Just a short check-in.

Time is a very frightening thing. It’s nearly been 8 months since Team Monkery assembled. And a whole month since the last blog. So how goes it for us?

Well, I’m pretty sure I have learned more in the past 8 months than my brain ought to be able to contain, and I’m sure Will feels the same. We are still working all-out on our funded project, which hopefully will have a super-shiny detailed press release and some web presence very soon.

We’re also planning to put overtime in over the next few weeks to bring Mini MagNets forward. We’re hoping to have something for the indie showcase at Develop. And maybe Iliara will get some lovin’ too – but love don’t pay the bills, so we’ll see.

It’s all been a bit slower than we’d like over the last week or so as the Richard Machine broke down and was ill in bed for what he says is probably the first time in a decade, and Will and I have been feeling the strain of the live together/work together dynamic just a bit. But all is well now, and very soon we will have ACTUAL THINGS to show! Concept art, press stuff, an actual description of the game we’re making…;)

Oh yes, and today is our colleague Matt’s birthday! Happy Birthday Matt!

Total Monkery to be key technical supplier to Rymatek for Procedural Content System

UK middleware tech developer Rymatek Limited has announced that they have entered into a development agreement with Mystery Enterprises Limited, an SEIS-compliant digital publishing start-up, focused on UK-based games software and intellectual property development. Total Monkery are proud to announce that they will be providing the technology for their first project – the Datafall engine. In addition, Total Monkery will be developing the first game to be made with the engine. More details to be announced soon.

Or, in blogspeak – Richard’s fellow veteran, Matt (LinkedIn) has been discussing with Richard for quite some time the possibility of making a genuinely reliable, convincing and extensive (not to mention extensible) engine for creating procedural narrative. When Richard quit contracting to start up Total Monkery, it seemed like the time was upon them. They formed Rymatek, which is a very cool name if you ask me, to be the company that would hold the IP and eventually distribute the license for the engine they planned to create. They then created Mystery Enterprises, a company focused on publishing mystery games created with the license. Mystery Enterprises is SEIS-compliant, which is a government scheme to encourage British growth by rewarding investors with tax breaks; we think it might be the only games industry company that is. Which is not surprising, as it sounds like it is a tiiiny bit difficult to set up. Anyway, Mystery Enterprises is now contracting Total Monkery, as well as other independent contractors, to do the development for both the engine and the very first game.

And that, my friends, is the Super Sekrit Project we’ve been working on. More details are soon to be announced about the game itself, along with concept art from Neil Roberts whose art is shiiiiny and who is doing seriously cool nerdy stuff at the moment. I will be posting and gushing very soon!

Curse you, paracticality!

So, we have now had the official Total Monkery Meeting O’ January Doom and Gloom. Conclusions? Starting a business is hard, yo.

In summary: we’ve been working on Iliara with the intention to get to release as quickly as possible. But it has become obvious that ‘as quickly as possible’ is kind of going to be a long time if we’re going to get it to the standard our honour demands. And we would be crazy crazy bad businesspeople if we focused upon it as our only hope for success.

Which, of course, we’re not. Quite apart from the Sekrit Project, which will be keeping us in coffee and noodles (and be a crazy awesome bit of tech…) we’ve had lots of other projects in development. Especially since we want to work with other indies and cool people that we know and love and help make Plymouth a hotbed of creative indie game development and all that. One such project is MagNets, which we had epic fun plans for if we won the Sony competition, and indeed still do if we get another funding opportunity. However, we didn’t – so it’s time to reshuffle schedules and see what we can practically do. Which means Iliara is on the back burner, much to our collective sulking. And MagNets is on hold subject to funding.

Enter Mini MagNets…

Mini MagNets is the core gameplay of MagNets – capturing pesky bots with your magnetic net. It was the intention to release mini-magnets as a more phoneworthy version of MagNets, but now it will serve more as an introduction. And, of course, a solid basis from which we can develop MagNets. Date of release TBA, but we’ve had a prototype running for a while so anticipate soon.

Mini MagNets!

Mini MagNets Mockup (MMM for short)

Of course, we’re very excited; with Richard busy, this is our thing. This is the youngsters’ project. And dammitall, we are going to make it the most shiny awesome compulsive bot-collecting game ever.

And almost certainly it will be free, so there’s that.

As for Iliara, I think that it is a game that will stand or fall based on the community it inspires, and that we ought to be putting it to the community sooner rather than later. It worked for Notch! (And with that, I think I win Indie Start-up Bingo.)

I got as much derision as I was due for saying that in the office, but I was talking sociology not aiming for stratospheric flukey success. Simply put, I think the thing that will make Iliara great is people doing crazy things with the level editor. Much like what makes The Sims great is the mod that turns your house into a strip club. And I wanna be encouraging that.

