2021 for Kandria in Review

2021.12.31 16:38:44

Wow, it's already been another year! When I was thinking about writing this year roundup for Kandria, I started getting the sweats, because I realised just how many things changed and happened during it. Even now writing this I'm not sure how well of a job I'll be able to do to summarise it all without forgetting about important details. However, since you can go read all the monthly updates, I'll just take this as a good sign that we made a lot of progress!

Vertical Slice

The first thing we did in the year was start up the actual production phase of Kandria, and I'd like to remind you at this point that we had only drafted up the overall locations and plot of the game, but not made any content for it. All we had at this point was the pre-production demo.

I might still have a build of this lying around somewhere...

It took us a little over three months to complete the slice, which contained about an hour of content, multiple NPCs, multiple tilesets, complex pathing AI, and several quests.

Look at all that content!

We then took a retreat to create a very small game very quickly.

Eternia: Pet Whisperer


In just two weeks we built and released a visual novel game called Eternia: Pet Whisperer. You can find and get the game on Steam (currently half-off!)

The purpose of this exercise was both to give us a break from the rush of developing the vertical slice, and to give us the run-down on a full game production cycle including release on Steam and all that entailed.

It was quite an adventure, but I'm still pretty happy with the level of quality we managed to achieve in the final product!

Team Expansion

After Tim and Fred joined the team last year, we had another expansion happen this year, with Mikel joining us as the composer, and Cai as the sound designer. With their help the game really started to expand its atmosphere.

There's still a lot more to do to improve Kandria's soundscape, but we're already so much further from where we started off when I was trying to make my own effects and we only had a royalty free sample track for the music.

Anyway, with the two on board as well we are now at maximum capacity. Unfortunately with my meagre funds I can't afford to hire any other people, no matter how useful to the project they might be. Heck, I can't even afford to hire the current team members full-time. Making games is ridiculously expensive, and since we currently aren't making any money, this is how it's going to be.

A New Trailer

After Mikel joined the team we launched into a two week production on a new trailer, which required a lot of extra art, editing, custom music, and voice acting as well. I'm really glad we took those two weeks to do it though, as the trailer was invaluable for all the upcoming pitches I had to do to publishers.