Wednesday, December 31, 2025

Selatria: A Retrospective/Post-Mortem - Part 3: The final part - About a 13-year long game development cycle, Crowdfunding, learning from releasing on Steam, The Importance of Localization, Cut Content + Abandoned DLC/Sequel Plans, and Accepting Personal Responsibility

 Selatria - A retrospective/post-mortem: Part 3




The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

For veterans of the game industry, some of these points might seem like they're obvious, but these pointers and tips may be useful for someone who is thinking about making their dream game from the get-go.

You can read Part 0 here
You can read Part 1 here.
You can read Part 2 here.  

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A 13-year development cycle

Selatria took 13 years to develop, and a lot of it is attributed to working on the game out of order with no traditional planning. I joke that we beat Duke Nukem Forever, but only barely, and without changing game engines. 

Did I want to make games? Yes. Did I know how difficult/long the process was going to be? Absolutely not. I was hoping the game would be completed in August 2012. 12 years before it was actually completed. 

Having planning tools, weekly meetings, and sticking to deadlines was what ultimately got the game done. The first few years where we were going Gung-Ho were the most satisfying I had creating content for Selatria, but it doesn't mean anything if it's not going towards any direction or goal to get it actually done. 

It took two years to start having a semblance of timeline and planning and I'm too stubborn of a person to abandon or scope down.  

I try and hold myself and other directors in the industry to what I couldn't do, so that timelines can be met, even if it means cutting aspects of the game to make it work. 

"Everybody prefers to have 100% of the 80% than 80% of nothing." - Plastic SCM Manual

Thank you to HackNPlan and Plastic SCM (now Unity Version Control) for helping keep me accountable. 


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Crowdfunding

For Selatria's development, we had two attempts at crowdfunding for the game. We were originally inspired in the studio by seeing similar successes with other games who were able to raise tens of thousands of dollars. During this time, crowdfunding was a relatively new concept, and people were able to attach big names and get these big names in the industry by showing concept art and early animation. 

Selatria for the first couple of years had an issue with a clashing and inconsistent art style, and the clash between the visual styles caused the project to not gel together. We launched our first attempt at Indiegogo in 2013 and my lack of confidence showed in the presentation. I unconsciously put the character's expressions in a frustrated/sad state because that was the state I was feeling about the project. 

Selatria on Indiegogo: Crowdfunding First Attempt (2013 - Collect whatever is raised)

Even today looking back, I don't think it was a bad art style. If the whole game, down to the sprites, monster art, and terrain was done in a consistent art style in this style, I feel like Selatria could have had a really interesting and unique art direction that would have set it apart. Unfortunately, we didn't have the time, money, and budget to change the whole game around like that. 

Our go at Indiegogo only raised $700 for the project and got 12 backers, the majority of that money being from family or friends. This approach didn't work, and we had to take the game literally back to the drawing board. 

Enter Niko, who I met through the IGDA Los Angeles, we brought him onto the team to change things around and develop the game in a consistent art style that worked with the art assets we were already using. And he kept the "no nose" design that we have to this day. 

During this time, I got a tech job in Orange County that required a brutal one way 1.5 hour commute. After four months of working at this job, we tried a second crowdfunding campaign as a means for me to try and leave the soul-sucking tech job and try and do this full time. This time we tried Kickstarter and with Niko's art style to see if we would have more success.

Selatria on Kickstarter: Crowdfunding Second Attempt (December 2024, All or Nothing) 

With Kickstarter, we did have more success than our Indiegogo attempt, but still we only made it about halfway to our goal. Looking back, I still think we may have done Kickstarter a bit too early, given that people's frustrations with other kickstarters not delivering on their promises, and I developed this second go out of desperation of wanting to get out of my day tech job at the time and not necessarily because the game was ready. 

I also underestimated the power of the U shaped contributions when it comes to fundraising or crowdfunding. The biggest contributions are always going to come at the beginning and the end, no matter when it is. I don't recommend that anyone extend the life of the crowdfunding campaign thinking it would mean more time for them to contribute. My advice would be to start a little bit after a payday (maybe 1-2 days after the start of a month) and end a few days after the next payday. That gives an opportunity for people to contribute during the start of the campaign, and allow you to do a FOMO-campaign near the end. 

The failure of two crowdfunding campaigns could have been a sign that this game wasn't working, but I didn't give up, and even if I could go back in time and told my past self to give up on the project, I wouldn't have listened to me either. 

After the Kickstarter failed, we made a decision to split the whole game into two halves to try and raise money for development. I partially regret doing this, and I'll talk a bit about why in the next section.

