30w ago - Futurlab Programmer Robin Jubber confirmed today that Coconut Dodge Revitalised is coming soon to PlayStation Vita with details below.
To quote: If you've been noticing isn't a huge game in coding terms - it isn't even as big as the code for Velocity's menu system - but making it was fun and everybody who played the test versions enjoyed it.
In the week before release we were still cramming in extra modes and polishing gameplay - you do that when something is dear to you and you're working as part of a small team.
Without the ease of development on a fixed system, the mature Sony libraries and their technical support - not to mention somewhere to actually release the game (the Minis platform) - Coconut Dodge would never have been made and FuturLab would be yet another brief blip in the gaming landscape of failed software devs.
Or even worse James would have returned to making Flash games and I'd still be dancing naked for coins down the docks.
Coconut Dodge came out at the turn of the decade and won plaudits and even mentions in Kotaku and IGN. It opened doors which we then pushed open even further with Velocity - which was inspired by many of the mechanics in Coconut Dodge. Unusually the game was popular with both guys and girls -...
181w ago - FuturLab's Managing Director James Marsden has announced today alongside a video that Coconut Dodge for PS3 and PSP Minis is getting a free update soon.
To quote: I didn't think I would be back here so soon, but we've been hard at work creating a free update to Coconut Dodge!
It's essentially a Director's cut, as we've had a bit more time on our hands to add extra polish and extra features! We've also listened to all the feedback you've given us so far, and implemented a bunch of your suggestions
Here's a list of the updates:
1) 3 Lives - This has been the most requested feature. The game is still a great challenge with three lives, and to reward you for playing the game without being hit, you'll get 20,000 bonus points on levels 10, 20 and 30 if you manage to do it without being hit at all. So, the hardest of the hardcore will have the highest score
2) Quit and Restart from Pause menu. This is something we wanted to do initially, but didn't have the time. It's now in all modes of the game (gave something away there!) and works as expected!
3) A different SuperTurbo run animation. It's faster, with bigger plumes of sand, so that you can tell easier when you've activated SuperTurbo speed.
187w ago - A few weeks back FuturLab first introduced Coconut Dodge, and today Managing Director James Marsden has detailed the video game's journey from flash to PSP.
To quote: This is my third and final post in the series, and today I'm going to describe how we evolved our very first Flash game to a level worthy of publishing on PlayStation Store!
CONCEPT: Back in 2005 we were working on less-than-exciting Flash projects, and I was dreaming of making games.
One day I decided that it would be best to just start making a Flash game, so I started making Prism; a hugely complex project to attempt as a first game. Ambition and stupidity are hard to tell apart sometimes.
Meanwhile, Dan (Bibby) was watching me bang my head against the wall with all manner of collision detection horrors, and decided to go the opposite way and make a very simple Flash game instead. About three hours later he had the essential foundations of Coconut Dodge up and running. There was a crab, on a beach, dodging coconuts.
Still, it was our very first game, and it taught us many important things, like how to mix colours badly, how to implement unfair...
189w ago - Today FuturLab's Managing Director James Marsden has introduced Coconut Dodge, which will be hitting PSN soon for both PS3 and PSP.
To quote: Over the next few weeks I am going to be sharing our story about how a bunch of ambitious Flash developers became licensed to make games for PlayStation, and how we've made the move from Flash to PSP!
First of all, let me give you an overview of our upcoming PSP and PS3 minis game, Coconut Dodge, due for exclusive release on PlayStation Store in May.
Coconut Dodge is a hypnotically addictive arcade game in which a player must dodge falling coconuts, weave through airborne mazes and play beach ball keepy-uppy to collect giant shiny treasures. As you can see from the video, the game starts quite easy and gradually ramps up to insane levels of coco-bullet action!
What makes the game so addictive is the combination of the predictable mazes and the random coconuts and beach balls. It makes the experience similar to a racing game, where the first few attempts at a new track are difficult, but once you've learnt the track, you can hone your movements to perfection whilst confidently dealing...