#monkanics
- Watch my Devlogs on YouTube: www.youtube.com/@MonkanicsDev 

- Join the Monkanics Discord Community: discord.gg/kRkvwdnaVz 

- Support Monkanics' development on Ko-Fi:  ko-fi.com/monkanics

#indiedev #gamedev #godot #monkanics
Demetrius Dixon (Monkanics Dev)
The name's Demetrius Dixon. I'm a multiplayer game designer, founder of Wackshop Games, and creator of Monkanics: Monkanics (monkey + mechanics) is a D-I-Why, FOSS arena shooter that’s serious monke...
www.youtube.com
October 1, 2026 at 1:26 PM
As for my progress, I'm still working on player movement syncing. There are an INSANE amount of moving parts, and I have to work through them one step at a time.

However, I surmise that Monkanics will be playable in about 1-2 months (Rough estimate).

🧵

#indiedev #gamedev #godot #monkanics
October 1, 2026 at 1:26 PM
me and the monkanics at 2am looking for bean-anas!

Anyways, this is the final concept of a Bean-ana (Drawn and animated by @snailsnaps): A super sweet bean/banana hybrid the Monkanics are obsessed with, and the main collectable of the Bean-anza game mode.

🧵

#indiedev #gamedev #godot #monkanics
September 25, 2026 at 4:35 PM
I've now have all the pieces I need to make Monkanics playable again (netcode, map, player, etc). However, putting those pieces together is certainly a challenge. As most things in the codebase are autoload singletons.

1/2🧵
#indiedev #gamedev #godot #monkanics
September 20, 2026 at 11:19 AM
I'd love to share the pitch for my open-source, PvP arena shooter, Monkanics.

While it did come out 2 months ago, It's still the real deal.

Check it out (and subscribe if you haven't): youtu.be/lN5NX8pfI7I

#indiedev #gamedev #godot #monkanics
I'm Creating a New Shooter Where Monkeys Fight For Bananas! (Full Pitch) [Monkanics]
YouTube video by Demetrius Dixon (Monkanics Dev)
youtu.be
September 18, 2026 at 4:48 PM
Introducing: The Bean Counter! (Drawn by @snailsnaps) Players use this structure to deposit collected bean-anas and score in the bean-anza game mode.

🧵

#indiedev #gamedev #godot #monkanics
October 1, 2026 at 1:26 PM
Bean-ana Concept art (By Snailsnaps):

#indiedev #gamedev #godot #monkanics
September 25, 2026 at 4:37 PM
The bigger the scrap pile is, the more players will want to contest it around the map. Scrap plays a key part of Monkanics' map design.

🧵

#indiedev #gamedev #godot #monkanics
September 21, 2026 at 3:28 PM
Bean-ana GIF #2 (Animated by Snailsnaps)

🧵

#indiedev #gamedev #godot #monkanics
September 25, 2026 at 4:38 PM
Bean-ana GIF #3 (Animated by Snailsnaps)

#indiedev #gamedev #godot #monkanics
September 25, 2026 at 4:39 PM
Bean-ana GIF #1 (Animated by Snailsnaps)

🧵

#indiedev #gamedev #godot #monkanics
September 25, 2026 at 4:38 PM
The name's Demetrius Dixon. I'm the creator of Monkanics and founder of Wackshop Games.

Monkanics is an open-source, PvP arena shooter in-development. And my dream game too.

Follow for more updates!

Or check out all my socials here: github.com/Demetrius-Di...

#indiedev #gamedev #godot #monkanics
September 18, 2026 at 4:30 PM
It's time to yap about scrap!

Scrap (as shown in this concept art by snailsnaps⁩) is Monkanics' central resource used to repair inventions and heal the player. Acting as a health and ammo pack in one!

They come in 4 sizes: Tiny, Small, Medium, and Large.

🧵

#indiedev #gamedev #godot #monkanics
September 21, 2026 at 3:27 PM
As for me, the server browser now works and player spawns are synced too! The next thing is replicating player movement.

Follow for more updates!

🧵

#indiedev #gamedev #godot #monkanics
September 25, 2026 at 4:36 PM
As for my current progress, I've got lobby creation working and am now getting the gamestate (player positions, current map, etc) up and running.

Follow for more updates!

#indiedev #gamedev #godot #monkanics
September 21, 2026 at 3:28 PM
As for the art, this is the concept for the broken invention (by snailsnaps). Essentially what happens when any invention reaches 0% durability.

Follow for more updates!