As for the day job, the failure of the Kickstarter really contributed to the burnout I was feeling with said commute, and I quit that commute and day job exactly two weeks after, while I looked into what was next. Between the job/people there taking its mental toll on me, and the disappointment of the failure from the crowdfunding, I had a breakdown and then took a step back to re-evaluate the next step of Selatria, my mental health, and my career at the time. 

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Releasing on Digital Outlets / Steam Greenlight


After the failure of our crowdfunding campaigns, the next step was to take Selatria somewhere where people could purchase the game, we set our eyes on Steam. 

Throughout Selatria's early development, getting on Steam was not as easy as it is today. There existed a community service called Greenlight that developers had to apply their games through, where the community voted on which games would get greenlit and accessible on Steam. 

Back then, I did not think Selatria would ever get greenlit through this service, so we looked for a loophole, bypassing Steam Greenlight through a prominent verified publisher that publishes RPG Maker games on Steam.

After scoping out half the game, and working with this publisher, we were able to get the first half of Selatria bypassed through Steam Greenlight and released on Steam on February 3, 2017 as Selatria: Advent of the Dakk'rian Empire which currently sits as a 73% Very Positive rating on Steam.

Only a few months after we went through all of this, Valve made the decision to retire Greenlight and allow everyone to submit their games to Steam directly. 


One problem though is because of all of this, we were still tied to our previous publisher, who we felt was discounting our game to unsustainable levels, less than a dollar for a copy of Selatria: Advent of the Dakk'rian Empire. We were getting positive reviews, but only an extremely small share of revenue, cut further by our grandfathered revenue share agreement we made with people who worked on the game. I talk a bit more about profit sharing and why that's a bad idea in Part 1. 

Because of this, by the end of the year, we figured out how to use Steamworks SDK on our own and took over publishing of Selatria: Advent of the Dakk'rian Empire the following year, and swore off publishers... for a while. 

I do regret how this partnership ended, I feel a lapse in communication and reasoning from our publisher on why things went they did would have maybe helped save that relationship. 

I do have a guess that the low price made it an accessibility point for people to get their hands on the game and game the algorithm to having the game appear on more lists and getting those necessary reviews quicker. While Selatria: Advent of the Dakk'rian Empire enjoys that Very Positive rating, the full release struggles with getting the 10 ratings it needs to have a Steam rating, and that greatly hurt our visibility and sales. For future games, we are planning on seeking a publisher to share this, as the sales from someone with a stronger marketing arm greatly outweigh going at it alone. 

So while I had a sentiment for a while that "all publishers are evil", I no longer think this way, and think they're mandatory if you ever have a shot of a game being more than a teardrop in the ocean. 

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The Importance of Localization

For Selatria, we didn't design or program the game with localization in mind. I wish we did. By the time we realized what impact that would do on visibility and sales, it was too late to go back. Everything was hard coded in. From the dialogue, to just about everything. 

I didn't learn this lesson with Spellbearers either. With Delivery Issues and on, we plan on supporting multiple languages to release in more territories and get the game into the hands of as many players as possible. 

The industry standard for western releases is EFIGS. (English, French, Italian, German, and Spanish) - and there's a big market growing for Brazilian Portuguese. Japanese, Korean, and Simplified Chinese are languages to consider translating your game to as well if budget allows for it. 

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Cut Content (Including Selatria Spoilers, Read at your own Risk)

Selatria had a lot of things we ended up cutting/re-arranging during the course of development. I had to dig out old notes and discarded boxed away stuff to find some of this. Please note this has some spoilers.

* The game was originally 12 chapters long. Then cut to 9 once we figured out the middle sections were too weak, and then landed on the current 6. 

* The boss at the top of the Availian Gatehouse was originally going to be a Wind Dragon, but was changed to the current slime boss when we gave dragons a deeper lore in the game's world. 

* There was originally going to be an Pokémon like HM system dependent on characters in your party. Like for example, if Mage was in the party, he could melt icicles blocking the path, or Number 016 could open locked chests. We couldn't think of engaging ways to keep all the characters involved actively, and so we scrapped it in favor of the dungeon mechanics themselves. 

* The Team Attack system ended up being only a small fraction of the system that actually made it into the game. There were lots of plans to include "Chain #" graphics and to keep the damage going out indefinitely, but there are a few reasons why this didn't work. The game would end up being a bit too easy.

* Originally, the Team Attack battle system used separate slots for every spell that was being used, and it bloated the database so much that we were running out of room to design interesting boss mechanics and encounters. Jon Dishaw came in and resigned the system to use existing spells by the characters with a "Team Attack: " prefix added on to make it a bit easier on the database. Even with these changes, we almost maxed the amount of 999 slots we were allowed in the game engine. 

