Known bugs in Dire Consequences and Solutions

It’s only been a day and we’ve encountered issues already!  #gamedevproblems

Below is a list of known issues in Dire Consequences:

  • Ramparts have no collision
  • Level is too dark due to static lighting
  • Lighting switches off outside of peripheral view
  • Missing MSVCP120.dll upon running the game

In the next build, those issues will be rectified.  We appreciate your support and look forward to making this game the best it can be!


**MSVCP120.dll fix**

We do however have an external solution to the missing MSVCP120.dll file upon starting Dire Consequences.

If you are receiving the error message:  “The program can’t start because MSVCR100.dll is missing from your computer.  Try reinstalling the program to fix this problem.” then it is because of the Visual C++ re-distributable files.  You can download them here from the Microsoft website.

In the future we will be creating an installer which automatically installs these files.  We apologise for any inconvenience!

Dire Consequences Re-Launch!

Yes you read that correctly!  The first title our studio ever made:  Dire Consequences is being re-launched, re-branded and totally overhauled for the PC!!  Now you’ll be able to go toe to toe against bigger and badder foes.

We decided to go ahead and see what we could pull off in the Unreal Engine 4 in a month, at the same time we also enlisted for a game jam to really challenge ourselves.  The results were very impressive, seeing as we had the artists either moving house, at Download Festival for a week,  or working flat out on a 2 week stint and to top that all off the programmer trying to revise and finish his exams!

With that being said I think we managed to recreate 75% of the original title on PC.  Our first playable is actually a game jam candidate so it’s very raw.  There are many known issues with the first playable and to top it all off, it’s been set to low quality to improve framerate.

You can download and play the remastered Dire Consequences here.

However please bare in mind that this is only a first playable, rush built for a game jam.  At the moment we are at a Pre-Alpha stage so there are things that need and will be fixed.  The team will be performing weekly maintenance on the title and will be adding further content to the game.  This is a great opportunity for players because they will get to see the game evolve over time until it reaches Gold Master status!  Not only that but players are currently playing the game for the very low price of free!

To keep players up to date with Dire Consequences we are using the website and Tumblr accounts to blog about the development of the game.  We will also begin using our YouTube channel and of course Facebook and Twitter will be updated as usual, even more so than we have previously!

You can find our social networking and media links below:


**A Note from the Designer**

All team members who worked on Dire Consequences past and present will be credited….when we get around to implementing the credits that is!

Sneaky preview of our Undead Knight from the RPG Maker Game Jam!

Everyone at Derp Studios is loving Michaels model of the Undead Knight.  We love it so much that we’d thought we would share it with you all!




Throwback Thursday: Dire Consequences

Now this is something that brings back memories!

In fact this game is the roots and foundation of Derp Studios!  I owe many thanks and respect to those who worked on the project and for their contribution in getting Derp Studios FIRST (and by all means not the last) title to the iOS App Store.

The story of Dire Consequences is a tragic tale, where a random team of 10 of the best game jam participants were to form the 4th team and take part in Make Something Unreal Live 2012.  Baring in mind that none of the 4 teams had ever made a game before in their lives, we all recieved the challenge of not only developing a title in 8 months, but to utilise the Fighting Fantasy franchise of Steve Jackson and Ian Livingstone.  That we could handle, however what really through the curve ball was that we had to develop a game within the first person genre, for iOS devices.  That’s right, a first person title, based on Fighting Fantasy, for iOS.

Making something for PC would of been fine, in fact a lot easier due to less restrictions, however the real challenge was mobile.  As UDK users know, mobile and PC development within UDK was very different in the way you made your materials and you were also targetting your title at iPhone 3GS and iPad 2’s as a minimum hardware submission.

Our team wasn’t alone though.  The other 3 teams (also comprised of Train2Game students, all fresh out of the box in regards to developing professionally) were in the exact same boat, only their studio had been given different genre’s.

I’m assuming you’d like to know the teams right?  These teams gave ours a run for our money, I can tell you that now.