Er… not the strip clubs. You know what I mean.

Richard, however, seemed less keen. And by less keen, I mean a grey pallor passed over his face at my words. Perhaps when we finish the move to Unity? Perhaps over Richard’s cold, dead body? Only time will tell.

Happy New Year, everyone!

…And thank God the Christmas season is over, I don’t think my internal organs can take any more excess.

Despite cheerfully departing work on the 21st with grand intentions, it may come as a surprise to no-one that very little work went on over the Christmas period. Not to mention, far too much eating and drinking. We start the working year today as bejumpered huddles, with bags under our eyes, various viruses in various stages of incubation, and withdrawal symptoms from all the things we have vowed to give up this year.

That said, we have grand plans ahead! 2013 will be the year of Total Monkery World Domination. (Muahaha!) The current master plan, as given my our grand leader, is: “Work our tits off.” I may post the extended attack plan later in the week.

But for now, I do hope that everyone’s Christmas and New Year’s Eve celebrations were joyful, and that those of you who are back to work today are in a better state than I! Anyone got any good New Year’s Resolutions?

Christmas Update!

Christmas is nearly upon us, and Richard’s easing up on the Mystery Project. This is happy news indeed for Iliara, as Richard is now a bit more free to fix bugs, make things shiny, help out with the port and even make levels. Muttering all the while about being a CEO and above this, of course.

Anyway, this has resulted in progress of the kind that sometimes feels a bit like not-progress – some show-stoppers have been eliminated, but there are plenty of knock-on bugs to iron out. Our first exciting supermega (pre-alpha) DEMO is nearly done though! If it can ever escape from under the weight of the combined perfectionism in the TM office… I have trouble letting a blog post into the wild, let alone the game.

Thankfully, we take turns reining each other in. And mocking. Ahh, teamwork!

As for Christmas plans, The office will probably be quiet from the 21st to the 2nd. Richard never stops, though, so when I say quiet what I mean is blasting psychedelic trance at all hours. We also have an official TM Christmas Party/Family Outing (ahh, family businesses) on the 21st. And in the new year – demos, new projects, cashflow, and eventually the chance to talk about the SEKRIT PROJECT!

I can’t wait. :)

Oh and I know I promised naked ladies with kittens on Facebook… so I have lazily photoshopped a santa hat and snow into the top Google result for “kittens and boobs”. Enjoy!

A kitten and some boobs!

Anya Trounce, arteeste. Why yes, my services are available!

Tales from Birmingham, Iliara Updates and Stuff

I am a shocking, shocking blogger. But it’s been awfully busy…

Ye Olde Roadtrip

So I mentioned on Facebook that the oldies were in Birmingham, because we got to the final five of this. We were presenting MagNets; more information in our Projects tab. While the oldies were otherwise engaged, the younguns had lots of fun with Blender and Unity making the demo. And by lots of fun, we mean lots of sobbing and “WHY IS IT POINTING THAT WAY, WHY?”

We didn’t get the money, but no worries! Sony thought we were great, and there are always other possibilities…

Iliara Updates

I have begun to apply my arteestic perfectionism to the first 12 levels of Iliara in the hope of having a polished set to show people. I have also begun writing documentation so that we can get interested parties in on the Editor easier. In the release, of course, there will be tutorials… but for now, no.

I put in about twenty-five bug reports the first day. I’m really popular.

Will is deeply entrenched in the Port To Unity. It’s still deserving of capitals because it sounds like a somewhat epic job. Not that I have any idea what either of the codeypeople are going on about most of the time. Although I could probably sound like I do.

Richard continues to work on everything and do everything. I know very little about what he’s actually doing at any given moment, so I will drop another hint that he should do some blogging himself, and leave it at that.

Oh, and have some kittens. I hear cat pictures improve blogs 1000%!

Pic Unrelated

ExPlay Write-up

Total Monkery returns! It’s good to be home. Our Travelodge? Not the best…

TM have brought shame upon our good names by being total failures at partying, I must say. We left the TIGA After Party before it had really begun and went to bed, and left Bath for home comforts before the Edge Quiz had even started. I did get a bit involved in the daytime fun, namely Joust and the paragliding sim, which apparently I was playing (atrociously) when there was a camera trained upon it. Erk.

Talks I enjoyed:

Undoubtedly the Dear Esther keynote on Thursday was the highlight for me; don’t think there was anyone in the room who didn’t do a little internal cheer when we got to the Steam sales figures. Though it’s obviously dangerous to be comforted or excited by the Dear Esther story – for every success story there are probably a hundred invisible failures – you can’t help feeling just a little bit less afraid to try.