* Several moves and abilities were cut because they were redundant or too overpowered. Number 016 originally had this Triple Stab ability that had a cascading effect that looked really cool. It was only a minimal gain over her default double attacks against her limited ability point pool.

* Harmony's abilities had to be re-designed several times because we couldn't find a way to make them fun. Saewo was also such a pain to design for that he got his own section back in Part 1, we wanted to have a fistfighter/summoner/pet system in the game, but it took a lot to make that happen, including a lot of scrapped concepts and abilities. 

* The characters were originally given generic titles, like "Mage" "Knight" "Old Man" "Assassin" and "Goblin" to where the player could rename each of the characters, like Final Fantasy VI and VII. We kept this decision through voice acting, but then it became too off-putting to keep all of the characters as generic as they were, so everyone except "Mage" was changed. I wanted Mage to have a simplistic one syllable name, similar to "Link", "Cloud", or "Squall", and I did have a few fights with the team to keep that. 

* Luis was originally meant to be a temporary character. He'd help you with one dungeon and then go back to living his NPC life. We liked River Kanoff's performance so much for the character that we turned him into a full character and wrote him into the rest of the game as comic relief. That's a decision that we would have only made back then, and I think River's performance and Luis as a character really helped elevate some of the weaker parts of the game. Don, who took over cutscenes from me in chapter 4, had a lot of fun with the movements and scenes for the character. 

* The original class name for Mage was "Spellbearer". We ended up using that title for another game for ours when "Spellbreak" was already taken. 

* The design of Number 016 was originally going to be a happy-cutesy assassin (and a lot younger), but we changed her to be a dry/cold assassin, and Harmony was developed to offset that. 

* "Knight" was changed to "Melodia" when we came up with names, but we settled on "Melanie" after we made the decision to add "Harmony" to the game as a character who knows music. 

* I personally regret Chapter 3-1's multiple paths to get in the castle. Having three ways with two the player may never see cost a lot of time and effort to develop three dungeons and minigames. It also made designing/meeting Harmony difficult because one of those paths involves meeting her, so meeting her again later in the story had two paths based on what you did in Chapter 3-1. If there's branching paths in future games, the player will need to do them all, as opposed to pick them and ignore serious content. 

* Shopkeeper was originally designed to optionally die in multiple parts of the story. It would be up to player decision to keep him alive, and they would be awarded an achievement if the player kept him alive all the way to the end of the game. I was motivated to change this after watching Voltron: Legendary Defender on Netflix and learning about the understandably overwhelming negative reception to the "bury your gays" trope with one of the characters. I was previously ignorant to this trope, and I took a few months to re-write and re-program all of Shopkeeper's scenes to have him stay alive no matter what crazy circumstance he is given, and I think the game and the Shopkeeper character came out a LOT better for it. It also forced me to take a look at the negative reinforcement we were doing to the game in general, and my game design philosophy now leads more into rewarding the player for making good choices as opposed to punishing them for making bad choices.

* Shopkeeper was originally going to have a wife, but we changed the gender, re-wrote, and re-designed the character to be the owner of the Availian Item Shop, and he tends to the shop while Shopkeeper gets money from his travels. 

* The original design for Chapter 4 involved going through the main port of Dakk'rund, now Port Redden, and have the player going through the Endless Desert first, then going south to Verwin. We ended up changing the order once we figured it was too much of a tease to have the player constantly going around the Caeranth'al Imperial Palace, and having Number 016 separated for more than one chapter would severely hamper game balance. 

* We had a lot of trouble integrating the Rashau Mines. The original idea of the minecart was to have a Donkey Kong Country meets Super Mario RPG platforming element of racing through the mines, but the engine made it extremely laggy, and we replaced it with the version you see today. We wanted to keep some element of danger so we put a lot of pitfalls and quick decision making in the forms of rotatable timed cart intersections. The Rashau Mines was also planned to be a dungeon used for the stealth element (mentioned below). 

* In the end of Chapter 5, there's a decision on the airship and a disagreement on which way to siege the imperial capitol. By air, or by stealth. This actually made it EXTREMELY far into development, to the point where we voiced the lines, but we ended up scrapping the stealth path, to make it a level/EXP check, since a lot of the end of Chapter 5 involve points of no return, and we wanted to ensure the player was ready equipment and level wise to take on the challenge. 

* The game was designed to be completable at level 65, but because we developed so many things out of order, we had no idea how the game would actually play start to finish until the final year of development. By this point, we had so many ways to gain EXP from the story boss battles and passive EXP gains for reserve party members not in the party, that an average player would end up being a bit closer to level 80-85-90 by the time they complete the story, possibly making it a bit too easy. Oops! 

