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    <title>Bloody Monkey</title>
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      <title>Bloody Monkey</title>
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<item>
 <title>New game: MIRRORMOON</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=61</link>
<description><![CDATA[MIRRORMOON was created, under the “Team Focaccia” label, by the two guys from <a href="http://www.santaragione.com">Santa Ragione</a> and me during the 2012 Global Game Jam.<br />
<br />
It's an adventure-puzzle-exploration game, set on a mysterious red planet.<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20120130-screen.png">red planet</a><br />
<br />
Dowload it here: <a href="http://globalgamejam.org/sites/default/files/uploads/2012/10506/MIRRORMOON_win.zip">WIN</a> - <a href="http://globalgamejam.org/sites/default/files/uploads/2012/10506/MIRRORMOON_mac.zip">MAC</a> - <a href="https://s3-eu-west-1.amazonaws.com/fotonica/MIRRORMOON_2012/MIRRORMOON_win.zip">MIRROR WIN</a> - <a href="https://s3-eu-west-1.amazonaws.com/fotonica/MIRRORMOON_2012/MIRRORMOON_mac.zip">MIRROR MAC</a><br />
<br />
Linux users: the game is made in Unity so there is no Linux version, but someone reported he was able to play the game on Wine.<br />
<br />
<iframe src="http://player.vimeo.com/video/36007868?title=0&amp;byline=0&amp;portrait=0" width="550" height="309" frameborder="0" webkitAllowFullScreen mozallowfullscreen allowFullScreen></iframe><br />
<br />
Follow <a href="https://twitter.com/#!/PaoloMonkey">@PaoloMonkey</a> and <a href="https://twitter.com/#!/santaragione">@SantaRagione</a> to be informed about game updates and other indie game goodies.]]></description>
 <category>News</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=61</comments>
 <pubDate>Tue, 31 Jan 2012 00:01:00 +0100</pubDate>
</item><item>
 <title>Winnitron IT!</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=58</link>
<description><![CDATA[Hi guys, here's one of the many projects we are working on.<br />
<br />
A group made by <a href="http://www.indievault.it/">Vincenzo Lettera</a> with a bunch of Italian indie developers (<a href="http://blog.tinycolossus.com/">Ciro Continisio</a>, <a href="http://urustar.net/">Federico Fase</a>, <a href="http://www.studioevil.com/">Marco Di Timoteo</a>, <a href="http://santaragione.com/">Santa Ragione</a>), me included, is trying to build a Winnitron in Italy!<br />
<br />
The <b>Winnitron </b>is an arcade cabinet, playable by anyone, which runs a number of fantastic <b>exclusive</b> independent games from all over the world. The first one came from a idea of a group of Canadian developers known as <a href="http://bitcollective.ca/">BitCollective</a>, and there are only a few in the entire world.<br />
<br />
So we started a crowdfunding campaign on IndieGoGo to have the minimum amount of money to build it and to transport it around Italy to the various game development related events.<br />
<br />
Here's the link to <a href="http://www.indiegogo.com/Winnitron-in-Italy?a=331353">IndieGogo</a>.<br />
<br />
If you donate you will receive awesome perks, such as an exclusive NaaC wallpaper or (this is a) a META game soundtrack. There are also t-shirts, other soundtracks, the preorder of the strategic shooter Syder by Studio Evil, a chiptune EP... well, a lot of things.<br />
<br />
Go donate! :D<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20111215-winnitronit.png">Artwork by @Mis_BUG</a>]]></description>
 <category>News</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=58</comments>
 <pubDate>Thu, 15 Dec 2011 23:51:52 +0100</pubDate>
</item><item>
 <title>Announcing Pablo Cavarez</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=56</link>
<description><![CDATA[I'm heading toward Cologne (Köln), where I'm attending my first GDC Europe! :D<br />
It's just the right time to announce our first iOs game... I'll go just with the title and a artwork. We are working hard on it, and you will have soon other info.<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110814-sfondori.jpg">Pablo Cavarez: Sliding Puzzle Explorer</a>]]></description>
 <category>News</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=56</comments>
 <pubDate>Sun, 14 Aug 2011 08:57:33 +0200</pubDate>
</item><item>
 <title>No More Sweden 2011</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=54</link>
<description><![CDATA[This year I've been to No More Sweden in Stockholm, er, Sweden, from 5 to 7 August.<br />
