SIZE FIVE GAMES is excited to announce the release of its next game, GUN_MONKEYS.
(the trailer really really works best at 1080 resolution and fullscreen. please do, if you can)
GUN_MONKEYS uses all the buzzwords. It’s a devastatingly-indie, Procedurally–Generated, Physics-based, Online Deathmatch platform game from multi award-winning developer Size Five Games.
“I needed a tiny break from my next game, The Swindle,” said Size Five’s Chief Executive of Game Development, Dan Marshall. “I’d been working so hard on it for so long I was struggling, creatively. I decided to take a break and remake the very first game I ever released, Gibbage. The result, after some significant tweaks, is GUN_MONKEYS.”
In GUN_MONKEYS, players take charge of a modern-day power company. In the distant future, a catastrophic experiment into Perpetual Energy obliterates all human life, leaving the world choc-full of free-for-the-taking energy. Your job is to send a legion of pleasingly-expendable monkeys forwards in time to collect Power Cubes and return them to present-day, all from the comfort of your PC.
Sadly, it looks like one or two other entrepreneurs have had the exact same idea.
GUN_MONKEYS will go into beta shortly – anyone interested in taking part should follow @danthat on Twitter for details.
GUN_MONKEYS will be available on PC, Mac and Linux.
Press contact: firstname.lastname@example.org. Please do.Development, Gun Monkeys, Legally Dubious, News, Shilling, Stupid Idiot 4 Comments
(The Swindle’s still very much in development. I just took a crafty break)Development, Legally Dubious, News, Shilling, Stupid Idiot 4 Comments
[THIS POSITION HAS NOW BEEN FILLED, thanks composers. Follow me on @danthat for the head's up on jobs]
Hello! Fun Fact: I get emailed approximately three billion Composer showreels every single week! Generally I have a lovely long listen and think “man, if I ever needed a composer I’d definitely get in touch with this guy!” and then I don’t write their names down or anything so they could be anywhere.
So, here we are: The Swindle needs a clever music tech GENIUS. Is that you?
One of the things I’ve always been keen to try out in The Swindle is the idea that you can come back to the levels over and over. I didn’t want them to be like Green Hill Zone Act 1 where you whip through and never see it again, I want you to be able to explore and re-explore.
In order to keep that from feeling stale, I implemented a Day/ Night cycle, so the same level can feel varied depending on whether it’s an orange-y dawn, a purple-y dusk or pitch black night. Time of Day isn’t just about visuals, it’ll effect gameplay too. You’re harder to spot at night time, but they switch the lights on, for example.
Along with that, I’m adding in some weather, so it can now start raining. Here’s the tech of how it’s done.Development, News, The Swindle 3 Comments
Hello there! Time for a quick update on The Swindle. It’s looking amazing! Where to start?
Last night, in a crowded pub called “Dirty Dicks”, a dozen or so indie devs gathered for a festive pint, a grumble, and some impromptu awards. It was a smaller, quieter affair than last year, because I haven’t got much time on my hands at the moment. Hopefully we’ll return for a full-on shindig next year.
However, there has been some excellence in indie games this year, and they deserve a mention. These awards are important, because winners are chosen by Indie Dev Industry Peers.
Here are the winners of The Golden Teabags 2012 in full:
Best Use of a Danny Wallace in a Videogame: Thomas Was Alone
Best Game No-one Played: Derrick the Deathfin
Weirdest Idea: Curiosity
The A… The Awa… The Awa FUCK. The Awar FUCK. The Award f FUCK. The Awa… FUCK! The Award for FUCK. The A… The Award forthebestmobi FUCK. The Awards for the best mobile gam FUCK! Super Hexagon
The “White Hole” Award for Stealing Time: FTL
The “ewww” Award for Bestest Killings and Blood: Hotline Miami
Best Instance of Keeping a Dead Genre Alive: Resonance
Twitter Popular Vote: FTL
Jammiest Kickstarter: Simon Roth for Maia
Best Game: Thomas Was Alone
Nicest Man: Alex Tutty, for a record second year running.
Following last week’s post about how we’re handling trendy-looking 2D in Unity3D, I had a few requests for a bit more info on what we’re doing Editor-side.Development, News, The Swindle 12 Comments
“You can’t use Unity for 2D!”, they shout. “Unity uses all three dimensions you idiot, and is therefore useless if you’re only using two of them!”. Those are the words that were hammered impotently into keyboards the world over when I announced I was porting The Swindle from XNA to Unity.
That said, I’ve also had loads of people emailing asking how we’ve managed to make it look so tasty. Well, here’s your answer: we’re using two main Unity assets. 2DToolkit is in charge of all our core spritework, like buildings and tiles. We’re then also using SmoothMoves to animate all our characters. Beyond that, the man in charge of [clever tech] is Tim.