* We had plans for the Shiercliff continent to be a lot bigger, with more optional dungeons and high level challenges, including a randomized dungeon. We ended up cutting it down to the essentials in the final year of development. 

* A lot of the dungeons in Chapter 6 were remnants of the old 9 and 12 chapter plans for the story we outlined early in development. As we developed the game out of order and a lot of the early game was done with not a lot of planning, we kept these dungeons, scrapped the original story plans we had for them, and gave them a reason to go there during the events of the final chapter. 

* There were a lot of scenes that involved Luis doing more crazy things in the story, we ended up cutting that for the sake of keeping the rating Teen friendly and keep him more comic-relief rather than him being borderline creepy. 

* Selatria's story progression is handled with hundreds of boolean switches all relying on each other. Looking back, I would have changed this to be an integer variable. This made splitting the game into a dedicated second half almost impossible. That's how we ended up with a "Part 1" and "Full Game" as opposed to releasing Part 2 as DLC. 

* Speaking of which, there was a point where I wanted to have a DLC chapter where the game was told through Luis's perspective. That would have been a fun idea, but I'm glad we didn't go through with this. 

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Accepting Personal Responsibility

"It's meeeee! I am the problem!"
 
Don't blame others for your own failures to deliver. Selatria was my baby and I'm the one who allowed it to get to the long development it ended up being. I could have stopped, cancelled the game, or scoped down, but I'm too stubborn of a person to cancel a game so quickly. It would have to be an overwhelming tide I can't get through to not see a game to the end.  

I learned more through development of this project than any degree or certification. 

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What's Next? 

Since Selatria released in August of 2024, I've taken a step back from being in the weeds and have primarily been producing games, making sure we had deliverables and things to show. Selatria left me creatively exhausted, as I really felt like I put everything I had into its battle system, boss, and dungeon design, and I know others did too. I understand how every Final Fantasy game had to be fundamentally different now given the team puts their all into each and every one. 

In November of 2025, I gave an abbreviated version of my 13 year development journey with this game and others as a talk to students at UNLV and the IGDA, I've made the presentation publicly available.

And in that talk I mention that there was a period where I just sat down for 6 months to finish Selatria while I was in-between tech jobs. Originally, I was going to take a hiatus and break from game making all together after Selatria wrapped up for about half a year, but hopping right into my current position at Nightdive and Atari forced me to re-think those plans. Producing games for other teams and other companies doesn't drain my game development battery the way actually working on levels and programming does, weird as it sounds. So I think I've recovered from said creative exhaustion. 

I'll continue producing awesome games for Nightdive and Atari for as long as they'd like to have me and I want to use 2026 to work on more original indie games I want to have a direct hand in creating. Most of my producing style that I use for all of my teams come from the lessons learned from Selatria, and I wouldn't have been able to head development of those games if it weren't for Selatria. 

For Whim Indie, I've already helped design a few levels for our upcoming game "Delivery Issues", directed by my indie game business partner and close friend Matt Estrada. And I've already started the groundwork for a new game I want to direct to take center stage for sometime after Delivery Issues wraps. I am forcing myself to work under some strict limitations on this next project to force myself from it ballooning out of control like Selatria did. If the project does get to the point where I think it's ready to see the light of day, then I will show it!

Do I consider Selatria a failure? If I were to purely look at Steamworks results, dollars and cents, wishlists, and direct sales, I'd say yes. If I were to look at all the people I've met and work with to this day, the lessons that got me to ship all the games I've made since then, the experiences at trade shows, industry events, networking, skills learned, and the safety net it ended up being for experiences for another job when the tech industry doubled down on a technology I fundamentally disagree with at an ethical level and went completely haywire? I would say absolutely not.

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You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 

Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord


Monday, August 25, 2025

Selatria: A Retrospective/Post-Mortem - Part 2: Difficulty, Spite-Based Game Development, Game Engine Selection, and why "Everyone Needs a Paul"

Selatria - A retrospective/post-mortem: Part 2



The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

For veterans of the game industry, some of these points might seem like they're obvious, but these pointers and tips may be useful for someone who is thinking about making their dream game from the get-go.

You can read Part 0 here
You can read Part 1 here

Apologies for the long wait on this entry. I wanted to post this as a big update in time for Selatria's first anniversary, since I've been passively hacking away at this entry for months. This will be a part 2 of 3 series after all, as this goes through the majority of my outline I had for this. 

