Hello Everyone!
Creating a game is no easy feat. It can be challenging to manage assets, code, scripts, and production schedules. However, nothing is more frustrating (or frightening) than losing game data or important information. This happened to Estudio Ábrego a few times during the creation of Noahmund. As the team gears up for the game’s release, we’d like to share just a few nightmares they faced during development:
After a conference at Gamepolis 2017 to discuss Noahmund’s soundtrack, they lost the entire manuscript for the game. This meant that all the fixed dialogue and scenes for the game were lost. This forced the writer to rewrite the whole game with a whole new vision. It took a year for him to complete it, but he’s happier with the characters, scenes – and of course, the ending. It was a major setback at first, but it allowed the narrative for Noahmund to evolve into something even better.
If that wasn’t enough to deal with, every time Estudio Ábrego moved from one office to another, their game repositories broke – and days of work were lost in the process.
Despite these challenges, Noahmund is nearly complete and will be available on Steam soon!
What are a few of your game dev nightmare moments? Let me know in the comments!
Nile @ Estudio Ábrego
https://www.facebook.com/noahmund
Creating a game is no easy feat. It can be challenging to manage assets, code, scripts, and production schedules. However, nothing is more frustrating (or frightening) than losing game data or important information. This happened to Estudio Ábrego a few times during the creation of Noahmund. As the team gears up for the game’s release, we’d like to share just a few nightmares they faced during development:
After a conference at Gamepolis 2017 to discuss Noahmund’s soundtrack, they lost the entire manuscript for the game. This meant that all the fixed dialogue and scenes for the game were lost. This forced the writer to rewrite the whole game with a whole new vision. It took a year for him to complete it, but he’s happier with the characters, scenes – and of course, the ending. It was a major setback at first, but it allowed the narrative for Noahmund to evolve into something even better.
If that wasn’t enough to deal with, every time Estudio Ábrego moved from one office to another, their game repositories broke – and days of work were lost in the process.
Despite these challenges, Noahmund is nearly complete and will be available on Steam soon!
What are a few of your game dev nightmare moments? Let me know in the comments!
Nile @ Estudio Ábrego
https://www.facebook.com/noahmund
- Joined
- Jul 11, 2018
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