I might be gone for a while


DON'T WORRY, I WILL COME BACK!

With that out of the way, now I can talk about why.

I have showed off my game to a company, and jesus was that terrifying. You might know, I am preeeetty young, so I haven't done anything like this before. 

Now, why am I going to be gone for a while? I will do a lot of boring things. I have to figure out the combat, and hammer down how the game will work. Up until now the game been a bit of a dumpsterfire. A kinda pretty dumpsterfire, but still a dumpsterfire. It really doesn't look like I want it to. When I was preparing to show off my game I took a bit of a closer look at the dialogue art, and also screenshots from the game itself. And the game just looked unappealing compared to the dialogue art. So there is a lot of things I will be doing and redoing until the next devlog. 

  • The first thing I will be focusing on is getting the combat into the game, and making it feel really good. 
  • The second thing is writing some sort of renderer, or figure out how to use URP or HDRP to get the lighting be more standardise, because I have been creating quite a few different shadergraphs for each new thing I have been making, and that's just not a good way to do it, so I will be doing something to fix that. 
  • The third thing is to fix the artstyle. Right now there is some sort of identity chrisis with the game trying to be smooth when looking at the game itself, and it having a much more rough, interesting and unique look in the dialogue.


I will write a full devlog when I'm done redoing things (or when I am done with something from it, I will see), but until then I will keep you updated on twitter (this is a link to my profile, you should click it), but the instagram will be pretty dead until I get going with the art again, because instagram is so heavily based around art and images.

Get Nordic Niefel

Comments

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I'll miss your updates, your devlogs have been very cool! But I just wanna say: It takes a lot of artistic maturity to be this reflective and introspective about your game. You've identified some really great avenues to improve your game in many ways. It's hard to be critical of your own work like this, but being able to iterate like you're doing is the mark of a great developer!

Also, you mentioned that you reached out to a company (a publisher I'm guessing?): How did that go? Publishers seem pretty scary but I'm sure people would love to hear about your experiences working with one.

Good luck with everything! Looking forward to your return!

(+2)

I'm really happy you have like the devlogs! I like writing them, becuase they force me to really reflect on what I have been doing.

About the company; It's a non profit company so it is not really a publisher, and the goal of it is to help out gamedevs in my city with their games with some support. So that's why I'm saying I showed off my game to a company rather that pitching it to a publisher. 

About how it went; I was really nervous, and I was the last one of the gamedevs who was going to pitch their game. We were doing the pitch digitally, and most people had a webcam, so I could see their faces. And as soon I joined the call, I silently went into panic mode. I looked at their faces and though "wait, not a single one of these people seem to be under 20. What have I gotten myself into?". I was simply put 5 years younger than the competition. At least 5 years younger. My pitch went pretty well itself, but I didn't win. The others were just too good. But I got a lot of great feedback! And that is what matters in the end; improvement. So next time I get a chance like this, I'll be one step closer to winning.