Thursday, June 25, 2009


Well we're all finished up! Archive was a breeze and the finalized game and documents are all wrapped up. It has been an incredible journey and a wild ride! I've had a ton of fun with these guys and the rest of the Angry Code Monkeys Studios and I bid them all bright futures!

Our studio has put up a website at with our team specific site at Some of the pages are still getting fixed up but some screen shots, info, and the download are all currently up. Be sure to check back there for more fun stuff coming soon!

Graduation tomorrow and then I'm hitting the road back to Michigan!

Yee-haw! What a ride!

Sean Hamstra
Project Lead

Monday, June 22, 2009

You Die First Gold!

Well here you are everyone. You can download our game: You Die First! from the link below.

It has been a wonderful 5 months and I could not have asked for a better team and game. So to everyone who gave their support, and to my other teammates I say thank you for everything.

Now just to find a Job :)

Download You Die First Here!

Anthony Lundquist
-Technology Lead

Tuesday, June 16, 2009


Well that is it! Moscow Lightning has just finished its last programming session and we now have a build ready to go Gold! We will have an installer up tomorrow, along with some new screen shots for everyone to enjoy :)

-Anthony Lundquist
Technology Lead

Friday, June 5, 2009

Beta Downloads

Here is a link to the Beta Builds, any feedback welcome!
Download Here!

Thursday, May 28, 2009

Beta Complete

Hello Everyone,
Sean Laurence here, Asset Lead for the awesome powerhouse that is Moscow Lightning.

I am extremely happy to announce that our Beta version of You Die First is quite complete. In fact, you can even download, install, and play the beta version of the game today! Sean Hamstra has been kind enough to put the installer on his website for all to enjoy. Remember it is a beta version so there are a number of fixes that still need to be implemented. Just click on the title of this blog posting to find the installer. If you're a nice person you'll tell us all about the bugs and glitches you find.

It been a long journey so far. From having nothing but a fresh new team with only a vague idea of what kind of game they want, to a full blown impressive 3D game which displays all of our skills and capabilities. It's like a new pair of socks; You don't know what to do with them at first. They are so fresh and so clean, never worn and shiny. Then, suddenly they're run down and dirty but with all the experience needed to enjoy them for a long time to come.

Yet, this is not the end. We still have a ways to go. The Gold version is approaching, and there are still a ton of things to be completed by our June 18th Final Presentations. There are many animations to be had, and tons of sound issues to resolve. The scene (my pride and joy) has mostly been completed, however there are still some things that were left behind such as haystacks and doors (poor little objects). I also want to put many lights in as well. There are also plenty of memory issues for everyone to tackle for days and days. Ragdoll deaths are still something we hope for, but we're cutting it real close now.

All in all we've done a great job so far, and I can't wait to play the final game. Maybe in that version we can actually have credits that show our names so we know we worked on it. Because who wouldn't want to have their name on this game? It's fun, fast-paced, driven, and exciting. As fun is a hard thing to implement into a game, I believe we've done our job correctly since this is a fun game. Until then, hold tight and grab on because we're going to be taking Final Presentations by storm.

Sean Laurence Coughlin
Asset Lead

See you next time, space cowboy...

Sunday, May 17, 2009

Alpha build complete

The alpha build of our game has been complete. We have received new place holder assets that will be equivalent to our future assets. Not much more tech has been added since our last milestone seeing as now we're all about polishing our game. We hope to get our assets for beta so that we may have our near, to fully, complete product. Stay tuned for more information on our awesome game.

Sebastian Lewicki
FX Lead

Tuesday, April 28, 2009

Feature Frag 2

Feature Frag 2 has now come and gone and our game keeps on improving. Most of the tech is almost done. The only major tech work we have left is a few shaders and cutscenes. Once that is done we can finally work on polishing and gameplay balancing. The game itself is coming along nicely and it'll only be a matter of time before we have a fully fleshed out game with everything we would have wanted and maybe even more. Stay tuned in the next two months to see how the game truly looks.

Sebastian Lewicki
FX Lead