2/2🧵
#indiedev #gamedev #godot #monkanics
September 20, 2026 at 11:20 AM
Monkanics - A Third-Person, PvP, Arena Shooter in the Making - Devlogs
Alright, devlog #3, and I have a LOT to say… and a lot to change. But before that, here’s what I got done: * Base movement feel: Via acceleration, deceleration, and a configured movement speed. Although, still not final. * Improved jumping mechanics: Via splitting the jump function into starting and stopping. Still not fully finished. * Misc movement netcode improvements: Not fully optimized yet. So as for those changes… development is going at a pretty good pace. However, these devlogs (and where I post them) haven’t. I’ve been doing a lot of personal things outside of game development. And I’ve come to the realization that I’m marketing myself (and by extension, Monkanics) un-optimally. I need to be more personal and actually talk to people. Form connections. Not just post some videos/text and hope for the best. This issue of my social skills and isolation goes **WAY** beyond game development, and is something I’m actively getting better at over time. Also, I find making long-form devlogs far too taxing. It takes me away from development for too long and isn’t that enjoyable to make. Also also, 2 weeks is **FAR** too long for status updates at this stage of development. It leaves a ton of dead air where nothing happens, both for my _currently_ non-existent audience and myself. So, I’m going to pivot to short form content via YouTube Shorts whenever I make progress. This allows me to post more frequently, avoid the headache of long editing sessions, and supports the more rapid iterative state of Monkanics’ prototype. One last thing, one of those un-optimizations is posting devlogs on the forum. _Frankly, this forum is NOT where I’ll find personal connection or Monkanics’ audience_. But I had to write this post for posterity. **So, I will not be posting devlogs or updates on this thread any longer.** _**I am still very much developing Monkanics**_. I’m just shifting my communication methods. If you want to follow me somewhere else, here are my other socials: YouTube: (Where I post mini-devlogs and updates via shorts, posts, and videos) * https://www.youtube.com/channel/UCQESOWmhfeaHGhnEXeTDr2A Discord: (Where you can talk to me personally) * demetriusdixon (My username) I want to quickly thank the Godot forum members for their support while I got started. It really means a lot to me. I will absolutely see you again, but not here though. Best regards – Demetrius Dixon
forum.godotengine.org
March 25, 2025 at 1:38 AM
Monkanics - A Third-Person, PvP, Arena Shooter in the Making - Devlogs
I have a video version of this devlog on my channel. Feel free to watch: Monkanics Devlog #2: Core Gameplay and Development Roadmap Hey there, 2 weeks no see. I’m glad to be writing/recording this again on time. Since devlog #1, I’ve been tracking my overall productivity and doing what I can. I didn’t run into any “issues” per say, but I did plan a little haphazardly and wasn’t as focused as I could be. I didn’t get what I wanted to get done in the 2 week period. Speaking of: 1 week was definitely not enough time to get anything substantial done. So, I will now be dedicated to making devlogs every 2 weeks. Meaning the next devlog will be on March 24th. Since I didn’t get a lot of showcaseable features implemented, I’ve decided to use this devlog to set the stage for what’s coming next and have a more concrete plan. Firstly, what DID I get done: 1. I started on implementing Monkanics’ combat systems. More specifically, melee combat. 2. I got the design doc for Monkanics’ gameplay done. Meaning I can actually explain the core game loop concisely and have a guide for what to develop. 3. I did a bunch of misc things, like upgrade the project to Godot 4.4 and such. Yikes. Now that I’ve typed that out, it doesn’t seem like a whole lot does it? Nope. It isn’t. I said last time I wanted to get the networked gunplay systems finished, but instead, most of the growth happened within me instead of the actual game itself. But this was actually the best time to make this mistake. Now, I know exactly what to do to NOT be inefficient and make tangible progress. Firstly, I spent WAY too much time thinking and WAY too little time doing. I have to actually be at my computer and get into the flow of working. And I have to do that EVERY SINGLE DAY! There’s a lot of personal nitty-gritty factors that go into this, but that’s the gist of it. Secondly, this has to be routine. I have to wake up, do my hygiene, and start working. This also includes readers/viewers like you. Making a devlog every 2 weeks consistently is a lot better than making a devlog when I feel like it. Keeps me accountable, y’know? Ok ok, enough about that. I do have more to say in regards to Monkanics itself. As I said earlier, I got Monkanics’ game design doc done. So I can share what you actually do in the game and have a concrete development roadmap. ### Monkanics’ Core Gameplay: Monkanics is a PvP arena shooter about crafting, moving, and fighting like a mechanical monkey. With the main goal being to collect more Bean-anas (intentional name) than the other team. In the game, you will be Crafting, Collecting, Moving, and Fighting: * Crafting/Repairing weapons and/or utility items known as inventions. * Collecting important resources like scrap, objective items, upgrades, and power-ups around the map to boost chances of survival and victory. * Moving around via a freeform climbing/movement system. Allowing seamless vertical and horizontal map traversal and interaction with diverse arenas. * Fighting enemies with all of the above to collect more Bean-anas. That’s how I would summarize the