As stated in the previous post the following additions have been made: start menu, in-game interactions (collection UI, timer/high-score UI), minimal special effects (object sounds, UI changes on object found), level ending (with high-score submit).
The game as of V0.2.0:
Some changes did not make it: the achievement system is still on the list but not that high on priority anymore.
The next official project update is scheduled at 18 March 2018, we will hit version 0.3 by then. It will go more in depth: more details, more levels, more content. And we will start the Beta by then and begin distributing it to the Beta testers through Steam.
And here it is: live game play of Find the Gnome while using the Alpha 0.1.5 build.
Watch as the little gnomes run in fear of disappearing into a fog (for all they know). But we know better: it is for the common good and for their best that we collect them and showcase them in our on-screen inventories! (Inventories are not included in this 0.1.5 build but will be added between now and 0.2.0)
Interesting points in the video 1:14 core game explaned 1:39 first gnome abducted 3:10 first gnome running 3:27 first gnome screaming while running
The other parts of the video: boring! boring! boring! Next time I’m going to use some actual video editing to get rid of those ‘I love to hear myself talking’ points.
And last but not least: interested in joint Alpha / Beta? Use the contact form to get to me.
After just 2 weeks the idea has landed and the crowd is applauding: a search and find game where you chase garden gnomes.
A gnome and its collision window in Alpha 0.1.1:
And a peek at the art style & level design in Alpha 0.1.2:
The alpha testing has been a success. A lot of positive reactions on the core game mechanics from young people to elder ones.
There is still a lot of work to be done so the update continues!
The next official project update is scheduled at 18 February 2018, we will hit version 0.2 by then. It will include a bit of everything: a basic start menu, the basic in-game interaction counters, minimal special effects on objects, a level ending, an achievement system.
One of the main reasons I started this blog was to give an insight into the life of a developer. This is because I couldn’t find that much information on the journey of starting a game development company.
Of course, there is much information on people telling how to make it. Most of the times after their first or second success. But for all those that struggle (or perhaps fail), there are very few sources of information.
My plan is to give ‘behind the scenes’ peeks on what it takes to develop games. Articles tagged with this category will have some kind of the following information on them:
What business or product strategy do I use, and why.
What kind of information sources I do use to base my decisions on.
How are things going (business wise and personally)
This is what I wanted when I started GameFeelings. I read it with a smile now, because much has changed. I have learned a lot since this post in November 2017, and GameFeelings is now about much more then just making/showcasing games. Check the About page for my current motivation.
The past month was a personal milestone. After years of only having idea’s on developing games, I decided to give it my best and start for real.
I am Erik de Roos from the Netherlands, born in 1987, currently active as a Software Developer at Luminis, a dad to my two children and married with my love of my life.
This website, Gamefeelings.com, is meant to be the main point of communication for the games I develop. Further more, it is a showcase of what I am capable of.
My goal is to make 3 game in 2 years, starting on November 2017 and ending November 2019. After this period I will decide whether to increase my time spend on this subject or to move on to something else.
The first game, project 1, is scheduled to arrive at begin June 2018.