598 karma · joined December 5, 2014
Recently I've also received some grants, namely the Pro Helvetia interactive media grant, and the Poland Digital Dragons Accelerator. Both of those only offset a part of the money I had already personally invested though, and the Kickstarter barely makes a dent in anything.
Selling games is such a gamble, too. If the stats are to be believed, only about 15% of games on Steam recoup their investment, let alone making profit. For the next project's funding, I'm going to try and look at some other source like Patreon, to at least offset my own measly costs so I can spend longer in pre-production.
Making games is just really expensive, and any funding source is heavily fought over, or comes with huge caveats attached. I don't think I have this figured out yet either, so all I can say is best of luck!
Kandria itself started as a "more serious" attempt at a game after I'd been making jam games with Trial for some years. I wanted to create something bigger, and had just finished playing through Celeste, so I just set out to replicate its mechanics in my own way. You can still find some demos of those very early days on my YouTube channel, if you're curious. In any case, the project went through several big changes until it turned into what it is now. During the pandemic in 2020 I finally decided to drop out of my Master's to pursue the project full time. At that point I also brought on a couple more people to help with the writing, art, and sound.
We're currently also running a Kickstarter to get us some extra funds for the project. It ends on Thursday 14th, 12:00 CEST, so there's not that much time left in it. If you'd like to support our work, please have a look: https://www.kickstarter.com/projects/shinmera/kandria The campaign page has a lot more details on the project and the team, if you're curious about that.
In the article I primarily cover the programming parts, giving a surface overview of the technologies involved and at least giving a brief hint at the methodology I employ to create games. I'm sure I've left out a lot of details that you might be curious about, so if you have any questions, please feel free to ask and I'll try my best to answer!
Kandria's source code will also be open under a license that permits modding. Keep an eye out for the upcoming Kickstarter in June for more info on that.
First would be that it cannot be put together into a single executable as it is composed of multiple, separate components, that each rely on a specific structure of the file system being present. This is not something I can control.
Second, Portacle is made in such a way that all three platforms can be combined together into a single directory so that it can be run on any system as one, which mandates a shared folder structure.
Third, in order to be self-contained, the Portacle installation directory must contain its own configuration and project directories. It makes no sense to allow you to move the executable outside of this, and it would make no sense to put those directories within the .app on, say, mac.
I assume it would be non-trivial, however, just based on the experience I've had with the process so far.