Also a thank you to Black Game Developers on Bluesky for giving me a shoutout today.

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Game Difficulty 

One regret of Selatria that I have had over its long period of development is our inconsistent stance on the game's difficulty. When we started development of Selatria, the trend was having long and difficult games for players to really sink into. Dark Souls had just come out during my senior year of university, and that's all that people were talking about. When I would (hide) in the back of industry talks and sessions at the IGDA in Orange County and Los Angeles and hear people networking and talking about these types of difficult games and I believe that kind of thought process was making its way into our designs. My apologies to people who may have played it then and thought it was way too hard. 

Some game developers may use more advanced levels of telemetry to figure out how and where their players are struggling, and it might be necessary for more substantial bigger titles, but for Whim Indie, I like to look at Steam achievement trends. Where are players playing, how far are they getting, and where are they giving up? Check the achievement percentages. When we started Selatria in 2011, I never considered the game to have achievements, and I thought it wasn't a gimmick worth pursuing, but if done right, you can make them fun, and also a valuable and easy tool to gather data about your players are doing in the game. 

Here's Selatria's Achievement trends.

As of this post (August 25th, 2025), you can see that only about 1/3 of players who started the game ever completed Chapter 1. By the time you get to the end of Chapter 2, that number falls to 1/5. Of course you can take these numbers with a grain of salt. Some people may cheat their way into these achievements, but you can see a giant fall off from the 86% of people who booted up the game and got the achievement for starting to that 33% making it to the end of Chapter 1 (about 4 hours of gameplay in.) 

We also noticed that there are certain players that love the difficulty and will get angry and replay it. Especially Streamers who may want to play it for the memes, but I've also noticed that even when people applied to work with us (and still work with us to this day), we asked them in their initial interviews if they played our games, and the majority of them said they made it maybe an hour in before it got too difficult, that's what initially motivated us to lower the difficulty curve quite a bit. 

By the time we released the game, perhaps we may have made the game a bit too easy, since players would send me pictures of their team in the level 80s and 90s. Maybe it's because they liked it, maybe we tuned it too far, but the players that did make it to the very end and completed the game (12% of players as of this post) did really enjoy it. 

Some notes I would take away from difficulty that I do apply to our current and future games in development:

Where do you draw the line at difficulty?

When you design your levels, figure out what your goal of the level is, if it's the introductory levels, you may need to hold the player's hand a little extra just to make sure they understand the mechanic. Don't overload with text boxes and tutorial messages, make them feel like they're playing the game. Show, don't tell. 

The importance of in-person playable demonstrations

Watch your players play your game. Take notes of when they get up and walk away. Did they get bored? Did they get stuck? Surveys can also help if they're willing to fill them out after a play session. A lot of game developers now discount the importance of physical demonstrations in favor of digital demonstrations to try and drive wishlists and engagement, but physical conventions are a treasure trove of play testers who may not otherwise play your game. It's well worth the price to get gamers willing to play your game and get really good feedback. 

Also if people stop by and play your game at a convention, do your best to be silent, unless they're stuck or ask you for help. If they ask you for help, take note of it. What if you weren't there to guide them? Would they have given up on their own? Suggest help if they need it, but try not to offer or give a solution. 


Spite-Based Game Development

I joke with my friends and the team that Selatria turned into spite-based game development, and I feel that passion might burn with some other developers who might be reading it also. At first, Selatria started out from someone who said I couldn't do it, then it turned into people talking down about it since it was just "an RPG Maker game". It even got to the point where someone established in the game industry put me on blast in an overseas talk to game developers as a cautionary tale of someone who never finishes their game. 

In reality, there's never been a time where I ever stopped on development of the game, and a lot of this, for lack of better term, shit talking motivated me to keep going to finish it. It turned from the love of the game, to a desire to publish it to prove people wrong, and to prove that yes, I can finish something. 

I put in my initial notes when I planned out this series to "not make a game just because people say you can't" but maybe that's not my exact feelings on it now I'm typing this out. I would encourage people to have a healthier, less negative mindset and motivation when developing their projects, but that's easier for me to say when I eventually crawled out through the light at the end of the tunnel. If you have a long project ahead of you and it feels like it's never ending, keep going as much as you can. You'll get there. 

I started Selatria when people said I couldn't do it, people made fun of me for still working on it, and maybe a sign that I really did get over it is that I can't easily remember these people's names anymore, anyway. It's a step in the right direction. 

(For what it's worth, I've also had a hand in releasing a few games since then.)

Game Engine Development

I wanted to expand a bit about my choice of RPG Maker for Selatria. I'll defend my choice of the engine for getting my game and designs on the board, despite what others seem to think about it online or from other peers. 

