Kieran
Developer
Dearest backers,
We promised you a public video but then we got cold feet. We're not very comfortable with showing the game while it's still so far from completion. While we see the progress we've made it's inevitable that people will only see what we haven't done yet, the flaws. Don't worry though, we are actively working towards a video again now.
In general we're focusing much more on big stuff and less on features that can be completed quickly. This is more true now than ever before. While prototyping stuff, doing mockups and just the odd bit here and there is fun, it's actually more harmful than beneficial at this stage. We need to work methodically and make sure we do everything in the most efficient and actually useful way possible.
Currently Madoc is focusing almost entirely on AI. This doesn't mean that today he's doing dodging and tomorrow he's doing some other behaviour, it means he's building the framework that will support all possible actions a character may take so that we can add them later (and do it properly). A lot of time so far has gone into pathfinding, this was postponed from earlier in development in order to focus on tools and systems that were crucial to content development. Pathfinding is quite a complex problem in general but the most effort has been going into having clever pathfinding on just unclassified geometry; without content designers having to specify where or what can be walked on or making predefined paths. This is essential for the large and dynamic game world we're creating. This is not complete yet but it is prototyped and the problems we were most uncertain about have been solved.
As a team we've been fleshing out the game world to the level of detail we need to actually make it. We've been designing a detailed world map, outlining regions, locations and even individual characters. In terms of art we're mostly developing new environments for different regions and settings. These are still incomplete and bare but we'll try to feature some in the upcoming video.
So, expect a video before long, really this time. We're taking some time off the big stuff to polish up a few things and add a couple of cool features even though it's not the best thing for us to be doing right now. Thank you for your patience, you funded this project and you have every right to be kept in the loop, we've been overwhelmed by development work but we do honestly want to make an effort to communicate more with you.
Best,
Bare Mettle
We promised you a public video but then we got cold feet. We're not very comfortable with showing the game while it's still so far from completion. While we see the progress we've made it's inevitable that people will only see what we haven't done yet, the flaws. Don't worry though, we are actively working towards a video again now.
In general we're focusing much more on big stuff and less on features that can be completed quickly. This is more true now than ever before. While prototyping stuff, doing mockups and just the odd bit here and there is fun, it's actually more harmful than beneficial at this stage. We need to work methodically and make sure we do everything in the most efficient and actually useful way possible.
Currently Madoc is focusing almost entirely on AI. This doesn't mean that today he's doing dodging and tomorrow he's doing some other behaviour, it means he's building the framework that will support all possible actions a character may take so that we can add them later (and do it properly). A lot of time so far has gone into pathfinding, this was postponed from earlier in development in order to focus on tools and systems that were crucial to content development. Pathfinding is quite a complex problem in general but the most effort has been going into having clever pathfinding on just unclassified geometry; without content designers having to specify where or what can be walked on or making predefined paths. This is essential for the large and dynamic game world we're creating. This is not complete yet but it is prototyped and the problems we were most uncertain about have been solved.
As a team we've been fleshing out the game world to the level of detail we need to actually make it. We've been designing a detailed world map, outlining regions, locations and even individual characters. In terms of art we're mostly developing new environments for different regions and settings. These are still incomplete and bare but we'll try to feature some in the upcoming video.
So, expect a video before long, really this time. We're taking some time off the big stuff to polish up a few things and add a couple of cool features even though it's not the best thing for us to be doing right now. Thank you for your patience, you funded this project and you have every right to be kept in the loop, we've been overwhelmed by development work but we do honestly want to make an effort to communicate more with you.
Best,
Bare Mettle