Welcome one and all to the first Mythical Matchmaker monthly devlog! Over at NEW Cubed we decided that going forward the best way to keep you all informed was to get rid of the old weekly devlogs, which where time consuming and bloated, and opt for a monthly update instead, this way we can keep you all in the loop, and not impact the development timeframe as much. We also plan on using our social media platforms differently now; We will continue to post monthly updates here on our website, our behind the scenes bits will be uploaded to Instagram, and the Kickstarter will slowly be fazed out as we come to the end of the campaign. So keep your eyes peeled for monthly updates to come as this will become the main source of information specifically to do with the development of Mythical Matchmaker.
Speaking of development, we often get asked how Mythical Matchmaker is coming along, and it has a complicated answer. But to cut a long story short we have a lot to do, and not much time to do it in, so for now don't expect anything too soon. More than anything, we want to provide the best product we can, so before we commercially release, we have a lot of bumps to iron out, bugs to fix, and lots and lots of code to write. Our overall goal is to produce a game that all 3 of us agree is the best adaptation of the original vision we had for the game, as well as making it as enjoyable as we can for all of you.
The most recent version of the game we estimated was half done, consisting of 3 complete levels and featuring 3 characters, and that was developed in around 6 months, not accounting for ideation and iteration. Bearing in mind that it was developed in a studio environment at university and we were living together, communication and development were at an all time peak. Since graduating, due to having jobs, and other personal circumstances, we have a lot less time to spend on development. This has of course had a knock on effect on development, putting it at an all time low. So, as for now, we cannot provide any sort of hint at a possible time frame for release. Additionally, we believe it best to wait until certain to announce a date, rather than overestimating, and potentially having to push the date back.
One last thing to mention on the game development side, we wanted to give some more insight into what goes into our development process to help you understand what we actually do with our time. First of all we have bi-weekly catchup meetings to share progress, pitch ideas and tick items off our to-do list, most things we do individually, like coding, art, or narrative. However things like the UI that overlap art and code we do collaboratively, for example Nathan and Will are currently reviewing and re-doing all the UI elements, making sure that it both looks good and functions intuitively. Another thing to note is while we are a 3 man team, there are also some external members who will be lending us their talents for the final release, no spoilers but it will give the game some much needed added depth to the sound scape!
But fear not, we do also have some good news! If you haven't been following the Kickstarter, we managed to raise a whopping £666. If you happened to be one of the few so generous as to donate to the cause, you may have some Kickstarter rewards coming your way soon, as all physical goods have been made and shipped! This is a massive milestone for us, especially because it means all the time spent managing the Kickstarter campaign and making rewards can now be diverted to development on the game.
We hope to bring more interesting updates in the future, but nevertheless we hope this post has outlined the current state of the development and provided more of an insight into our processes.
Stay tuned for more updates next month,
- The NEW Cubed team