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Monkey Gun

This game has been put in the dreaded eternal limbo of unfinished games... Not only that, but the latest sources have been lost, so I can't remake it again. Nevertheless, it can still be interesting. Here are some things you can try:

This was the original blurb:

Monkey Gun is my newest game. It's a traditional shoot-em up full of speed and fun, with that extra pinch of tactics.
At the moment the game is still under development. If you would like to take a look at how I'm making progress, you can play the Monkey Gun WIP-demo's I post here from time to time. They aren't real play demo's but just the current state of the game's implementation. You can also find some info here on what's going to be in the game. Questions or comments can always be mailed to me...

Controls

News

November 2002

Ok, I'd say that now the engine part is 80% finished and the content 20% or something like that. From the top of my mind all that's left to be added to the system is:

Then there are some less important stuff like special events (end sequence, intro, cut scenes?) and maybe bombs and AAP's (Assistance Attack Pod). The rest is a matter of producing content for all these systems.

Of course it's more tempting to add more functionality, but you have to produce some content for it so you have something to work with, and that takes a lot of time if you want quality. For example I think I've redone the intro-level about 20-30 times before I was satisfied with it... And don't forget all the foes, projectiles, weapons, bosses and levels that need to be drawn! It's a good thing I have some experience in drawing, but inspiration doesn't flow abound... (Does anybody has a good design for a power up?) It's even worse in the sound department because I have no experience whatsoever with it.

Well, I added some new screenshots, so you can at least see that there's progress, because that one ancient, ugly test level... well, were way past that. (As a matter of fact I'm using it again now to test my WorldMap because of it's short length. 8-fold that is, for each level :D ) But there's no way you can see how much work went into the game just by looking at those screenshots. The little things, like not flying off screen or getting hit, can take daaaaays of work. It does seem to me I have a lot less bugs than when making Wim Kaepon, so I can put my ideas into action much quicker. Learned something after all? :) Who knows, maybe I can get my original design fully implemented...

August 2002

Work is getting along nicely now. The basic engine takes care of the player, the foes, the projectiles and the map is almost finished. Some weapons still need to be added for the player, and I need to fill what's supposed to happen when collision happens between sprites.

At the moment I'm still deciding wether to use a purely sprite-based weapon system (which means the projectiles are hand-drawn bitmaps) or a dynamically generated particle system (which means the computer produces a more or less fysically accurate simulation of the projectiles).

For your eyes only I've added a screenshot option in MonkeyGun (that pauses the game 2 minutes?? Hm...), behold the result ^_^ Take note of the hideous graphics :) No, don't worry, except maybe the aircraft everything is placeholder art to test things out.
A demo of what I've got so far (only for the hardcore fans) is available in the Download section below.

For those who want to help developing foes and levels: look further.

Long ago

Monkey Gun (working title), is the name of my new game project. It's gonna be a traditional vertically scrolling shoot 'em up, whit lots of speed and fun.
At moment I'm busy toiling away at designing everything: weapons, worlds, enemies, bosses, plot, ... When it's finished, I'll try to scan it in and post it here.
Everyone with to much inspiration who wants to help is always welcome, just mail me. But as I myself am doing this just for fun, all I can offer is my gratitude and a place in the credits.

Download

Concept

(All links below are in Dutch only)

Development

AniMonkey Monkey Gun animation viewer. Put in main Monkey Gun dir.

(All links below are in Dutch only)

Every help I can get with Monkey Gun, in programming as wel as content, is highly appreciated. And it so happens you're able to help out there, especially in the last department.

Some of the things I still need:

Then there's some stuff that's still undecided like Singus weapon #3, the last Easy and Hard level...
Drawing sprites for the Singus and existing Bosses and Weapons I prefer to do myself.