Use the game engine you're most comfortable with. When it comes to designing and programming, I'm a more visual person. A blank canvas with just code still scares me, and I did automation programming in C#/Java for at least 5 years! I prefer to work off existing building blocks and frameworks and then using that to build something. Your mileage may vary.

What I will say about RPG Maker was that it was a poor choice for multiplatform game development. If I had developed in in 2025, I would have used an engine that would export to multiple consoles. The new RPG Maker does that with a Unity foundation, I hope they move the next one to Godot, or a more economically friendly game engine.

Having Selatria as a PC-only game really hurt us and was a nail in the coffin for not making the game accessible. Steam is also oversaturated with thousands of games coming on the platform each week. I will give Jon and Shadoe props for being able to put Selatria on Steam Deck, we were really limited on what we could do with that.

Someday I'd like to rebuild/modernize Selatria and release it for a Nintendo console. Maybe in an HD-2D style. If you're reading this sentence in horror, it's not something I'd like to revisit for at least 25 more years, if I have disposable income to throw at it. 


Everyone Needs a "Paul" 

The best leaders are those that are willing to listen and take feedback, and be willing to listen and accept "No" as an answer. A lot of people mistake a strong leader for someone with a lot of followers and yes-men, and I think real leaders are someone who can best read a room, and listen to and accept answers from people who are more well-versed in subject matter than they are. 

Paul has been one of my closest friends for over 20 years. When I wanted to start this crazy game development journey as a real business, Paul and my other close friend Matt were with me to help me start the studio and keep things going financially and keep development of our games going and consistent all these years. I wanted Paul to be a part of Whim Indie and is an indirect (but VERY important) part of Selatria's development, due to his experience running a tight ship with non-profit organizations. 

The reason why I said that everyone needs a "Paul" in particular, is that most of us are working on the game and we have our clear biases towards making the game the greatest it can be, and Paul is someone who makes sure we keep things legal, keeps track of all of our paperwork and contracts, handles negotiations and tough talks. He supports what we do and our mission to make fun games, but he's not afraid to hold back and tell us his honest thoughts on what direction we need to move in, he helps craft our professional messaging, he helps with disputes with contractors, is our Human Resources, and he'll come in and make critical decisions when it's necessary, and this studio would have fallen apart years ago if it wasn't for Paul's support and input into Selatria and Whim Indie. 

Indie games are a very difficult and frustrating endeavor. There are a lot of Kickstarters, abandoned Early Access Steam games, and other creative pursuits, where updates will cease to happen for many months, if not years when these people burn out when their support system dwindles. There have been a few instances of auteur creators having very public meltdowns and losing deals because of their inability to bring professionalism and their creative pursuits into one and hold it together while dealing with life and other challenges, and to be frank, a public who couldn't care less about your project when they have lots of other options constantly fighting for their time at their fingertips. There have been times where I would angrily type something, and then delete it: do I post this online and regret this later? Or sit down and chat with Paul about it first? My friendship and business relationship with Paul is something I'll never take for granted. 

At LVLUPEXPO in 2024, I was part of a game development panel with some people in the industry about "What I Wish That I Knew, A Survival Guide For Game Developers" - the panel was planned to have microphones and a projector available so we can talk about said talk, but none of the A/V was set up for any of us. Wushensnake came through and recorded what she could and we put the YouTube video up, but a highlight of that panel was the said phrase, people in the audience came by our booth and said "So you're the Paul that he was talking about!"


You can read the presentation I would have shown here.

Selatria Part 3 The final part - About Selatria's 13-year long game development cycle, Crowdfunding, learning from releasing on Steam, The Importance of Localization, Cut Content + Abandoned DLC/Sequel Plans, and Accepting Personal Responsibility will be posted in the future.

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As of this post, Selatria and Spellbearers are currently part of the Game Devs of Color Support Bundle! 

Purchase the Game Devs of Color Support Bundle

All proceeds go directly toward programs like conferences, games showcases, grants, scholarships, and other year-round initiatives that expand access to opportunities in the game industry. Getting this bundle helps make these efforts possible!


AND

You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 

Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord


Tuesday, February 11, 2025

Selatria: A Retrospective/Post-Mortem - Part 1: Profit/Percentage-Sharing vs Commissions, Game Production, and Scope Creep

Selatria - A retrospective/post-mortem  Part 1 - This is a new blog series I've started over holiday break, and will continue into 2025, at least as long as I have topics to talk about. 

The development of Selatria was long and tumultuous. It became a long running joke from circles I was in on how long it was going to take to complete the game. It took 13 years, 6 months, and 29 days to complete the game, or 4959 days in total. 