  1. Digital Mage
  2. Indigo Jam
  3. Commando Kiwi
  4. Derp Studios

So there you have it, 40 students, fresh out of the box were to take part in Make Something Unreal Live 2012, the first 3 teams were the winning teams of the Train2Game and Epic Games game jam of September 2011, which gave the other team the advantage of working in a team as they already knew and worked with each other for a couple of days.  Not that it made much difference, but in regards to their teams gelling, they had an advantage (because when you’re in a room for 48 hours flat with a team of 10 in a contest you kind of need to team up to make the magic happen).

Us “Derpsters” as we were called later on through the MSUL preparation events were comprised of random individuals who were essentially “the best of the rest”.

So what happened in these 8 months?  Well that’s a story and a half my friend.

First things first the teams needed a captain, in which I bravely stepped upto the plate.  I took that step into the unknown, fully aware that if my team screws up, or we miss a deadline then it’s all on my head.  I was responsible for myself and 9 others.

Dire Consequences

Soon after that we were given the game books from the Fighting Fantasy series which we would base our game off.  We were given “The Citadel of Chaos”, game book 2.  Soon after that we got onto brain storming game designs and ideas.  In fact originally we wanted to make Dire Consequences an RPG, however being the noobs we once were (and still are to be honest, only a little less nooby) our industry mentor Pete said that we were biting off more than we could chew.  We had already though of having a wave game mode.  Sort of like Gears of War 2’s Hoard mode and Pete strongly urged us into making our planned “Chaos Mode” which was effectively, “Hoard with Swords”.

The teams had to have 3 physical meet ups at the University of Bedfordshire in Luton, which was quite a journey for some of us.  We had to present our prototypes (ours was rough as hell, I actually don;t think we even had one at the first meeting).  Our nominated team speakers would go up and present the games and recieve feedback.  At the time we thought we had to scratch build everything, which was the reason our development was taking so long.  We soon noticed that all the other team had been using 80% UDK assets.  We really freaked at that moment and instead of using UDK assets, we continued to scratch build (not sure whether it was pride, stupidity, stubbornness….maybe a mixture).  By scratch building our own assets we could take ownership of the all the content being 100% Derp Studios.  We didn’t have to pay royalty for UDK assets, however Derp Studios really gave it there all in the assets.  There were many glitches on the way in regards to lighting, path-finding, materials and much more.  We even had team members drop out and be replaced for many numbers of reason.  It was a stressful time.  Trying to meet deadlines as a virtual team, who had never made a game before, only ever really studying the theory of it.

Originally our team thought kismet was amazing, don’t get me wrong, it was an awesome system and me and the level designer went to town on it.  However it had many limitations and was no where near as powerful as Blueprint is today in UE4 which is Kismet +9000 (class based AND level based).  We even had a designer learn code in a matter of weeks to pull this game off, we called him the “Devigner”, a mixture of developer and designer.


Many things went right during the development of Dire Consequences, however just as many things, if not more went went wrong with it in many areas.  Not only were things stressful and going pear shaped a lot, the 5 days of developing 9 to 5 live in the Birmingham NEC with people walking around and observing us meant that people would be seeing our botched iterations.  However we took it on the chin and worked hard.  I think in that week at the Gadget Show Live, where MSUL 2012 was held, Derp Studios got more done in 5 days than they did in 3 months.  Which was awesome as the game was really looking good and actually functioning well.

The most stressful times of the MSUL days were having to build our game ready for the presentation.  To be honest we should of left our working copy on, because there was so many moments when we needed “5 more minutes” or we went on the show floor and there were cringe worthy bugs that game industry veteran such as Peter Molyneux, Jon Hare, and Cliff Bleszinski witnessed.  They did provide great feedback and it was nerve racking to watch the teams presenter and narrative designer Dimitri present the game, mostly with level designer Sam dressed in his Derp Frog onesie playing the live demo build.  They both pulled off their presentation, in fact Dimitri is one of the greatest presenter I’ve ever known.  That guy can sell ANYTHING!  He really sold it, maximum respect to the guy.


I remember the time I literally broke down into tears beace it was 5 minutes before a presentation and the build showed one of our features completely broken on device in comparison with the unreal editor.

After 5 days worth of presentations and solid development, it was time for the judging panel to begin…well…errrr…judging I suppose.

