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.