Aside from that, I enjoyed the panel on Accessibility. I’m not unaware of Accessibility in other areas, but I’d never really thought about it for games. I’m massively annoyed that I didn’t write down the websites with the guidelines on…

Then on Friday, I LOVED The Neverending Story panel, though that’s not a surprise. My first love was fiction, I read and read and read, and then when I was fourteen I wrote some spectacularly bad Mary-Sue fanfiction and got hooked. After that I wrote and wrote and wrote and read about writing and wrote about writing and then I read some more, and it was only that damned interfering Real Life that stopped me. So I love writing, and I really love writers. Could’ve listened for hours.

I liked hearing about a lot of the design stuff that came up throughout the whole conference, such as the idea of ‘gunfeel’ in the Edge panel… great word. Some great stuff in Creating Games with Character, too; Total Monkery as a whole got our pens and iPads out to write down the workflow advice. We’re still figuring out how to work and what each of us needs and wants and all that complicated new business stuff, but we’ve had plenty to think about this weekend and I think Monday will be a busy one.

Oh, and the Cultural Exchange talk was cool. Weirdly enough, it occurred to me in that talk that nearly all my favourite games are Japanese… although I’ve never consciously sought Japanese games out. Not sure of the significance of this. Will was wondering, however… since there are most definitely gamers out there who will seek out games specifically because they are Japanese… what’s it like for Japan? How big is the niche of Japanese people with an obsession with the West? Anyone know?

And of course, I can’t go without mentioning Oscar Clark’s talk, entitled Finding Love in the Zombie (Freemium) Apocalypse, which has given us much food for thought.

We’re all various degrees of Not Very Happy about freemium, on my part because I can’t think of a freemium model game where the freemium element didn’t on some level annoy me… but it does have some selling points. The biggest one being that persuading people they should pay money for our game may well be hard going – no-one knows yet how damn awesome we are and how much we’d like to pay our rent, please. But also, Iliara has a LOT of features at this point. More than we know what to do with. I’m pretty sure that there’s some sort of freemium model for Iliara that doesn’t give us the willies… we just need to think of it.

So this will be the primary topic of our Monday afternoon meeting, which will be interesting as my mouth will be numb from having teeth out. Watch this space for what we conclude!

Updates updates updates

Two weeks since my last blog post? Shameful. I’ll get put in the monkey cage for this, for sure. And what have I been doing while I fail to write?

Well. In Iliara-land, aside from the usual tasks of making levels, making art and breaking stuff, we have talked over the level progression and have cemented the way forward. It always goes really well when we get together round the whiteboard and talk, which I think bodes very well for the future. There was always going to be a bit of worry when we first started, because at it’s core Total Monkery is a family business and it’s not like comedians tell jokes about how harmonious and successful families are, but everything has worked out so far. It helps that we all have someone who can get away with interjecting when a disagreement starts slipping out of Business-space. Richard tells Will and I to stop our shenanigans; Will and I recklessly offer up our opinions when Mum and Richard’s discussion becomes a little overenthusiastic; Will and Richard both keep quiet and try to steer me and mum away from each other at all times.

Anyway, the upshot of the talk was we’ll probably have 100 levels in the finished Iliara, and definitely more than 60. Most of them will be in Story Mode, and the story of Story Mode is becoming more significant by the minute. Will has linked up all the story mode levels, although some are just blank, but it should be simple now to start filling in the gaps with the millions of levels and level bits he’s made so far. I’m working on the map art, which is giving me immense pleasure. I am drawing a teeny-tiny overview of the alien cave system where the story of Iliara was painted, complete with tiny wall doodles, alien handprint art (a bit like this) and an exciting array of tiny stalactites, stalagmites, rockfalls, pools, water drips, crystal formations and other pretty things. I have been staring at this image map a lot trying to decide which cave formations will look best in tiny form. I have also realised how happy it makes me to draw things small.

But Iliara is not the only thing going on, oh no. Aside from Richard’s Sekrit Project, which I gather from listening in on Skype is getting just a touch complex, we have also just completed the most awesome pitch document for our newest project. And it looks frickin’ sexy, if you ask me.

The game is called MagNets. MagNets Logo

Richard, Will and I are all involved, but so are others. Phil Corbett – who is awesome and writes books about adorable kittens with horrible parasites – is part responsible for the concept and will be involved in the art side. Then there is James Fletcher of Rinse Games… who has provided some essential and awesome art for the pitch and things look 100% more swanky when he’s involved. Hopefully Rinse Games will be key partners in MagNets, because they are cool dudes.

But more about that later. Also, probably a website soon. This time, a somewhat quicker and slicker one because boy have I learned a lot about CSS in the past month. Among a million other things. I’m having so much fun.

