Redwall AbbeyCraft

Sometime in the next 72 hours, unless something unforeseen slows us down, we’ll pull the trigger on a small kickstarter campaign.

The immediate goal, and the actual deliverable, is something we’re calling AbbeyCraft – a build of Redwall Abbey inside Minecraft and, at the lowest funding goal, distributed as an adventure map.

To be crystal clear: AbbeyCraft is NOT the adventure game we’ve been talking about. It’s just a small step along the way…but a way fun one.

As we mentioned in the previous post, the various descriptions of the abbey across 22 books cannot be reconciled in 3D space. One way or the other a few tweaks, bumps, and cuts will need to be made as we ramp up for an explorable space and  we feel like Minecraft is an ideal tool for that work.

Redwall and Some Ground Rules

Last week’s announcement took me by surprise – or rather, the overwhelming response to that post took me by surprise. I knew the Redwall community was big…really big. What I hadn’t accounted for is how active you are, how connected, how ENGAGED!  And of course many of you are asking questions that I can start to answer here, though for many of you this post wont tell you all the things you’re really looking for. Still – it’s a start.

Project Mouseworks

For several months we’ve been hinting, being coy, posting images here-and-there but not really saying anything concrete about what we’ve been working on. There’s good reason for that and no small part is simply the legal things where any cart-before-horse announcements would earn us some well-deserved hot water, but all of that is over now.

It’s time to start talking about Redwall.

Redwall at DuskSoma Games has officially optioned the rights to make a Redwall video game – and now that my hyperventilation has begun to wear off I’m ready to start sharing some of the details. But before I get to anything technical I really want to tell a story, cause that’s just the kind of guy I am.

Celebrate good times, come on!

We are used to planning for disaster, disappointment, failure or bad news. How often do we prepare to celebrate? Celebration is such a critical part of business and company culture. Today we are celebrating our Code-Monkey’s title Bok Choy Boys game we made with A&A Global being featured by Apple’s New and Noteworthy section on the…

Intel AppUp 1 Year Later

It was exactly 1 year ago that we got our first taste of Intel’s AppUp Center when they launched the beta store at CES 2010. It was received with mixed reviews and nobody really knew what to expect from it.

What a difference a year makes.

Today you look at the AppUp Center and right up front is what must be the biggest runaway hit game of 2010 – Angry Birds. What a huge coup! What a great “I told you so” moment. Congratulations to Intel – Peter, you called it man.