Monkanics: A D-I-Why, Sci-fi arena shooter about crazy cyborg lab apes (Devblogs)

The name’s Demetrius Dixon.

You’ve likely seen me around various discussion threads and netcode questions on this forum. With that, I now want to give you guys updates on my in-development PvP shooter game, Monkanics, via this topic.

Now, what is Monkanics?


Monkanics (Monkey + Mechanics) is a D-I-Why, sci-fi arena shooter with a big focus on resource management.

Monkanics are cybernetic primates with slightly enhanced intelligence and a tendency for chaos. But the humans who created them went on lunch break and never came back.

Now, they survive, invent, and go on monkey-brained misadventures for food (Preferably bean-anas).

Gameplay wise, you’ll design your own weapons of mass misconstruction called inventions, then assemble and maintain them with scrap collected around the map. Along with other helpful items.

The Monkanics themselves can run fast, jump high, climb any vertical surface, and grab to interact with other objects around the map.

The main game mode is called Bean-anza.

My current vision for the mode is that 2 teams of 3 fight to collect Bean-anas (An ultra-sweet hybrid of beans and bananas the Monkanics are obsessed with) and, when available, deposit them into a Bean Counter (Essentially a high-tech mini-fridge).

I also have plans for a unique solo mode as well. But Bean-anza is the one the game’s designed around and will be in the prototype.

Gameplay wise, the main loop is:

- Scavenge for resources around the map.
- Fight enemies for survival and/or objectives.
- Repair or die.
- Repeat.

That’s Monkanics in a nutshell. But keep in mind that things are subject to change as I’m currently mid-way through developing the prototype.


As for this topic, I’ll be sharing my posts from the official Monkanics Devblog on Substack. I’ve already made a few articles over the past couple weeks.

Also, I have 2 different categories of devblog:

  • Main Devblogs (These are generally long-form and are for substantial updates)
  • Quick-ups (Short for “Quick updates”, these are bite sized posts I make whenever I have something small to share)

The release schedule is that there is no release schedule. This gives my life and emotions room to breathe. I’ve learned that promising daily/weekly/bi-weekly devblogs, while very motivating, eventually burn me out emotionally.


Here are the current blog posts so far in order:

An Introduction (Devblog #1):

Quick-ups #1, #2, #3: (They were reposted and grouped together as I was learning Substack)

Quick-up #4: Projectile Collision PAIN:

Quick-up #5: Designer’s Bias:

Quick-up #6: The Question in Question:


Subscribe to the devblog if you’re interested in following Monkanics’ continued development:

I also have a Discord server for Monkanics as well you can join to help me build a community:

You can also find me personally on these other socials found on my Linktree:


As for when Monkanics will be released, I’m confident I’ll have a public prototype ready SOMETIME THIS YEAR, guaranteed!

I’m dead serious. I’m close to being done with the core networked gunplay systems. After that, I can make pretty much all the game mechanics needed for a minimum viable product to get public feedback.

That’s about it for now. Thanks for reading this topic. Support from you all means a lot to me.

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YEAHHH

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I’m glad to see it’s coming along !

If you want my two cents:
When I worked on Hepatomancy I ended up short on time and had to rush to the finish line. I did not make myself crunch, my ADHD-ridden brain could not anyways, but still this really negatively impacted how much I loved the game I was making. Still today I can’t make myself open the Godot project to tinker with it…

You seem really motivated, take care to not burn yourself out :v:

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@Demetrius_Dixon
it’s a bit of out off-topic but would you like to test a small multiplayer pvp game I made in Godot?

Will be FUN

I wouldn’t worry too much. I already learned my limits the hard way through trial and error.

I started 2 other daily blogs, yes DAILY, that went for 52 and 30 days respectively. But daily updates burned me out emotionally. They no longer exist because I crossed a few boundaries in my writing by being a tad too personal.

But now, my blog release cadence is very flexible. Molding around my life rather than the other way around.

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Quick-up #7: IT REALLY WOOOORRRKS!!!

Today, I finally got projectile collision against geometry working PROPERLY! It doesn’t go through the dang walls anymore!

Read more on the Monkanics Devblog:

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Quick-up #8: Phinicky Physics

Today, I swear I’m gonna get PTSD from all the weird physics interactions I keep running into- and how AWFUL the Area3D note is for detecting things. Again.

Read more on the Monkanics Devblog: Quick-up #8: Phinicky Physics - by Demetrius Dixon

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Quick-up #9: WTF is up with Jolt?!

Today, I worked on refining projectile collisions. But also I gotta vent about Jolt. (The “WTF” stands for What the Function)

Read more on the Monkanics Devblog:

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Quick-up #10: Game Dev Blues

Over the last few days, I’ve been working on- you guessed it- projectiles. I’ve made a bunch of progress, but lately, I’ve been feeling pretty bad emotionally.

Read more on the Monkanics Devblog:

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Quick-up #11: “Never tell me the odds”

Welp, I finally did it. I actually got projectiles to sync on all clients.

Read more on the Monkanics Devblog:

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I completely forgot to upload a video of the projectiles syncing properly in multiplayer.

So, here you go!

(The white projectiles are real RigidBody3Ds and the black projectiles are dummy Node3Ds) (Projectiles are slow to make them easy to see)

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So what we see is multiplier or single player and for now you control NPC ?

Looks good I like idea with twisted names , reminded me Black Mirror episode with Thronglets.

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This is multiplayer, I’m just controlling both players on separate instances. (I’m also hosting the server as well. The backend systems will be implemented later, as I’m working on the gameplay netcode at the moment)

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Will it be a peer to peer game for now or you have a dedicated server?

I’ll have to see when I cross that bridge. A lot can happen.

However, I’m designing the server architecture to be flexible and support both.

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Quick-up #12: Making the Rounds!

2 quick-ups in one day!

Since my main work was done for the day, I decided to tinker around. Discovering something pretty cool about fire rate of all things.

Read more on the Monkanics Devblog:

I wouldn’t expect multiple quick-ups in a day unless I find something interesting to talk about.

Buuuuuuut… here’s a video of 2,000 RPM (Rounds Per Minute) in multiplayer just for fun:

Quick-up #13: The Damage is Done

Implementing multiplayer hit detection and damage was WAY easier than I thought it would be, but it’s really implemented now.

Read more on the Monkanics Devblog:

Here’s a video:
(The health is shown in the bottom left)
(The projectile deals 8 damage currently)

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Does server synchronise health of each player or those data are stored locally and requested on collision by other player ?

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The true state of all players in stored in the server instance, then is replicated to all clients 60 times per second (Every physics tick). Health is one of the variables that are replicated.

If you’d like, you can join the Monkanics discord to ask me some more questions:

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400+ lines of code!
MAN,I made a simple pvp game with only 100 lines of code : 3

why it’s soo long lol