After 10 weeks of non-stop work, it appears I have succumb to a thing called “Computer Vision Syndrome”. Who knew computer vision syndrome was a real thing? As far as progress, this isn’t likely going to put us back at all. I figure if I cut out all screen based recreation for a while, I’ll be okay. This has allowed me some time to take a step back and look at the state of the game, evaluate our progress, and plan for the future.
As some of you know, we’ve previously stated that we are openly against releasing the game in any pre-alpha state. Let me know clarify what I mean by “pre-alpha”. By this, we mean we’re not interested in releasing a game with the core mechanics and few objects in the game (i.e.-where we are now). Ideally, we want to get to a point where a game round will have enough content to keep people occupied for the duration of the round and have the game as solid and stable as possible. We estimate that we can accomplish this in late Q1 to early Q2 2014. Don’t quote me on this, though. We have a lot left to do from now until then and many more things could potentially come up that we didn’t plan on.
As for distribution, we’ll likely be distributing the earlier versions of the game right here on our website. Obviously, we’ll let you know when the time draws near.
In all honesty, this is a bit of a touchy subject for me. I read an article yesterday that well summarized how I felt about the whole kickstarter thing. The whole post is a good read and I would recommend it if you have the time. Basically, we’re using a number of free tools at our disposal right now to make this game. However, we’re realizing as we progress, we’re finding it’s going to be quite difficult to make a well rounded game in our spare time with these free tools without earning any sort of income. We’re also spending a lot of extra time recreating tools or mechanics that we could instead purchase to help us focus on developing the game and create higher quality content. Also, not knowing much about Kickstarter, I’m a bit skeptical as to how the whole thing works. People give other people their hard earned money for an idea? It seems odd. That’s why we haven’t done any sort of crowd funding, yet. We want to show the community what we have planned and not just tell you. I find it odd that people are asking for ~$1,000,000USD when all they have to show are some concepts or an early prototype video.
Since we went public with our game a little over a month ago, we’ve received a number of emails from people offering us monetary support. At this point in time, we feel we’re not ready to be accepting any sort of monetary support for multiple reasons. This is Indigni’s first ever game and I want to prove our worth before we ask for anything in return. That’s what we would expect from other developers in this market.
I should take the time now and state that we’re making this game because we love game development. Personally, I never planned on monetizing off of this. It started as a project to be considered for graduate school and in the matter of a season it evolved into what it is today. The ability to have an idea, create it, and let others interact with what we have created using modern technology is what drives us to do what we’re doing.
As stated, we’ve taken the past week to step back and analyze the direction of this game. We want to ensure that we’re consistent with our designs and code. We also have:
- Started to implement the nuclear energy generator.
- Interpolation. Basically, the client sends the server the certain information in intervals. Instead of sending the certain information ever frame (which would create lots of lag) it’s sent every x frames. So from point A to point B the server kinda has to guess.
- More atmos assets.
- Started Security assets.
- Metal fabricator. This little mobile machine allows the user to make useful things out of metal sheets.