Making Games has posted a new article for Kingdom Come: Deliverance with Creative Director Daniel Vavra about the dark side of AAA production.
More information.Building a AAA medieval game as an Indie studio is tough. Experience and passion won’t do the trick alone. Simply put: you need money! A lot of money!
Our original plan for Kingdom Come was to develop a prototype in 15 months and show it to all the publishers. Given our original commencement day this was supposed to fall on September/October 2012. Unfortunately, there were some delays when starting the company, and the deadline shifted to Christmas 2012. We didn’t realize at first that you can’t actually sell anything but trees, turkeys and trinkets at this time of the year. We shifted our deadline to February and that gave us space to improve the thing (and it also cost us some extra money).
In the end we moved the presentation till after Christmas which gave us more time to improve the planned features and add some extras. We created more cutscenes and dialogues than we originally planned, we had a completely functional GUI and map, and we even had details like accurate item pick up: the character will actually correctly grab the item it is picking up. I was really proud about our final build because it contained almost 100 per cent of what planned for it, looked very good and didn’t crash (almost).