It was an amazing experience, great games and great people, and I wrote something about it togheter with <a href="http://www.tinycolossus.com/">Ciro</a>.<br />
It's in Italian, but there are tons of cool pics:<br />
<a href="http://www.indievault.it/2011/08/11/storie-dalla-no-more-sweden-2011/">http://www.indievault.it/2011/08/11/storie-dalla-no-more-sweden-2011/</a><br />
<br />
I also had the opportunity to show a card game/tool inspired by the Gameplay Deconstruction theory that I'm developing with <a href="http://kurai.eu/">Kurai</a>... I'm gonna talk about it another time.<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110814-layers.jpg">Layers Design Tool</a>]]></description>
 <category>News</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=54</comments>
 <pubDate>Sun, 14 Aug 2011 08:49:37 +0200</pubDate>
</item><item>
 <title>META game at hòPlay&apos;11</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=52</link>
<description><![CDATA[We are glad to announce thati (this is a) META game has been selected as a finalist in the II International Videogame Festival hóPLAY'11 in the these categories: best original idea, best sound-music and best design (or best graphics? not sure)<br />
<br />
You can find us in Bilbao on  16-17 September :D<br />
<br />
Here's the list of the selected finalists:<br />
<a href="http://hoplaybilbaoenglish.wordpress.com/2011/08/02/selected-videogames-for-the-second-hoplay-videogamedev-contest/">http://hoplaybilbaoenglish.wordpress.com/2011/08/02/selected-videogames-for-the-second-hoplay-videogamedev-contest/</a>]]></description>
 <category>News</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=52</comments>
 <pubDate>Wed, 3 Aug 2011 19:18:03 +0200</pubDate>
</item><item>
 <title>Bit.Trip Metronome</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=50</link>
<description><![CDATA[First of all I want to thank all the people I follow on <a href="http://twitter.com/PaoloMonkey">Twitter </a> (and my followers too!) because every day they share something incredibly interesting/worth reading.<br />
<br />
In these days I was suggested some very useful articles; I'm going to write a comment upon them, one at a time. The first one is a great article written by Bobby Arlauskas.<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110702-fate.png">Bit.Trip Fate by Gaijin Games</a><br />
<br />
<a href="http://gl33k.com/blog/2011/6/27/a-metronome-for-everyone.html">A Metronome For Everyone</a><br />
<i>Abstract: "What I really want to get across is how the metronome event system can help unify the timing of many elements in games, making them feel complimentary."</i><br />
Link: <a href="http://gl33k.com/blog/2011/6/27/a-metronome-for-everyone.html">http://gl33k.com/blog/</a><br />
<br />
This is RAD. It's something I was completely missing when I've been working on my games... even if I perceived exactly this method (before reading the article) some weeks ago, while playing <a href="http://www.youtube.com/watch?v=Sb9TI0iwcPQ">Bit.Trip Fate</a> by Gaijin Games. <br />
In the <a href="http://www.bittripgame.com/">Bit.Trip series</a>, rhythm plays a very important role and sound effects timing is fundamental to achieve this rhythm. In Fate, every sound (enemy killed, bonus taken) is played exactly in time with the music, using the metronome Bobby Arlauskas is talking about.<br />
When an enemy is hit, it trembles for some moments, waiting the next beat; only then the death animation is played and the melodic sound effect is played.<br />
Actually, however, I found this idea a bit disturbing, while playing. That's why I was able to notice it, because there was something that "didn't feel right". The problem I found is that to kill the same kind of enemies takes different time (and probably a different number of bullets); it could be that the gap between two subsequent beats is too wide.<br />
Anyway, from the same actions of the player, a slightly different outcome was resulting... that caused my disorientation.<br />
<br />
In the end, the metronome system is great, but I would pay attention to use it in direct player feedback... I see no problem, instead, to use it in cut-scene, enemy patterns and every other opportunity you have to determine a time interval.]]></description>
 <category>Design</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=50</comments>
 <pubDate>Sat, 2 Jul 2011 15:44:13 +0200</pubDate>
</item><item>
 <title>A new META screen!</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=49</link>
<description><![CDATA[Just to show you a major change in enemies behaviour... those circles act like an eyesight: when you touch them, the enemy starts to follow you. <br />
