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bobatealee
Liam Stone @bobatealee

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bobatealee's News

Posted by bobatealee - 8 days ago



Hey there. Hope you're not too sick of fine art galleries yet, because @CreechMagoo and I have been chipping away at DOOM: The Gallery Experience's first bonus content update! Yes, I said first–what was meant to be a small QOL patch has evolved into a slightly larger content update!


Many of the upcoming features and tweaks were added in response to our observations at Dizzy Spell. We're doing everything in a way that both supplements the original experience and makes it more accessible. I'll be going over some of what you can expect to see in the gallery relatively soon.


LEVEL LAYOUT POLISHING


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It's no secret that the original project was quickly put together–it was a student project made in just two weeks! We've been taking the time to go back and not only pretty things up, but also fix a lot of parity issues when compared to DOOM's E1M1. Many small details have been changed, such as level geometry fixes and adding beams to break up some of the monotony. Don't worry, oppressive white wall fans, there's still plenty left!


On top of that, we've included a few new accessibility-related tweaks of interest: we've added gallery maps to various empty corners, and closed every door!


Gallery maps help out with an issue that became glaringly obvious once people sat down and started playing on the show floor: a surprising amount of people had not played DOOM before, or even any video game for that matter! We saw a lot of people pick up the game, look around the starting room, get stuck, and leave. Maps guide you towards the next area of the level, and clue you in that there's more to explore.


Similarly speaking: doors! We watched a few people get all the way to the end of the level... and then not open the exit door. We're hoping that, combined with gallery maps, closed doors will familiarize players with opening doors earlier, while the maps hint at the areas beyond.


MENU REFACTORING


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Another big change we're making is a behind-the-scenes one to make way for some new features. The way I implemented menus when the game launched worked surprisingly okay, but it was internally messy and made it hard to add or change things. That said, I'm redoing all of the menus!


Ideally, these won't feel any different to you, the player. That'll mean I'd have done my job correctly this time. Why does redoing these matter? It makes way for new menus such as...


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...the controls menu! This menu will always be available for you to reference, but will also show for first-time players (or those without save data) if starting the game when not yet viewed. These aren't planned to be customizable–they're just for reference!


It was harder for some people to intuitively understand the controls at the show, because nobody had a description to guide them, like the Newgrounds upload does. Adding a dedicated menu helps the game stand on its own, regardless of where you're playing it from.


WHEN?


SOON! We're still working on some features (one of which you can spot in the images above!) and want to take a little bit more time to polish everything. After all, it's getting dangerously close to 100,000 views...


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Posted by bobatealee - 1 month ago


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DENVER

It's true! @CreechMagoo and I flew across the country last week to see our beautiful little game in person at Dizzy Spell (which is still ongoing!) in Denver, CO!


Being able to see our game be played by other people in-person has been a very surreal experience for me. We watched people laugh, find secrets, and most importantly–struggle! It can be too easy to make a game and not really think about how people of different backgrounds and age ranges will interact with it.


When we published DOOM: TGE, we never really expected it to escape the online gaming sphere. We left with a list full of a lot of changes we'd like to make both for the base game and kiosk mode to make the game more accessible to those who might not know how to interact with it as well. We think accessibility is really important!


Outside of the event, we ate lots of good food and climbed a 14,000 foot mountain–something I never thought I would ever be doing. The view was beautiful, and I can safely say it was an experience I will never forget.


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PLAY THESE GAMES!

Okay, okay, that's enough about us! While attending the event, we also got to meet a lot of new and interesting people, converse, and play all of the other wonderful games on display! I thought it would be nice to compile a list of all of the games showing at the event for those who aren't able to attend, ranging from silly to thought-provoking:



All of these games were truly fantastic. If you have the time or means to play them, you absolutely should!


NEW UPDATE... NOW!

Since we're back home and settled from the event, we've pushed Patch 1.3.0 for DOOM: TGE live! You can read the patch notes here. This was a very exciting update for us, as it adds a few much-needed quality-of-life features and bug fixes.


As mentioned in the prior section, we have an entire list of things we would like to add or change. Some of this will be appearing in our bonus content update, but most of it will be making its way into a Patch 1.4.0! Once again, there is no ETA on this, so please look forward to it sometime in the future.


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Posted by bobatealee - July 1st, 2025


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DIZZY SPELL

Hi everyone. It's been a while, and we have some very exciting news—DOOM: The Gallery Experience will be featured in Dizzy Spell's "Free Hors d’Oeuvres" exhibition in Denver, CO! The event will be held at Rainbow Dome, opening Friday, July 18. You can find out more about the show and all of the other games featured on their website!


We're super grateful for this opportunity, and never expected our project to balloon into something this significant. We would like to thank the organizers over at Dizzy Spell as well as everyone who has played the game and shared their thoughts and feedback.


Filippo and I will be attending opening day on July 18th, from 6pm to 9pm. If you happen to be in the area and want to attend, feel free to say hi and enjoy the show!


NEW UPDATE SOON

We are currently working on making a small update to the game to prepare it for the show, mainly to prepare the game to be available in kiosk mode. This won't be available to the public for the time being, but we plan to release it soon after the exhibition.


Beyond that, we are also looking into adding in some additional bonus content as a thank you to those who have played the game and continued to keep it relevant. No ETA on this just yet!


WHAT'S NEXT

We have been prototyping a few of our ideas over the past several months. We're pretty sure we've settled on a good one and are excited to start experimenting with it. You will start hearing more later this year!


We are also still very dead-set on turning our first jam game, Scummoner, into a proper game. There is no ETA on this, and we're not holding ourselves to a timeframe, but I've worked on a prototype over the past year and am really excited to get back into it.


Thanks for sticking with SCUM DOG!