core game. Monkanics’ goal is also to fulfill the “Monkey Mechanic” fantasy. It’s less about a singular mechanic, but a unified experience: * Crafty, but crummy mechanical skills. * Items and objects are cobbled together with trash and stolen goods. * Fast and agile movement. * Chaotic fun with methods to the madness. (I’m leaning into a fun game rather than a competitive game) I wish I had some way to illustrate this. However, I have no actual prototype gameplay ready yet. There’s a lot of nitty-gritty I have to work through as for how these mechanics actually work in game. Great news is, now that you and I know this, I can go over the development roadmap! Essentially, what features and core systems I will develop first. These plans may change, but this is the general gist of it. ### Monkanics’ Development Roadmap: _Step 1: Movement and Core Player Systems_ This is where I’ll create the base movement systems and core player functions that’s used in the rest of the game. * Replace the development placeholders of walking and jumping with their in-game feel. Acceleration, deceleration, momentum, movement speed, etc. * Add core player functions. What specifically? I’ll have to confirm that with testing. * Add advanced movement systems, like climbing. * Other systems like health, UI, etc. _Step 2: Gunplay Systems_ Once the movement’s done, I can make Monkanics’ gunplay systems. This includes: * Foundational Networked Gunplay: Making melee and projectile combat work over the network and intersect with my established netcode system. * The Monkanic Wrench: The universal melee weapon you have at all times with a few unique traits. * Inventions and the Invention Creation System: A completely modular weapon crafting system. Allowing the player to create the weapon of their dreams (or nightmares). Fitted within a toolkit (equivalent to a loadout) of 4 inventions. * Scrap and Durability: The core resource of Monkanics. Used to repair invention durability (equivalent to ammo) and regen health. _Step 3: Game Mode, Map, and Collectables_ Once the movement and gunplay are squared away, there’s actually a game to play here. However, it needs a game mode to tie it together. * Monkanics’ core game mode. * A map to play on. * Collectables and resources on the map _Step 4: ???_ Any essential feature not listed here. Could be anything. _Step 5: Releasing the prototype for public playtesting._ This is the most exciting step. My main goal is to reach this point so I can get real feedback by really playing the game loop in full. Whether that feedback is good or bad doesn’t really matter to me. The point is that it’s real. Not in theory, but in practice. I can use all the feedback I’ll gain to make improvements and additions. Then, release a new version. We’ll play that, get feedback, I’ll make changes, release a new version, repeat. This is a live-service dev cycle. This is where I want to be. I can iterate and add to Monkanics until it’s a fully complete game. However long that takes. ### Closing Thoughts So, that’s it for now. My first objective after I finish the devlog is to start on player movement and core inputs. Hopefully, I’ll make some significant and showcaseable progress on that front. My next devlog will be on March 24th. I also want to mention the amount of support I got from posting my first devlog and showing Monkanics to the world. It was small, but very meaningful to me. I hope I can grow further from here. Thank you. If you’d like to see me and Monkanics grow, make sure to like/subscribe and share devlog #2. With that, I’ll see you in the next devlog. (Or maybe sooner, I might have some shorts up my sleeve) Stay tuned. – Demetrius Dixon
forum.godotengine.org
March 11, 2025 at 11:20 AM
Should I REALLY use Godot 4 to create a small, multiplayer, third-person, arena shooter in 3D? (Serious Question)
Hey, to add a bit of closure to this thread (and for posterity), I wanted to point out that I’m actually making that multiplayer shooter. It’s called Monkanics. (Monkey + Mechanics) It’s about being a cyborg lab monkey escapee that blur the line between smart and stupid while building weapons of mass misconstruction. In the game, the main goal is to collect more Bean-anas (intentional name) than the other team. The pillars of Monkanics’ game design are crafting, collecting, moving, and fighting: * Crafting/Repairing weapons and/or utility items known as inventions. * Collecting important resources like scrap, objective items, upgrades, and power-ups around the map to boost chances of survival and victory. * Moving around via a freeform climbing/movement system. Allowing seamless vertical and horizontal map traversal and interaction with diverse arenas. * Fighting enemies with all of the above to collect more Bean-anas. At the time of this reply, I’ve just made devlog #2. In it, I discuss what I got done in my first 2 week period, Monkanics’ core gameplay, and a solid development roadmap for future devlogs. Here’s the forum thread for the devlogs: Monkanics - A Third-Person, PvP, Arena Shooter in the Making - Devlogs In Development > Hello there. The name’s Demetrius Dixon. (You’ve probably seen me before on this forum) I’m a game designer and programmer who’s been on a mission for my vision over the past 6 years and only now has the balls to attempt it publicly. This is not my first rodeo, for game development AND content creation. I enjoy playing PvP arena shooters, and I’ve always wanted to develop my own project. Monkanics is that project. Note: I’m also making video devlogs that detail the same info here. Check it ou… Here’s the link to the YouTube channel where I post my devlogs as well: https://www.youtube.com/@DIX_ON_DEV
forum.godotengine.org
March 11, 2025 at 11:20 AM