Monthly Archives: June 2014
I’d like to begin my three part apology regarding the lack of new maps or just content in general in TownCraft lately by shirking responsibility and placing the blame squarely at the feet of iPhone and Mac users everywhere. You see, in order to get the iPhone and Mac versions of TownCraft up and running, we first had to port it to Cocos 3. In so doing, we basically dismantled our own game and had to put it back together one piece at a time.
During this period, even meagre updates to the already-being-played iPad version simply couldn’t be done. Thus, the last time we added a new map (Desert Island) was back in March.
But now we’re back with Gold Rush (original working title: Dry as a Bone, but that sounded incredibly boring)! This is a new map which adds the ability to pan for gold and hire workers to do the same, as well as giving you new challenges to combat (lack of certain resources, having to make the rough choice between farmland and forests, wondering what the crap to do with all the sheep skulls lying around) and providing you with the usual raft of new resources to craft courtesy of our icon artist Matt, and a few new pretty objects courtesy of our environmental artist Corey.
We’re also releasing the Let’s Play video for this map alongside its launch, so if you want the lowdown on what’s new, here’s a link to the 15 minute gameplay video with developer commentary.
The map is available now in the latest update to the iOS version, and is currently going through submission for the Mac version, so should be with our Mac players any day.
Both the founders of Flat Earth have today had pieces published concerning the current and ongoing debate around the dominance of male characters in games. We’ve personally found no reason to assume that our characters ought to be male or that players specifically want a male avatar, and have tried to create our games accordingly. So far, our fans have either not cared in the slightest or have been quite grateful.
So here’s Rohan, writing a guest post for Kotaku discussing how female game characters can provide the context for new gameplay opportunities: http://www.kotaku.com.au/2014/06/the-most-interesting-assassins-creed-has-a-female-protagonist/
And here’s Leigh, writing about the minutia of the decisions regarding the character selection screens in both TownCraft and Metrocide: http://www.gamasutra.com/blogs/LeighHarris/20140623/219598/Male_normalcy_in_character_selection.php
Since it appears that making games is something we can actually do in an ongoing capacity (you lovely folks who’ve been buying TownCraft have meant we’ve been able to pay rent and other such luxuries), we’ve got a few irons in the fire – this is one of them.
Indie Game Magazine saw fit to feature Metrocide on the cover of its latest issue as the exclusive official announcement of the game – not a bad way to tell the world you exist, in my opinion.
Here’s the skinny: you play as T.J. Trench, a hardened, trenchcoat-laden contract killer in a futuristic city. You’ll be running around trying to complete contracts with vigilantes, gang members, civilians, cop drones, security cameras and more out to stop you. We’re talking perma-death here as well, and we’ve intentionally made this game very hard. Here at the studio we keep on challenging each other to beat high scores, and when we decide the game’s too easy, we just throw something else into the world to make it that much harder to hide.
This has been a game which was started by Rohan for the Cyberpunk Game Jam, but which he enjoyed making and playing enough to suggest we make it an actual Flat Earth Game, so here we are.
It’ll be out middle of this year on PC and Mac.