Planning Post Kickstarter
Once again, I'd like to start this update by thanking all of you for helping to make Mable & The Wood a success on Kickstarter! It was a huge surprise to get such a great reaction to this strange little thing I've been working on for the past year.
It was a great experience, although very tiring! Thank you for your support and for all the words of encouragement when it all looked like it might get a bit too much!
Chris, who I've brought on board to help with all of the text in game and as additional support with the art, wanted to chip in with a few words too:
"I would personally like to thank everyone who has backed the project thus far. And a humbling thanks to Andrew for bringing me on board. I am really stoked, and can't wait to work on Mable this next year :)"
I've taken a couple of days off to get reacquainted with my little family, who haven't seen very much of me for the past 5 months or so!
We went for a drive to the seaside and got drenched in the kind of sudden, unexpected downpour that England is famous for. But it was great.
Anyway, on with the update!
In this update I'll be covering the following:
- A schedule for updates
- Where we go from here
- Some recommendations
So, on with the show!
I plan to move to doing weekly updates, at least up until Alpha release in July. This will mean I can keep you updated with the progress of the game's development, without spamming your inbox with every little thing that I add!
I'll be mixing in development updates with some more detailed posts on some subjects such as:
- Rhythm in games (not rhythm games) - designing for a 'no boss' run
- Designing a narrative for a game that players might only see a part of
- Procedural versus handmade - is there a middle ground?
- Secrets... (just for you)
If you feel that weekly is too often, then let me know. I'll keep the development updates nice and short, and use the more detailed posts as something you can sink your teeth into.
Where do we go from here?
If you played the demo, you'll notice that there were a few issues that need fixing. These are things that I'm prioritising, as once they're out of the way it gives me a strong foundation to start adding things on top. This is my top 3 planned fixes:
- The collision detection isn't perfect, and it needs to be. For a platformer, this is vital, so this in my number 1 priority.
- Spider form is cool, but it's too difficult to use and isn't as useful an option as it should be.
- There are missing systems: The XP meter in the top right leads to nothing, but will allow you to increase health or magic meters for example. There's also the overworld map, the levels collapsing and the procedural swapping of challenges within levels, depending on the shapes you have available.
All of this is scheduled to be working in time for the Alpha launch in July - but before I can start working on that, I have a number of Kickstarter related tasks that need ticking off:
- I have a few Kickstarter surveys to send out! These will vary depending on the reward tier that you've selected, but I plan to have these with you within the week.
- I need to get my money out of Kickstarter's grubby mits (I'm sure they actually have very clean hands). So far, it appears that most of the money has been able to be collected - about 3% of the total amount has failed so far.
- I need to email the beautiful individuals who will be helping me to build the world, design creatures, create the soundtrack and design a boss!
I'm really excited to continue developing the game with all of you by my side. If there's anything you want to hear about or if you have any feedback, let me know in the comments!
I've followed Gebub's Adventure on TIGSource for a while, and the creator has launched a Kickstarter to help pay for a soundtrack for the game.
The goal is really small, $3,500, but the game has struggled to get backers. I think this is down to the art style, which is very simple - but I think it has a lot of charm to it! I can understand why the game perhaps hasn't got as much attention as it deserves, but you can try a demo of the game that shows the kind of exploration that John is going for. I think the demo is a real selling point, so I'm not sure why it's not up in big lights right at the top of the Kickstarter page!
I'd also like to recommend some music. Richard is a folk and blues singer/songwriter from Barnsley: a sad, dusty ex-coalmining town in the north of England. I've seen him a few times and he writes sad but funny songs that have a kind of tongue-in-cheek resignation to them.
Again, there's something missing from his Kickstarter page, and that's a link to his songs!
Fortunately, I can provide you with a link here:
Richard has already met his goal, which is to provide funding to record the album - but the more money he makes, the more music he can record.
Have a listen, and if you like it, support it!
Okay, that's it for this update. Thank you again for the support and be sure to leave me a comment if you have any feedback!
If you're on Twitter and want to say hello, feel free to do so - I'm @triplevisgames
Thanks again, and I'll talk to you soon