An officially licensed, North American follow-up to one of the most beloved RPG beat'em ups of all time. Read more
This project was successfully funded on October 9, 2013.
The DIY Update: open source, and behind the scenes
River City HQ is buzzing with all the constructive feedback and comments we've received so far. The development team and our nearly 2000 backers have reached a significant milestone of $80K raised in our first ten days. Thank you for getting behind us to make this game a reality.
Earlier today, Dustin Crenna, our Audio Director and Sound Design Guru, published a blog post on how he'll create the sound effects for River City Ransom: Underground. He demonstrates that you can do the same thing using free, or mostly free tools. Enjoy! We'll create more videos to let you in on our creative process soon.
While we continue to work on new ways to give more and show more during this campaign, we want to share some news for those interested in going beyond the game. The great thing about Kickstarter is that it has the capacity to provide useful tools to its backers; it benefits people who want to play the game, and the developers themselves, who go on to sell the game when it's complete.
But we can do better than that. There are popular communities online like MUGEN and Beats of Rage / OpenBOR that have rallied around free, and in some cases open source, fighting game engine software. As part our commitment to backers, and because we have open source software in our DNA, we will open source the engine we create to make River City Ransom: Underground. This will ensure that modders have a clear blueprint they can follow to build their own beat'em up games.
The "fine print": We can't create drag and drop tools, or offer a polished and complete development experience (we believe in making games, not engines) though you will be able to use already available tools for level design. We also can't open source the graphics, sound, music, story scripts, or other elements of the game that make it ours, but we can give you the source code we used for the engine and gameplay. We hope this contribution will enhance the already thriving MonoGame and modding communities.
So, if you are part of a modding community or fans of fighting game engines, be sure to spread the word about our plans!