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Development History

Posted by Adam on June 20, 2016
Posted in: News.

For the sake of gauging how quickly I’ve been making progress with my nights-and-weekends development, I decided to consolidate my progress into a single list, with logged hours connected to each section (quarterly or monthly).  I’m hoping this’ll help me anticipate what the rest of development might look like, and/or brainstorm how to speed things up to meet some more desirable goals.

Thankfully, I tend to be thorough with tracking both time and tasks, which made this report easy compile.

I thought it’d be fun to share this list, offering a peek into the development story of Nectira, so far:

 

2013:  No Hours Logged

Summer – Winter: Learned basics of programming, dabbling in various “learning projects”.

 

2014  (550 hours logged)

1st Quarter:  48 hours logged in Feb 19 – March

  • Started Nectira around Zale’s (first son’s) birth.
  • Whipped out most of the basic elements. (including enemies, level flow, combat and traps; with 3 trap types, and three element types)

2nd Quarter:  171 hours logged

  • Hand-Crafted an over world map, with a few hand-crafted levels
  • more level content (procedural, regenerating trees and bushes)
  • Controller Support Added

3rd Quarter:  281 hours logged

  • Procedural generation of every level
  • Procedural generation of realms
  • Newly designed Yarku
  • Theme Song
  • 2 more traps
  • 2 more elements
  • 5 varieties of the new Yarku

4th Quarter:  50 hours logged

  • Greenlight Polish, Video and Campaign
  • Concept Art and Design Articles
  • Lots of holiday breaks (minor progress)

 

2015 (268 hours  logged: Jan – Sept)

January:  40 hrs logged

  • New Nectira design and implimentation
  • Yarku Hives
  • Yarku Eggs
  • Toxic Fog

February: 26 hrs logged

  • Hive levels added to realms
  • Update Map Generation (flow changed: hive, vine, repeat)
  • Upgrades menu and implementation

March:  35 hrs  logged

  • Celaem Vine Anthem 1
  • Corn Cannon Trap
  • Sun Element
  • Bambarricade Trap
  • “Policopis” Butterfly Critter

April:  20 hrs logged

  • Gems Change Necira’s Colors
  • Nectira color varieties added
  • Bubble Element
  • Sulfur Element

May:  50 hrs logged

  • Color Palette Swapping, in place of large texture files
  • Gem Use Added
  • Jade Special Ability
  • Diamond Special Ability
  • Rhodonite Special Ability
  • Stinging Sedge Trap
  • Flurry Element

June:  19 hrs logged

  • Start World Map Generation (10 Islands onto world map)

July:  36 hrs logged

  • Finish World Map Generation  (10 Islands onto world map)

August:  35 hrs logged

  • A Page of Fixes and Improvements
  • Moving between realms and world map
  • Hive Anthem
  • Title Screen art and implementation
  • Story/Boss Placeholders

September:  7 hrs logged (partial)

  • Options Updated
  • Page of adjustments/features/bugs.

4th Quarter: hours not logged

  • Save/Load implementation
  • Options and System transitions/ notifications
  • Extra Background (layers)
  • Forest background layers


2016 

January: 36 hrs logged

  • STEAM GREENLIT:  focus shifted from content to story and 1st realm progression
  • Story Script Writing
  • Yarku, Intro Frame
  • Nectira Empowered, Intro Frames

February:  15 hrs logged (partial)

  • Intro Music
  • Yarku Runt Enemy
  • Heartland Realm Generated as starting Realm

March:  20 hrs logged (partial)

  • Celaemheim (starting area)
  • Subtitle System
  • Intro Scripts and Voice Acting
  • Birch Trees added
  • Heartland BG Layers

April:  hours not logged

  • Celaemus Dialogue Art
  • Dark Chogi Monster
  • Seloryv Root/Sprout
  • Erkolial Tree and magic tree framework
  • The Celaemean Garden @ Heartland Realm
  • First few “Game Guides” (non-intrusive “tutorial-esque” pop-ups)

May: hours not logged

  • Finish “Game Guides” (~15 total)

June:  ~26 hours logged so far

(NEXT MONTH’S POST)

 

Now that I’m keeping a digital record of my monthly progress, I can easily start pasting those here, as monthly updates.  Maybe I’ll add a couple pics to each, as well.

*fun fact, of the partial hours I’ve logged up to this point, I’m up to about 915 hours, or almost 23 weeks, if Nectira were a full-time project.

I’ll get on the July update in a couple weeks!

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Nectira is being developed by Adam DeCuir of Dija Studios