It’s been a full couple of weeks for me near the beginning of this year – and still, when I got some free time I’ve worked continuously on my video-game.
A Tale Of Madness is now complete. And you can download it FOR FREE.
It’s been a wonderful experience working on something like this. It is not that everyday you wake up and say to yourself – what should I do next? Working on a video-game takes time – lots of time. You don’t just follow a tutorial and voila – the project is done. You will encounter things that will not work – you will create bugs – you will have to build and rebuild the project many times. You will have to set up the story, the characters, the atmosphere, the levels, create the music and find the suitable noises to make a complete multimedia experience out of it.
A Tale Of Madness has reached its final form – version 1.0.16.
Having a number of 5171 direct views, 4780 updates engagements and 11.9k impressions all over the sites I’ve been sharing my project – provided my with a vital information – that I can do better and I should continuously work on this game.
From the game-play videos that people posted on the game’s web pages – I discovered what others are expecting from the game – also what things should be implemented and which functionalities should be polished.
The thing with A.T.O.M. is that I am building it while learning how to work with Unreal Engine. I am using whatever tutorials I can get my hands on – also I’ve bought 7 courses from Udemy to help me learning this tool.
It’s been three weeks since I’ve released the demo for A.T.O.M. – and now the game has reached v 0.0.15.
This means new functionalities, new level areas, previous functionalities which in the demo didn’t seem quite working well, were worked on too.
As previously stated – this game is meant to be an exploration of a confusing world – the player gets in a situation which doesn’t seem right from the very beginning. There is no combat, no complex game functionalities – only an atmospheric experience – created with 3D objects, configuration of light systems, colors and shadows, written notes on panels and audio recordings – which should give the player the proper means to feel anxious – the main scope of the game is to induce a sense of insecurity – to create the fear of not knowing what is actually happening inside the game.
The full game is scheduled to be released somewhere in the first quarter of 2020. An exact date has not been yet decided. More updates to follow.