Sunday, November 4, 2018

Whim Independent Studios - Development Log #48

Hey all, back with the 48th development log for the studio! I've admittedly been slacking on regular updates and not posting them as often as I should have been, but that's not to say we haven't been making great progress for the studio.

The Dastardly Dairy Debacle

We finally released our game "The Dastardly Dairy Debacle" (DDD) for Android devices. You can download the game for $1 on itch.io or Google Play. A big thanks to the team members who helped with development of the project and seeing it through.

Programmer/Designer: Matthew Hawkins
Artist: Jessica M. Jacuinde
Story: Ryan Homme
Composer/Sound Effects: Christopher "H2o" Nuño
Additional Programming: Timothy Blanchet
Executive Producers:
Paul Vela, Matthew Estrada
Testers: Jasmine Flores Baro, Kevin Flores
Special Thanks: Edwin Baranov

Also a special thanks to Dustin Adair who I reached out to help with some of the build issues we were having.

DDD was our first successful attempt at adapting an incomplete prototype and securing the rights and seeing it to the end as a complete game. I may follow up with a post-mortem with what went well and what didn't. As of the writing in this blog entry, I'm still talking to some team members for their feedback. 

Some final screenshots of the finished game.










Selatria


For Selatria, we have been making some significant progress. We have an additional battle system designer - Matt Hawkins, who is joining from the Dastardly Dairy Debacle team to join with expediting the process. While I don't plan on releasing the exact date of release that we have in mind other than the 2019 date we talked about, I'm happy to say we're ahead of schedule.

Don Alfieri who took over developing full main scenario cutscenes for our remaining chapters has really taken off and made significant progress on Chapter 4. Here's a tease of what's to come!


 
  
Just a note, what you see in the video above is not the final draft. I wanted to cut out spoilers from the scene, and I've since made some adjustments which you'll see in the final release.

With the current progress, we're averaging a new cutscene being done about every 1-2 weeks. I then go through it and make sure everything is smooth.

With that being said, I would like to say we have our production pipeline working pretty well.

Shadoe makes sure the voices are edited and cut to the proper volume. Leigh-anna takes the voice files and matches them with the implmented text and scenes.  Don takes the the text/scene instructions him or I have implemented into the game and makes character movements. Jon and now Matt Hawkins take the boss battle designs from our google doc and implement them. Tim works on coming up with new quirky features that we were planning on postponing to after release. And I am involved with all of the above and do final checks on everything to make sure it's implemented and working correctly and make adjustments as needed.

In the next development log, which will probably be the final development for 2018, I'm going to delve-deep into what may be cut from Selatria in order to make our target release date.

Until next time!



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