This update will be short as I don’t have many screenshots or prototype videos to share today. However, we did prepare a 30-minute playthrough video for you all! Since the last progress update, we’ve been working hard on polishing our current features and systems. We’ve made incredible progress this month but we still have a long way to go. Have a great weekend and 4th of July!
Today we’re excited to share the progress we have made in the past few weeks. Development of Eternus 2 is making great strides as we are now starting to streamline how integration works for Art and Gameplay teams. For example, we can now directly bind to an Art authored UI layout instead of Programmer placeholders. Our radial menu is now implemented in is going through more polishing as we continue to test it. You can check out the building prototype and new radial menu in the video below.
Importantly, it’s been almost 1 year since Eternus 2 development started! We have learned a lot as a team and will continue to grow as we keep moving forward.
I apologize for the delayed update as I was out with the flu last week. It is good to feel alive again! Getting back on topic, our engine team is cranking away on the Eternus engine and tools. Our gameplay team is improving our building methods, islands and more. Art team has been hard at work creating new assets for TUG. You can some images and video examples below.
Meanwhile, @x_nekochu_x is hiding away in the sound booth working on sound production stuff. I have been nagging him a lot to let me help out with sound effects. There’s just something extremely fun about making sound effects. For example, breaking things… many things.
We also updated our website and relocated our blog to the main site. You may find a few older posts with broken links and images but there is not much we can do to fix them.
The community questions have been finalized and we hope to have more details in the future. If you missed out, don’t worry! We can do another in the near future. We apologize for some of the TBD answers as those are still in discussion.
With regards to the game’s business model:
F2P was mentioned, although you last stated you were leaning away from this idea, are we any closer to a definitive business model and where is the “grey areas” currently?
What is TUG likely to cost (if F2P, how will you be making the money you need)
You mentioned the core engine was to be made available for developers to make their own games from, can you expand on that?
Our goal initially is to provide access to the tools, documentation, tutorials and examples for devs to tie into our engine and develop their own mods and games.
What is the plan for the kickstarter rewards? (Pets, mounts, wisps, etc…)
How do you plan to deal with the negative reviews and discussions on steam? Have you thought about removing the old steam page?
We have had discussions about that, but at this point we are waiting to move the product further along before we make any adjustments to community discussions
If you remain on Steam, but remove the original game listing, will you be handing out keys to all original players?
What are your current plans to draw in and maintain a large user base?
The game we are developing we hope to be fun and engaging for users to play and as important is the platform we are creating for modders and developers to be a part of. A combination of both a great game and tools we believe will draw in and maintain users in large numbers.
Do you have a community manager / QA member at NK? Do you have plans to get one on the timeline?
As we are beginning to make efforts to refocus on our community we have moved resources to fill the roles for managing the community. They will be providing updates 2 times a week and participating in the forums as well.
In regards to PR, stop saying “early next year” or “soon,” etc. Either give a timeframe or don’t talk about it yet/in that way.
How many people currently work at NK?
How many are from the original kickstart team?
Our original team size was about 10 developers. From then till now we have grown a lot and 8 of the original guys are still here on the team, or actively collaborating from other projects they have joined.
Do you have multiple development teams? What are they working on?
Our full focus is on our single product and the development of the technologies to support it. The teams working towards this effort encompass
Infrastructure / Tools / Engine / Gameplay / Data Sciences and Art
What kind of data is going to be gathered?
Our focus on data is about how players play. We are looking at when and where do players go in the world, what things do they gather, etc.
What will the data be used for?
Gathering this data enables us to improve the experience for players based on a more scientific approach
Will the data be anonymous.?
Who will have access to view this data? (Eg.. all, devs, or sold)
Nerd Kingdom and developers will have access, as well as modders, and various academic institutions that are open to publishing findings publicly, but never without consent of players.
Regarding inter-player activities and conflicts:
What’s the plan for managing Griefing and the Kill-on-Sight attitude many have in survival games?
What’s the plan for managing harassment and other illegal activity?
If you’re running servers open to minors, will you have any special rules dealing with age differences among players?
What kind of in-game communication options/resources will players have?