
- Uses Ageia PhysX for powerful in-game physics
- Uses the full power of the Unity 3D game engine
Developer Quotes:
“We’ve really tried to capture the spirit of the story behind so many boxing professionals. A lot of these athletes started from humble beginnings and went on to accomplish great things with a combination of raw talent and hard work.”
“We’ve adapted a lot of elements of the sport onto the device in ways that take advantage of its unique features without being gimmicky or awkward to control.”
“Designing this for the iPhone and iPod touch from the ground up has kept us from getting mired down in technical or control issues the way that a lot of ported products can be. We’ve really put a lot of thought into how people use their devices and what they like and dislike about the platform to make it a fun experience.”
“We’re really proud of the visual presentation of the game and feel like it can stand toe-to-toe with PSP or PS2 titles.”
“We’ve pushed the limits of the platform to get graphics people probably didn’t think were possible before the 3GS.”
“We’ve really striven to make a title that casual players can pick up and play anywhere, but also offers some long-term depth and competition for hardcore players. Our road map for the game will add even more stuff to keep the product fresh after its release.”
“We have some really advanced engine technology powering this game that doesn’t exist in even a lot of console or PC titles. Thanks to the team at Unity Technologies, we can really push this platform to places it hasn’t been before.”
“We’re really committed to delivering on players’ expectations. We’ve integrated a lot of suggestions from beta testers with different backgrounds and will be paying close attention to what our players want from the game in the future.”




































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