Selatria changed my life, and opened up a lot of doors and networking opportunities into software and game development careers. But it was far from perfect, and I wanted to write this not only for others, who may have a dream game they're thinking of doing but not realize how difficult it may be for them, but for myself to see how far I've come. 

For veterans of the game industry, some of these points might seem like they're obvious, but these pointers and tips may be useful for someone who is thinking about making their dream game from the get-go.

You can read Part 0 here

(Note: This was meant to be posted at the end December 2024. But then I got extremely sick with pneumonia, then the wildfires/power outages happened, and then my computer broke. Not a good time. We're back at it now and hope to be continuing this post-mortem where I can.)

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Profit/Percentage-Sharing vs Commissions 

We started Selatria in 2011 when most of the team was in college or working very part time. When we started the project, we didn't have any spare money to work with so we started the project as a profit/percentage share for the early folks. By the time me and the other two founders got stable career jobs, we began bootstrapping our projects. However, we kept this percentage share in place for those who stuck it out from us in the beginning. (These earlier team members also were paid on commission) Later team members were only paid on commission. 

The total for Selatria's development cost as of this post came out to $37,297.82. As of now, the project is still in the red, and hasn't turned a profit. Unfortunately, this is the case of the majority of indie games that are released.

(As an aside, please don't take the above number as a "Wow, this money all went to waste." - While the game itself wasn't profitable, it did create opportunities for myself and others that would have never happened outside of the game. This project gave job and career experience to many, including myself, in other ways, and it paid off there. )

Selatria is the only project in Whim Indie that we've developed that used this model, and we went with just contracting and commissioning the team for their work on the project on an extremely part-time basis for every project thereafter.

Unless the game is developed in a game jam, where everyone knows that there's a small beginning and small end to the game, I do not recommend anyone work on a percentage-share. It becomes difficult to gauge exactly who is doing the work, and there will always be this bias on what work/percentage is more. You can't have a good RPG without good art, and you can't have a good RPG without good game design and programming, and you can't have a good RPG without good sounds and music. The time commitments on these are all different, yet are all equally important, and in hindsight, putting a percentage value on it now caused a lot of resentment.

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Game Production

Disclaimer: Please note I have no formal project management training and I don't have any project management certifications. A lot of this I had to learn the hard way through trial and error through my process of finishing this game up. 


My barebones definition of what I think a Producer and a Director really comes down to this:

Director - Determines or makes the final call on what gets put into the game. 
Producer - Determines or makes the final call on how the game is going to be completed. 

Different studios may treat these roles different, and it's not uncommon for the Producer to give creative input on the game or the Director giving suggestions to improve the overarching process. 

While having a Producer and Director be the same person may speed up getting approvals done allowing the team to work faster, it's a lot of stress doing both roles. Even my role-model Naoki Yoshida "Yoshi-P" has several assistant producers and directors working under him! When we were working on Selatria in person (before we went remote before 2020) I would be spending most of my time being distracted trying to answer people's questions on assigned tasks as we would be mostly working on a Saturday in the studio. 

I found that working remotely and asynchronously and letting the team just  work on tasks how they see fit and going one at a time in a standup call once a week worked a LOT better to help concentrate my focus. It also gives a chance for each person to show off their work in front of others and creates this positive feedback. Tasks are getting done, each individual team member gets to be heard, and the consistent time of the meetings means that everyone knows the rough due date for their work. 

And people say working remotely isn't productive...

That being said, being Producer and Director of an indie game may look cool for title, but it's overwhelming to have someone be both. We did not continue this practice for our other projects in Whim Indie, and we keep the titles on separate people. This also helps accountability. 

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Scope Creep 

It became a running joke in friend circles about how long Selatria was in development. A series of broken promises and bad estimates with no thought put into them, caused the game to shift ever further into the future and for a good four years it really felt like there was no end to sight for this game. 

  • Selatria continuously suffered from scope creep 
We kept thinking of new ideas and game concepts up until the very end. Sidequests for the sake of being sidequests could have been used to flesh out weaker parts of the main story, in hindsight. 

We had dungeons and battles planned but without a solid plan for where they were going to go. Because these dungeons and battles were already built, we had to make the story go that far to see it.

A lot of Chapter 6's dungeons which require going around the world in the airship to a lot of different places to be able to get certain items to advance the story. 

