Recently we sat down as a team to look back on our experiences at GDC 2016. Our immersive G Prime booth was a big hit at the conference, though being non-immersive, our booth stood in stark contrast to the almost inescapable promotion of VR (make sure to check out our micro-documentary, “People Wearing Headsets“!) For…
Fred: Simple Minded yet Visually Intelligent
In a nutshell Fred is dumb and on purpose.
At the risk of getting ahead of myself, sometime this month we expect to submit G Prime to Microsoft and call it “done.” – I’m practically giddy.
When we started our first game, G: Into The Rain, we had no idea what we were doing and the “how hard could it be” attitude came crashing into the complex reality of video game development like a raw egg meeting the cast iron skillet. When we finally launched several months later it was bittersweet. On the one hand I was happy with what we’d done but many, many compromises had to be made along the way and there was a part of me that was sad at all the things that we couldn’t do or had to be left out.
This week we wrapped up V 1.0 of a new game and soon, Lord willing, Code-Monkeys will launch Magic & Magnums. (Dec 5 update: we locked up beta late last night and submitted to iOS. Now we’ll get various other builds wrapped up and submitted in the following days…just in time for Christmas..yippee!) It’s a goofy, spoofy, arcade game that is also an evolution of our game Santa’s Giftship (on iOS and Kindle) from 2011. And, as a sad matter of fact, this is the first real game release we’ve had since Suitor Shooter (iOS) in 2012…yikes!
But we have a good excuse…we really do…and it’s all connected.
Shortly after Suitor Shooter was in the store we got a call from a friend who was working on a project that sounded pretty fantastic. He had inked a deal to make a few games based on the Stargate SG1 TV show and he needed a quick and simple game that could be set in the Stargate world and be ready for ComicCon…in 3 weeks. It was meant to be a wham-bam quick project for marketing purposes, not a thoughtful, deep exploration of game design principles. Given the parameters we thought an SG1 version of Suitor Shooter could be put together quickly and off we went on a 3-week sprint without any expectation of it going any farther. ComicCon went off as planned but our friend wasn’t able to put the rest of the details together in that short time and wound up staying out of it – and so did our game. That was the first of a long chain of ‘almost launch’ events for what was then being called Stargate Gunship…a game that would, in the end, never come to be.