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Alpha release delivered

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Hi everybody.
I want to take you on a trip through the development of my 2nd game ever. Note that the 1st was just a 'simple' Asteroids clone, though completely finished with difficulties, levels and even an end boss rolleyes.gif

If you want to give it a try, you can download it here:

So, back to my 2nd game: Pacman 3D.

My goal is to deliver a game that uses my own 'DIY' 3D engine called Crealysm. Along the development of the game, the engine will be adapted were needed. The mission statement of the game:

[font=arial]"Pacman 3D is an arcade game where the player eats collectibles and avoids ghosts throughout mazes to survive. The game world is in space and the levels are floating islands. Power ups will give the player the ability to 'eat' enemies. The player can play both from a top view of the maze or from a first person view of Pacman. In first person view the tension increases and the player doesn't know where the ghosts are.[/font]


Character background & game mood:

[font=arial]Pacman is hungry guy who loves eating collectibles.[/font]


[font=arial]The ghosts want to keep all collectibles for themselves and will do everything to prevent Pacman from getting them. They will be terrified when Pacman eats a power up (big collectible).[/font]


[font=arial]When playing in First Person mode, the moods get darker. Lights decrease and the tension gets higher with scary music. Where are the ghosts???[/font]


My highover planning was as follows:


I ended up starting with development in the 2nd week of December 2014.
Along the way, combined with my busy day time job and my family, I've managed to deliver the Alpha release today.
In total the original planning shifted about 4 to 5 weeks.

The whole development of the game is guided by a 'almost full blown' game production process, with game design documentation, milestones, planning etc. With the minor detail that besides a good wiling friend, I'm the only/ main resource.

I'm very proud that I've got the basic gameplay all in place, therefor I've put the Alpha release online:

Any input on game play, bugs, suggestions is welcome.
I'm lacking resources for basically everything but audio, so play testing is Always welcome from the outside biggrin.png
The only thing missing in Alpha compared to plan is some final audio assets, they'll be replaced next week.

Some guidance:
- the game starts in Top view, switching between First Person and top view is done pressing 'SPACE'
- movement of the player in Top view is done by the Arrow keys
- movement of the player in First Person view is done using WSAD keys and mouselook
- you can restart the game by simply pressing the T, Y or U key (Easy/Normal/Hard difficulty)

What's next?
To give you an impression what's to be added between Alpha and Beta (= feature complete), here's a shortlist of the feature set to de developed:

- state management and menu's (including options, game resetting etc.)
- new levels, 3 levels planned and designed (in scope, might be more after releasing)
- ghost indicator in first person mode (ghost will rotate quicker when a ghost is nearby)

Wish me luck the next 4 to 6 weeks, I'll be posted some updates in the meantime.

If you see this you should move back quickly.

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