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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