<br />
To avoid them adds another level of fun :D<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110429-meta_april01.png"><br />
<a href="http://www.bloodymonkey.com/home/media/1/20110429-meta_april01.png">META game screen</a></a>]]></description>
 <category>(this is a) META game</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=49</comments>
 <pubDate>Fri, 29 Apr 2011 00:16:49 +0200</pubDate>
</item><item>
 <title>LUNARCADE: CODARDO BASTARDO</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=47</link>
<description><![CDATA[This weekend a game jam took place in Milan, <a href="http://www.lunarcade.it/">LUNARCADE FACTORY</a>, and its theme was <i>LINEE</i> (lines).<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110417-game_blog.png">CODARDOBASTARDO</a><br />
<br />
Since everyone was able to take part remotely, I created a little game, named <i>CODARDO BASTARDO</i> (Coward Bastard).<br />
<br />
It's a simple 2-player-only game.<br />
There are two lines moving toward the center of the screen. Every player wants to press his key before the other, but they are allowed to do so only after the moment in which the two lines cross.<br />
<br />
Sometimes things happen... such as disappearing lines, fast moving lines... I put a lot of things to make sure you press you button too early, and FAIL.<br />
<br />
So, pick up a friend of yours, and try it.<br />
<br />
<b><a href="http://www.bloodymonkey.com/CODBAS_1_2.zip">--> DOWNLOAD CODARDO BASTARDO 1.2 <--</a></b><br />
<br />
Here's the title screen:<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110417-title_blog.png">CODARDOBASTARDO</a><br />
<br />
LUNARCADE has been organized by <a href="http://www.santaragione.com/">Santa Ragione</a>. Great guys.]]></description>
 <category>News</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=47</comments>
 <pubDate>Sun, 17 Apr 2011 22:03:58 +0200</pubDate>
</item><item>
 <title>(this is a) META soundtrack!</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=45</link>
<description><![CDATA[You can now listen to META game soundtrack on bandcamp! <br />
<br />
<a href="http://bloodymonkey.bandcamp.com/"><div style="text-align: center"><a href="http://www.bloodymonkey.com/home/media/1/20110403-metaost_Cover.jpg">META OST Cover</a></div></a><br />
<br />
<div style="text-align: center"><a href="http://bloodymonkey.bandcamp.com/">http://bloodymonkey.bandcamp.com/</a></div><br />
<br />
Patterns is the main theme of the game... my favourite one is Visuomotor :)]]></description>
 <category>(this is a) META game</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=45</comments>
 <pubDate>Sun, 3 Apr 2011 20:54:08 +0200</pubDate>
</item><item>
 <title>Gameplay Deconstruction: Elements and Layers</title>
 <link>http://www.bloodymonkey.com/home/index.php?itemid=44</link>
<description><![CDATA[You may have missed, some years ago, <a href="http://www.gamecareerguide.com/features/355/gameplay_deconstruction_elements_.php">this article</a> I wrote for <a href="http://www.gamecareerguide.com/">GameCareerGuide</a> about game analysis.<br />
<br />
Here's the introduction:<br />
<br />
<div style="border:1px dotted #CC2222; padding:10px;">With this article I want to suggest a new way to analyze gameplay and game dynamics, using a visual diagram, easy to create and read.<br />
<br />
In the last years many articles have been written with the aim of carrying out a precise gameplay analysis (e.g. MDA Framework or Game design patterns), but no one managed to present a brief and accessible method to represent and communicate their results.<br />
<br />
My analysis (called in brief GD:EL) rests upon a decomposition of fundamental gameplay elements and a subsequent reconstruction within an ordered structure founded on layers. The ultimate aim of this process is to understand how game tokens, dynamics and player psychology are linked together. </div><br />
Here's a sample diagram of PacMan deconstructed:<br />
<br />
<a href="http://www.bloodymonkey.com/home/media/1/20110222-pacmangraph.jpg">Pacman analysis</a><br />
<br />
It's not a perfect tool, and I currently disagree with some of its statements, but it can give you some help to understand how games work.<br />
<br />
Read the <a href="http://www.gamecareerguide.com/features/355/gameplay_deconstruction_elements_.php">full article here</a>.]]></description>
 <category>Design</category>
<comments>http://www.bloodymonkey.com/home/index.php?itemid=44</comments>
 <pubDate>Tue, 22 Feb 2011 09:26:18 +0100</pubDate>
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