2017 was a great year for me as a game designer. It was my
first full year spent designing games, and I learned a lot in those 365 days. Unsurprisingly,
I often use this time of year to reflect on the past year’s accomplishments and
plan for the future. So if you’ll indulge me, I’d like to provide a quick recap
of last year’s development, followed by the next steps we plan for Alkanaur in
2018.
As a team we capped off this past year with a finished
pre-alpha demo build of Alkanaur. We’d completed a rough demo for our game in
the summer of 2015, just in time for a local game convention. However, thanks
in large part to feedback from that convention, we decided to change our engine
and rebuild from the ground up. While this meant that 2016 was spent climbing
back to a similar spot that we reached in 2015, it was the right choice for
Alkanaur. We built the game on a much more stable platform now, and that choice
will also help on the art side of things as we focus more on creating content
to fill out the game.
I’ve learned to help our programmer out in some ways, but
the engine change definitely required work from an experienced coder. With my
extra time as a designer and creative lead, I focused on refining the battle
system, class system, and other game mechanics of Alkanaur. Additionally, I had
plenty of time to expand our game’s narrative, world, and character arcs and
backstories. Heading into 2018, we have a lot of the framework for Alkanaur’s
systems and story already constructed, which should mean much faster and
smoother content creation as we plow forward.
As we collect and review feedback from our pre-alpha demo,
we’ll work on polishing everything in that demo to provide a great user
experience. We plan to create a fully-polished “vertical slice” of Alkanaur
that should look and play exactly like the final product, except for being a
short section of the 20-ish hour game experience we intend. We’ll make that
vertical slice a public demo and launch that demo alongside our Kickstarter
project so that any potential investors (backers) know that we can follow
through on our plan. The Kickstarter campaign will be for a relatively small
amount of money, intended to cover a lot of the small fees that come from
organizing a company and releasing a game on Steam. Any surplus money from that
Kickstarter will go to stretch goals for additional professional art, sound,
and music to make Alkanaur truly shine.
I’m excited to see what 2018 has in store for Alkanaur as
well as for my own life and growth as a developer and designer. If you’re also
excited to see what’s in store, keep following our blog for updates, and sign
up for our
Alkanaur.com newsletter (link at the bottom of the page) to be notified about big events like our
Kickstarter campaign.