Archive for the ‘ElseHeartBreak’ category

Else Heartbreak Follow-up & Gameplay Video

November 13, 2014

First of all, thanks a lot to everone who’s been watching and sharing our trailer, it means a ton to us!

For those who want a more complete picture of what kind of game Else Heart.Break() will be, there’s now a gameplay video. We plan on producing a few more of those in the near future. Be aware that they will contain some spoilers, although we try to keep that to a minimum. Here’s the first one, “Visiting the Café”:

A lot of people have asked about a release date and nothing is sure yet. In the beginning of next year is our hope. There’s still a bunch of bugs to fix, some content to add, and the English translation is being proofread as we speak. We’ve had some complaints about how annoying the speech bubbles look, so that’s something that we’ll definitely try to fix too.

An exciting thing is that we’ve submitted to the Independent Games Festival. With over 600 entries the competition is obviously fierce – hopefully we have what it takes to capture the imagination of the judges. If you’re not a judge but some kind of journalist or games reviewer who would like a preview copy of the game that can definitely be arranged!

For those who want to have a piece of themselves in the final game there is also the Secret Arcade, a Facebook group with information about how to make games that run inside Else Heart.Break(). There are already a bunch of cool little games in the making that I think will fit perfectly into our game world. If you’re not on Facebook and still want to participate, just shoot me an email instead and I’ll get you set up.

For more information about the game, check out the website and our development blog.

Cheers!

Busy Times

June 5, 2014

Here’s a photo from when we were showing Else { Heart.Break } at the Nordic Game Indie Night. That was fun! The game is starting to feel like the real thing now – and a pretty massive thing that is. We are posting pictures and videos at postcardsfromdorisburg.tumblr.com. Cheers!

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On features and tiny computers

October 17, 2013

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For a long time I have had the intention to start publishing small essays and opinion pieces on this blog, here comes the first one.

This morning I flipped through a fresh copy of a Swedish game magazine called Level. On one of the ‘indie’ pages I found an interesting looking game by Blendo Games, the creator of Gravity Bone & Thirty Flights of Loving (two famous and very good indie games, you should definitely try them out if you haven’t). This game was called Quadrilateral Cowboy and apparently it revolves around hacking and computers. It had also made a splash at IndieCade so I guess a lot of you know about it already and that I’m just really behind the times – that’s what happens when you work hard on your own things. Reading further I realized it’s a game where you learn how to program computers and get be a oldschool hacker,  breaking into places and doing other cool things. The computers in the screen shots looked suspiciously similar to the ones we have in our work in progress Else Heartbreak – a game that happens to also involve programming computers and “realistic” hacking. My heart started beating faster. Oh no, I thought to myself, please not another one of these damn great-looking programming games!

The thing is that Quadrilateral Cowboy seems really good and actually not that similar to the thing me and my friends are working on. I hope that both our games will find big (overlapping) audiences. The only thing that worries me is that they both share a very distinct feature (‘programming’) and unfortunately computer games and their critics are extremely concerned with these kinds of features. There is a good reason for this also, features are tightly connected to game mechanics and how something works. Games surely do work a lot. Seen as an artistic medium this  is really dangerous though, since it makes us focus too little on the themes, feelings and ideas expressed through the game. Put another way: most people would agree that a piece of art isn’t good because of the individual parts (the ‘features’) but rather because of how they all fit together and feel as a whole. This is true of games too but by always examining the parts first we get into tons of trouble when thinking about them, arguing whether gameplay is better than graphics, what elements they must contain to be called games and other strange things.

What I’ve realized is that as a creator and artist I can’t rely at all on features, it was a severe mistake if I ever thought I could. Back when we started working on Else Heartbreak a little over three years ago this whole idea of computers inside the game seemed so fresh and new, like a free ticket to get people interested. Games with programming were mostly Robot Wars like things or pure fakery with mini-game puzzles symbolizing hacking, to actually make the machines work “for real” was a very exciting thought. Today the situation is quite different and it seems like everyone is putting little computers into their game. Maybe it’s an effect of what is technically feasible to do nowadays or maybe it’s just the zeitgeist, I don’t know. I think we will have to get used to that they are part of games anyway, and I actually think it will be a lot of fun. It’s just not very unique anymore.

I hope that in the end people who play games will not be too obsessed with features, getting hung up on whoever thought of something first or that something which perhaps seemed like a very novel and weird idea pops up in several people’s work around the same time. In the end each game is its own little world of themes, ideas and things to experience. Seen as cohesive wholes they are expressions of their creators and their features should only help fulfill that cause.

Thanks for reading,

Erik

Status updates

October 3, 2013

I felt like writing a few words about what I’m working on right now and what is going on with my projects.

Most obviously I’m working full time on finishing our big game Else Heartbreak! You can follow the progress here.

The illustrations (by Nicolai Troshinsky) for my card game Slice & Dice are also done (!!!) and I’m currently looking for a publisher. Feel free to contact me if you can help out with this.

I’m also giving some courses on how to build interactive worlds and games with Unity. After leaving my job as a teacher in Skövde I haven’t had much chance to do stuff like that but I really enjoy it and want to find more opportunities for teaching in the future.

This past weekend me and Danish composer Anders Monrad had an intense work-session where we made a small sound app for iPhone/iPad, it should be up on the App Store very soon (we have submitted it). Despite being very small and simplistic it’s a lot of fun to play with so be sure to try it out in a week or so.

Clairvoyance is still in beta since we are focusing all our time on Else Heartbreak right now. When this intense period of work is over (February 2014) I’ll try to reach version 1.0 as soon as possible, I promise. The game is very much working as it is now though, so feel free to try it out and you’ll get the full version when that is completed.

Oh, and this upcoming weekend there will be an event here in Gothenburg called Automat where there will be different indice arcade games shown. I’ll try to have some things on display, come by if you have the chance!

Yours sincerely,
Erik

More Nordic Game Program Funding!

May 27, 2013

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I’ve got some AWESOME news to share! The Nordic Game Program has granted us more funding for ‘else { Heart.break() }’. 300 000 DKK to be precise! We are super happy and thankful for this since it will really help us finish the game. Our plan is to basically get the whole thing done by the end of 2013. There will be some more waiting after that until the release (we have to do translation, testing, website, etc) but at least we are starting to sense the final goal of this long project.

Excitement and love!

Erik

 

Work in Progress…

March 26, 2013

Burrows

Station

Ghost

 

Postcards from Dorisburg

February 8, 2013

We now have a blog where you can follow the work on ‘else { Heart.break() }’

http://postcardsfromdorisburg.tumblr.com/


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