Development Roadmap for Monkanics’ First Public Release (BIG UPDATE) (Devblog #2)
Today, I’m going to completely change how I’ll develop Monkanics going forward. As I’ve realized my current methods aren’t enough to effectively develop the game.
So, I have some BIG updates for my communication methods going forward. (TL;DR: I’m moving away from text devblogs, and am moving to video)
Firstly, I posted my last post on Substack for now:
The Making of Zoolag and BIG Communication Updates (Devblog #3)
It’s pretty much word-for-word what’s said in this reply, so reading it isn’t necessary.
I’ve made MASSIVE upgrades to the Monkanics discord, as it’s now the main focus of my effort in building a community.
This for rounding up playesters version 0.1 and beyond, allow instant communication with the developers (me), provide feedback for Monkanics, and meet other people.
So, I recommend joining the server here (There’s onboarding for new members):
I’ve made a public development tracker for Monkanics on Trello:
With this, you can see what I’m working on, at any time, without a quick-up.
I’ve made my first YouTube video about Monkanics on YouTube:
It’s a behind the scenes of how I made the first map for version 0.1 with a timelapse.
I also have a no-commentary version of building the map, as an unlisted video:
Consider subscribing to the channel as well.
For now, this topic will still contain all Monkanics devblogs and updates of the sort. So stay tuned.
I’ve finished implementing a health bar and the death/respawn system. This leaves only minor optimizations left to do before version 0.1 of Monkanics is complete.
I get a content encoding error at the end of your post (on Pixel 9, Firefox Nightly Dev)
Edit @Demetrius_Dixon edit it back for a test, I disable JScript by default on all sites and haven’t used Trello in ages so wasn’t loading because of that and other restrictions.
I now need to do some private playtests to make sure the game, bare minimum, works.
By “works”, I mean:
The server is successfully created when I boot up the server file.
When playtesters boot up the client file I provide, that they connect to the server on my computer. (This will only be on Windows 10+ for the first playtest. I’ll figure out Mac and Linux ports sooner rather than later)
All players can move at the same time and positions are roughly in sync.
All players can shoot projectiles, projectile positions are roughly synced.
Damage is dealt and the health bar drains.
When the player’s health hits 0%, they’ll spawn in a random set of 9 locations.
The respawn is synced with all clients.
I’m still figuring out a LOT right now. Like how to distribute the game file, ask people to playtest, when the schedule it, how to collect feedback, what to do next, etc.
But what I do know is that version 0.1 is ROUGH, and pretty much a glorified networking tech demo. I knew that going in, but still.
I few more important things to mention:
I have to do a small marketing run before the first public playtest for new discord members. This will mostly happen on YouTube, as I’ve been having success with my videos and shorts. (Much more success than Substack, IMO)
I’m also looking into bootstrapping funding for some Monkanics concept art. This is about 2-3 months out, as I need to get acclimated to my new job and the nitty-gritty of commissioning.
I’ll keep you all updated.
If you’d like to participate in the playtest when it’s scheduled, join the Monkanics discord here:
And subscribe to the my YouTube channel for more updates:
Welp, I tested the game with @carmxdev and it didn’t work unfortunately.
The problem was that the client couldn’t join the server. The exact reason is currently unknown.
However, I did make some cool discoveries, like where to find the correct IP address and the fact I have to first bind the IP address to a server before it’s creation.
But something is still wrong with the project. But I’m bound to figure it out eventually.
Again, thanks Carm for his help. Imagine of the public playtest ended up like that. Yikes.
Most likely it’s either that a network created for this type of thing is isolated or a firewall blocking something. TBF I cant tell cause I wasn’t there.