In Chapter 3 (you can also see this if you played Advent of the Dakk'rian Empire) we put a LOT of work into three different paths the player can use to sneak into the main Capitol Fortress. That's two significant paths the player can never really fully experience. We were going to have a similar branching path in Chapter 5, and we got so far as to have the voice actors record all the lines for the branching paths, but we axed it fairly late in development to save on time to finish the game. We will likely not do branching paths where the player can miss a significant amount of content again in the future. 

The whole final continent at the end of the game was meant to be a surprise addition to where the player can do a lot of endgame content and optional boss battles, including a randomized tower dungeon. This was also scrapped before the game released and the size of the continent was scaled down considerably to just include the parts that were needed to finish the story. Had the game did well, we would have likely put more development time into this abandoned randomized tower concept, but we may bring that back in a future game. 

The game was originally 12 chapters, and we could not come up with enough plot points and dialogue to fit within our smaller game budget, so we merged things together into 9 chapters, and once more before we settled on the current 6 chapters. We were also running out of space for abilities and maps. The RPG Maker VX engine we used was "only" limited to 999 slots. We also did not manage the database well and made it difficult to be able to have enough content that felt new and fresh every time. 

From a writing standpoint, we should have started from the end and worked our way backwards, this would have helped us figure out how to write a more cohesive story and allow for better setup of plot-twists. 


  • Saewo was a pain to design for 


Saewo - Also because this blog entry needed a picture

The development of Saewo was troublesome from the time we came up with a character to the end of the design. We wanted a fistfighting character that gets really Street Fighter Akuma levels of angry, who transforms into a dragon like Breath of Fire, with attacks as devastating as a Final Fantasy summon. 

We developed the dungeon this character was introduced in years before we actually began developing the character, and the dungeon was a hit in conventions we showed it off at. The creator of the Aveyond series even left a comment when we showed it asking how we were able to pull off the design of Mount Oreya with its shifting tiles in an engine like RPG Maker. 

Coming up with Saewo took a lot of back and forth between Myself and Jon. Jon was able to come up with a twist on the AP/Mana resource mechanic we were using and come up with something unique for Saewo with his RAGE meter. It helped solve a writing problem we had, since Dakk'rians lost the ability to use magic, it's the dragon and his rage that allow him to use his abilities.

  • The importance of Task Management, Proper Communication Channels, and Version Control 

We spent almost four years developing the game with no proper task management system. We were coming into the studio and working on whatever felt like fun. It was the most creative time of development, but there were no constraints or deadlines, and because of that, there was no light at the end of the tunnel. We used a Facebook group to communicate with one another on development of the game. 

In 2014 when me and some of the other team members got day software jobs we began to learn about how useful these task management systems were and I wanted to start using one that worked for the studio. At first because we were all working from the studio and we didn't want to pay anything, we used post-it-notes, a whiteboard, and the free version of Slack. 


I don't remember exactly when I learned about it, but I learned about HackNPlan while going through the gamedev subreddit, and it seemed like a cheaper/cost friendly alternative to Trello, another task management "kanban" system used in the industry. We started using that tool and it really saved us during the pandemic and development of our other games when we stopped working from a central physical location. We continue to use HackNPlan to this day, and even got ourselves featured in one of the dev diaries by the developer in 2017. Thanks, HackNPlan! 

We used "version control" from the beginning with Dropbox and Google Drive, but we used professional version control REALLY late in development. I believe we should have tools that are user friendly for the team to be able to work. And I don't think even the professional game companies have got it figured out. Sure you can have an artist or musician try and learn command line tools and Git to be able to pull/push changes to a project, but it makes things time consuming if they need help or get frustrated, or a merge doesn't happen as intended. I've been working in software professionally for 11 years and I still have a guide next to me with git commands. That being said, we never used it for Whim Indie, and we continue not to use Git. Instead we use Unity Version Control (Plastic SCM) for programmers and Gluon for artists. It has command line tools for people who want to use it, but the pros for this is for the artists in our team where they can quickly and easily check in their work into the repo without having to teach them command line tools or Git. It works for us, but I think we're grandfathered into pre-acquisition prices. So your mileage may vary. Perforce may be a good alternative to this. 

As I mentioned before a lot of this was an expensive lesson that I had to learn on my own. Perhaps out of my stubbornness. 

Selatria Part 2 - About Difficulty, Spite-Based Game Development, Game Engine Selection, and why "Everyone Needs a Paul" will be posted in late-February. 

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You can support Whim Indie by wishlisting or purchasing Selatria on Steam (Leaving a review would be extremely helpful. We're trying to reach 10!) 
Wishlist/Purchase Selatria on Steam 
Wishlist/Purchase Spellbearers on Steam 
Purchase Spellbearers on Nintendo eShop 

And/or you can support by joining the Whim Indie Discord