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Posted by bobatealee - February 10th, 2025



Hi there. Recently, I pushed out Patch v1.2.4 for DOOM: The Gallery Experience which, among other things, overhauled some logic with the Insightful medal, where the requirement is "spend an active 15 minutes in-game".


This worked great, minus the fact that had I actually forgotten to revert some of my debug tweaks, causing the unlock requirement to change to "spend an active 21 seconds in-game".


To keep things fair, I've revoked the last ~5 days' worth of Insightful medals. Sorry to everyone affected!


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Posted by bobatealee - January 6th, 2025


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Seemingly overnight, DOOM: The Gallery Experience has exploded in popularity. Yesterday I was getting texts from friends about them seeing TGE on Twitter thanks to accounts posting clips. They were getting tens of thousands of interactions, which is super insane to me. This morning, I woke up to media coverage and dozens of notifications across all of my socials. @CreechMagoo and I are at a loss for words and genuinely don't know how to respond.


There's a shocking amount of fantastic news articles out there already, including ones by VG247, Polygon, and PCGamer.


In less bombastic news, I've updated the game to 1.2.0! Besides bug fixes, this release adds gamepad support and the automatic saving of your options and medals. You can play on here, over on itch.io, or download the standalone Windows version. The standalone version also has a manual written by Newgrounds' own @ErasmusMagnus included as a bonus!


I've received a lot of kind words both through my socials and Newgrounds reviews, and they mean a lot to me. I try and read each and every one. Thank you so much for being interested in this little student project.


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Posted by bobatealee - December 30th, 2024


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Another post already? Apparently! This year I really started to get to work on actually shipping things, and I'm really happy I did. Prior to 2024, I had never officially shipped a game of my own–I had only prototyped small tech demos or had my work shipped in a larger project. Prototyping for 10 years without shipping anything is very exhausting, so I forced myself (and my friends) to participate in Ludum Dare 55. It was a very liberating experience, and was the very event that caused me to start being active(ish) on Newgrounds.



The game we shipped was none other than Scummoner! I made this in a 72-hour blur with all of my friends in a call. I lost many hours of sleep and it caused my back to hurt for the next month, but it was worth it to ship something. Something I wanted to include at launch was Newgrounds medals, but I didn't have the wiggle room to get it in before the deadline. I was able to look into it a few days later and, after about 15 shadow patches, officially added them!


Truthfully, I wasn't very proud with what I shipped. It launched with no true goals and was kind of a rushjob as any good LD game is. Ludum Dare entries usually get Frontpaged, and this didn't happen for Scummoner for almost an entire month after launch. That's not at all an issue, but it worried me as I was already thinking that I shipped something that wasn't worth anyone's time. Shockingly, the game did end up being Frontpaged early into May. This would cause it to rack up much more views than I ever expected, and help me collect feedback I otherwise likely wouldn't have gotten.


The whole experience made me think "great, now let's make it actually good". That's still in the process, and news will be sparse for a while because I'd like to keep much of it a surprise. What I will allow myself to say is I want to make it a full, feature-length game with a lot more things to do and a stronger gameplay loop. The bottom line is: I want to make something bigger, better, and most importantly worth your time.



...And now for something completely different! In late November, @CreechMagoo approaches me asking to collaborate on one his college finals. The premise? Making a DOOM clone that is as stupidly pretentious as possible. Sign me up, dude. Over the next two-ish weeks, him and I chipped away at it, creating a level and engine from scratch, bug fixing, and filling it with real art. Those two weeks were yet again a delirious rush for me, and I spent many sleepless nights bug fixing and learning 3D math. Still suffering the consequences for that one. Oops.


The core of his assignment relied on displaying your piece in a social setting and exhibiting the kind of feedback you get on it. In a way, you were all directly a part of the piece! Every rating, comment, and view helped him out a ton. We had some people go above and beyond, making videos and other fan pieces. We even won Daily 4th and got Frontpaged again, making us 2 for 2! That's still so crazy to me.


I'm looking forward to picking things up next year and beginning to try and collaborate with other Newgrounds users. Moreover, I look forward to fixing my sleeping situation (I say, writing this at 3AM) and pushing out some smaller games. Happy new year!


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Posted by bobatealee - December 24th, 2024


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Hi folks. Merry Christmas Eve! It's been a week since @CreechMagoo and I launched DOOM: The Gallery Experience and the response has been overwhelmingly positive (even moreso than on our first game, Scummoner)!


We're very happy that so many people have enjoyed it and, more importantly, are able to 'get it' right away. DOOM: TGE was actually one of Creech's college finals that I helped out with on the technical side! Thanks to all of the public reactions (your nice reviews, a 1:51 100% speedrun, and even a fan-made instruction booklet parodying the OG by @ErasmusMagnus), you contributed to him acing it!


As a developer, I was also very happy another project of mine was Frontpaged again, in addition to earning Daily 4th. I'm happy that what I'm making is of some quality and resonates with people. I've been working very hard on doing patches over the last week.


We're both very excited to be returning to creating original, higher-quality projects next year including a sequel-sized update to Scummoner, and smaller projects along the way. Thanks for reading!


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Posted by bobatealee - December 17th, 2024


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@CreechMagoo and I have finished up our latest project, and it's our dumbest one yet. We've taken the liberty of renovating E1M1 of id Software's DOOM (1993), complete with beautiful pieces from across different regions, insightful background music, and cheese.


We had so much fun making this, and hope you enjoy it lots.


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Posted by bobatealee - September 22nd, 2024


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Big plans, big plans.


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Posted by bobatealee - May 18th, 2024


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10,000 views! I'm at a loss for words. Thanks to everyone who has played and given bug reports + feedback!


Don't worry--there's more coming soon! In the meantime, we'll be taking a well-deserved break.


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