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February 5th, 2010 at 1:39 pm
cooooooooooool pic and i played it is fun and um maybe u can make all ur games for nintendo wii and video game like x box that would be so super coool.
February 24th, 2010 at 2:33 pm
Wow awesome game. Any chance for prepurchase beta/demos? :D
February 25th, 2010 at 10:50 am
Not yet, but hopefully I’ll do something like that when I get closer to release!
February 26th, 2010 at 1:47 pm
Sounds great, count me in :)
Do you already know how big the levels are going to be? More than a megabyte? I mean high speed internet is widespread, but small mapsizes could really increase the maps available for the game from the comunity.
If you are looking for testers, let me know.
Last question…this year? :)
February 26th, 2010 at 2:10 pm
Don’t know yet about release dates… as for the level size, that’s one o fthe cool things. Each level is less than 10K in filesize.
February 26th, 2010 at 3:02 pm
So I guess you will be implementing a system to download/share maps automatically. Sounds good to me.
It’s 4 Player coop, any Story mode for people with no friends? :B
Also do less than 4 people have it tougher or is it balanced somehow? :x
Sorry for spamming questions.
February 26th, 2010 at 3:12 pm
No problem! Yes, you can play anywhere from 1 to 4 players. The game balances itself out pretty well — with more people it becomes easier, but there’s more ways in which you can screw up. The game has all sorts of great things to make it fun for single players… I like playing games by myself too.
February 26th, 2010 at 3:16 pm
Okay then, some more questions :x
If there are multiple players and one player looses, gets caught whatever, is the game over or does it continue for the others?
If it continues, can the other person do something while he is still in? How long do rounds last?
Are there fixed map sizes? Can events be scripted on maps?
Since you don’t know the release date, will it be this year or might it take longer?
February 26th, 2010 at 4:15 pm
Ha, these are all questions you’ll have to wait for me to answer another time :)
February 27th, 2010 at 6:52 pm
No problem, I can wait. :D
On your Twitter question, I’d also prefer to play an early build (to see if I like it, to suggest changes/additions early). Unique stealable items can surely be modded in later and might even be a fun little thing people could design in a pixel-editor.
I don’t use Facebook, so make something that even I can enjoy (when reaching that Facebook milestone).
3D Techniques in a 2D setting:
Do you have fog? Can a fog overlay be put on a title below lighting effects? Fog could be exchanged for smoke or fire for additional effects and environmental hazards. Also it could include water and other liquids, which can have different effects on the person within, depending on specific items in the objects layer (some electric gadget in a watertitle nearby creates an electronic hazard for all water titles connected to each other). I don’t know if those do make sense for the game, but you could create some things like spreading fire for every title that has either a wood floor, item or wall in it.
March 1st, 2010 at 10:05 am
These are actually great ideas. I realize it’s hard to come up with ideas when you don’t REALLY know the engine and the game, but random stuff like this actually helps me to think outside the box.
I do currently have “fog” rendered as clouds in a particle system, but I actually think tile based fog might be interesting too. I also like the idea of traps with electricity and water… which also makes me think it would be interesting to have running water. Thanks!
March 9th, 2010 at 12:18 pm
Hey Andy! I was wondering what middle-ware or game engine you used to build Monaco?
March 11th, 2010 at 8:57 pm
YEEH HAAW! Way to go!
March 12th, 2010 at 2:36 pm
I usually prefer to play the free games on the internet, but after reading about Monaco, I’m having second thoughts.
Also, could there be items that move? Eg: A certain item is being carried by an npc, so the players must use different methods to make he/she drop it.
March 14th, 2010 at 11:13 am
Congratulations on winning the IGF award for Excellence in Design Andy!
March 14th, 2010 at 1:33 pm
Thanks guys! Mr Phile, as for middleware, the game is built in XNA, and I’m using the XACT library/tools for audio. I’m also using lidgren for my networking code. Other than that, it’s all coded from the ground up!
March 14th, 2010 at 11:11 pm
Wow, XNA! That’s really interesting! Thanks for letting me know! I had a feeling you build it from the ground-up. Just makes sense to do something ground breaking without the restrictions of someone else framework.
Congrats again on the Awards!
March 15th, 2010 at 12:36 pm
Congratulations for winning!
March 17th, 2010 at 6:05 am
How does a game win a big award if you can’t actually buy it and play it yet? I love heist and crime games that aren’t all driving-centric so I was really excited when I read about this game, but now it’s like seeing that the Oscar winner isn’t in theaters yet!