Super long update today! Stuff and things! I think I’m on a sugar high!

Today Will and I got chocolate for being good minions. Today was a good day.

…aaand I never thought I’d say that about a day that started out with a maths lesson. Richard has been giving us little trigonometry refreshers in the mornings for the past few days. There was a whiteboard and everything. Richard looked all teachery. It was… actually very cool.

My head is feeling rather heavy at the moment from the weight of all the new things I am trying to learn. It would help if I wasn’t trying to learn everything ever in the tiny space of time I can conceive of, like the crazy impatient person I am. Over the last couple weeks I have been on what amounts to a self-taught crash course in CSS, the results of which are a new Iliara website which looks reasonably shiny and works pretty well… assuming you don’t have IE8 or an iPad 1, and assuming you don’t mind it being jerky and buggy on various other mobile and tablet platforms. Tomorrow, I will fix it. Today, I can never look at another line of CSS again.

Will is responsible for the floaty JavaScript Iliara header, btw. I made a vow to stick to learning one thing at a time, and consequently know nothing about JavaScript myself. However, once the website is functioning okay on most things I may start learning a bit in my spare time, so I can swap out the crazy experimental CSS I’ve got for some slightly more reliable scripts. Although it will then be inherently less awesome IMHO.

Also, with my new skills I will be constructing a startlingly beautiful new Total Monkery website. But that will be a loooong term project.

I have also been doing other learnings this afternoon; I am trying to learn 3D modelling, specifically with Blender. So far I have made a shiny lilac house. It makes me very happy. The idea of making anything more complicated than a shiny lilac house makes my head hurt.

Anyway, enough about me. Will has been, when not writing bits of JavaScript and dealing with me and my “Please help me!”/”GO AWAY!” attitude to web development (or life), making increasingly sadistic Iliara levels. And increasingly sadistic lists of things I need to create art for. After tomorrow, I will be doing that. Among other things. Oh, so many other things.

Richard has been working on the Sekrit Project. It’s not a very Sekrit Sekrit Project, but there’s will also be an official announcementy type thing about it at some point, so I shall leave it a mystery for now. Richard has also been finding the time to be fixing Iliara bugs aplenty, and I now have fireflies, yay! Fireflies are my pet Iliara feature and I shall love them forever.

We are collectively, with various exciting comrades and allies, looking at various other projects, which will all be talked about in due course. They are all damn cool, but I think everything Total Monkery is damn cool. ;)

Mother/Andrea has purchased us badges, stickers and business cards! I have mentioned the business cards arriving, I know. Apparently handing them out to my friends and strangers and announcing that they make me an official grown-up is not the done thing. I maintain that I am merely voicing the secret thought of every young professional who has ever had cause to obtain a business card.

The stickers and badges, however, came last week. We managed, through various on- and offline discussions, to decide upon designs for the badges, but sadly they haven’t been set very well… The sticker is more of a success although a lot darker than the on-screen version. Still, they are cool, and we have already joyfully handed some out to select friends and family. At ExPlay we will be a bit more free, and by a bit more free I mean sneaking up on unsuspecting strangers and sticking them onto their most accessible appendage.

Now, as it says on my business card, I am an artist, so I think I’m going to spend some time doing the one thing I haven’t been doing much of these past few weeks. I’m going to go draw something. Adios!

Business Cards!

I’m so excited. We all got BUSINESS CARDS today. GROWNUPS have business cards.

I’m a bit annoyed with them because the gradient came out quite significantly darker than it did on my screen and on my printed copy, but they were also probably even cheaper than making them yourself, so can’t complain. When we’re wildly successful I want ones shaped like a bunch of bananas. Possibly that smell of banana. That would be awesome. Or just have our name printed on bags of foam bananas. Everyone loves you if you hand out sweets, as I learnt in primary school.

Business Card!

Wooo! I’m official!

Anyway, Iliara levels are always and forever being built, but I am, for the most part, continuing my crash course in CSS via the Iliara website. It’s still fun, although my God, can CSS be annoying sometimes. Anyway, once I’ve done that I will most definitely be moving on to making a custom theme for the TM website, although that will probably be a side project for when other jobs are driving me mad. Soon, I’m sure, Iliara will be Unityfied. It’s going to look sooo pretty. Also, be fun.

Speaking of fun, looking forward to ExPlay in Bath… although we’re all going up on Wednesday. Which is HALLOWEEN. Which is my FAVOURITE HOLIDAY. Nothing beats the Holiday of Sweets, Slutty Outfits and Being Scared, and I won’t be able to combine them into some sort of super awesome party! Sad times.

Of course, if anyone knows what delights Bath holds on Halloween night, do drop us a line. ;)