Unfortunately our team didn’t win the competition, which was gutting, however truth be told, I believe we were the only team to get their title shipped onto the app store.  I think Dire Consequences only stayed on the store for a few weeks before we were asked to take it down due to licensing expiration or what not.

I thoroughly enjoyed MSUL, despite all the blood, sweat, tears, stress and everything else, the positives far outweighed the negative and would love to have another opportunity to take part in something like it.

Two years down the road, I remain as the only original Derp Studios team member.  Everyone else were either scouted, went solo or resumed their studies.  Since the departure of the original Derpsters, we’ve had many come and go, many happy times and a few low but we’ve stuck through it all and here the studio stands, loud and proud and earning not very much! haha!

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A big thanks you to the following people in the cover photo of this album (left to right):

Back Row: Chris Ledger (Lead Designer), Stuart Moore (Lead Developer), Neil Gorman (Lead Technical Artist), Dimitri Michael (Narrative Designer), Connor Adams (Concept Artist), Matty Wyett-Simmonds (Concept and Modeller)
Middle Row:  Nigel Clark (Devigner), Sam Hawkins (Level Designer), Daniele Morisco (UI Developer)
Front Row:  Amanda Blatch (Modeller)

And for those not in the photo a big thank you to:

Jake Lock – Sound Engineer
Will Golledge – Sound Engineer
Levi Moscovici – Sound Engineer
Max Lacome-Shaw – Narrator
Pete ‘Leet’ Hickman – (Industry Mentor)

We’ve entered the RPG Maker Game Jam!

We’ve been awfully quiet the last few weeks!

That’s because….

We’ve been participating in the RPG Maker game jam!

We will have something for you all to play on 30/06/2014 at the very latest (even if it is bugged like no tomorrow).

We will be performing maintenance on our game jam title post release as well as this title is fairly promising and a lot of hard work has gone into it!.

This also means you get to witness the game evolve and have an active part in helping us make our game better!

Bug report forms are live!

We have just launched a bug tracker/submission system to our website!  Reporting a problem has never been so simple.   All you need to do is click on the “Report new issue” button and fill in all the fields.  Player feedback is always appreciated and Derp Studios is dedicated to bringing players great gameplay experiences.  The studio is always aiming to bring out high quality titles and what better way to do that by offering players a chance to be heard!

You can find the bug report form here!

Derp Studios in The Radio Magazine

RadMag MS AdvertDerp Studios are very happy to announce that we have branched out and now work on Radio Apps as well as fun, quality games.

We have recently created an app for RTI radio station based in Poprad slovakia that is live on Windows 8 now on PC and Smart device which you can pick up here:

We have other clients lined up with some big names from radios past that we will announce as we complete them.

The work we have been doing was also picked up by The Radio Magazine which is the last radio specific magazine left in print and is shipped out to all major and minor radio stations. You can read the radio article at

We have also been heavily supported by Microsoft through our new endeavor as they liked the idea of a radio application so much. We hope Microsoft will continue to help us in our games industry journey.

Derp Studios is very happy to be working with these great names and look forward to seeing where this will take us next!

To find out more about our Radio App service you can visit this page.

Derp Studios Artist Graduates University

JacobDerp studios are very proud to announce that one of our Artists, Jacob Gamm, has gained a university degree in Illustration from Falmouth University.

Derp Studios has been aiding Jacob in his University work since he joined Derp Studios in January of this year. Jacob used the work he created with the studio as his final piece for university.

The art work Jacob created was on display at an end of year show for the university with many people viewing his artistic skills and once Jacob announced his end of year show, we uploaded his beautiful concept art to our website which you can view, here.

You can view more of Jacobs art work at his site

Jacob said, “Working for Derp has been an incredible experience for me. I’ve learnt that my passion is in concept art and not simply illustration but, more importantly, it’s working as part of a team.

“Illustration is a solitary career, but I have never had more fun than when locked in a room with a bunch of talented nerds all working together. After our first face to face meeting I rang up my girlfriend and told her; I know what I want to do for the rest of my life.”

Congratulations Jacob on gaining your 2:1 in Illustration.

We here at Derp Studios our very proud of Jacob and we look forward to continuing to work with you!