Even commissioning art is hard


Hi all,

March few past! (in lieu of marching past). Lots of work chipped away at which is really enjoyable. Alas, my second attempt at commissioning art failed (almost catastrophically). My fiver artist just wasn't put to the task and didn't seem to actually illustrate anything, instead combining assets and then applying a filter. I was worried it would turn into some conflict or I would lose my substantial payment (not actually substantial in the grand scheme but in the spirit of my first indie game it was pretty much all I wanted to spend on it). Luckily he graciously agreed to cancel the order so I am back to square one. I have a second lead in Fiverr though so I am hopeful.

The feedback fixes took up a lot of coding time but were well worth it. Also, the extra colour map is in a different art asset that I did not purchase. But in good news, the artist is going to update the one I DID buy with new colour palettes so I am excited about that. 

More playtesting was missed, but I will get there in time.

Things I got done in March

  • I finished the tutorial work. It can be iterated upon but it is in a good state to move forward
  • Playtesting feedback has all been implemented. There is one item left but it is art based so I am going to procrastinate on that
  • Added mountains! Thanks to good previous coding (in my skillset anyway) it was surprisingly easy to implement
  • Wasted a truckload of time on an artist, but I learned a lot about commissioning

Things I want to get done in April

  • Commission the steam art
  • Implementing some UI art from an asset pack I found on Itch
  • A second playtest with the same friend
  • Bonus: A playtest with a second friend
  • Bonus: Implement an alpha branch, beta branch and version branches (e.g. 0.0.1) in preparation for steam deployment jobs

Leave a comment

Log in with itch.io to leave a comment.