![]() Because it's normally the other way around where people get the discount on the sales. ![]() We want to put it out on Early Access, just so basically the people who played the Alpha can get a discount. We are speaking to publishers at the moment, so the only thing that might change that is if they give us advice contrary to doing that. But we're hoping to put out an early access in the next couple of months. So now we're just trying to set ourselves up and concentrate on making the game full time. But the response has been pretty phenomenal. So we'll be going back on the train tonight, setting up in the office tomorrow and picking up work again then. We haven't actually done any work in there yet because we came straight here. James: We've been developing it since mid-November, but only part time. But at the moment we're just prototyping a whole bunch of different hazardous environments, that can facilitate your victory. The ultimate ambition for this game would be to customise your gang and go up against somebody else's gang. We are now looking at trying to support online multiplayer as well. Didn't have an AI at that time, so we just went local multiplayer. And we just started building a few things single player. So you just have that protagonist and antagonist, and then some kind of beef, feud, and you just beat people up to resolve it.Īnd we thought we could build that. But we loved those old games, where there was a very simple premise, like, somebody's wronged you and you're out for revenge. We're from the arcades, we grew up on the North East coast. So we kinda thought "well actually as a new company, let's do something simpler", and we thought, if we could get a satisfying punch mechanic, we could build a game around it. We had a space opera and that had low gravity physics and this thing we call SpaceBeef these gelatinous, undulating forms. But we were making a high fantasy with tentacle creatures, and giant turtles and things that light, that you could fight on the back of, and the way we did the magic system and swordplay and all these other systems. It's probably too bold to call it a system. We've done any game jam we can for the last couple of years, and during that we've evolved this physics system. That's the thing that got us all in the same room together, and we found we were much more productive during those periods. The way we figured out how we might make games is by doing game jams basically. James: Well it actually came out of a couple of other games that we were prototyping. How did the idea for Gang Beasts come about? We spoke to James Brown, one of the four-man development team Boneloaf, to see what all the fuss is about, and where they plan to take Gang Beasts on the long development road ahead. Together they cheered and whooped and laughed as four players at a time took their turns playing Gang Beasts, a multiplayer fighting game that uses physics in the same way Louis CK uses anecdotes about his children. At this year's Rezzed Expo in Birmingham, a huge crowd clustered around a single television screen in a far corner of the expo floor.
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