I’ll go ahead and update everyone since Ino is lost in the world of Zelda today. The team has been very busy the past month working on our engine tools and gameplay features, and core experiences. I will personally be working on having more frequent blog posts, dev updates, and videos when they are available. I am aiming for at least twice a month and video snippets from our demo Fridays. Importantly, I hope to shift our blog posts to our website in the future.
In the last blog, we mentioned that we would take note of the QA document that was compiled from the community. I got to work and nagged the team leads to answer them, nagging is what I do best. You can find the questions here. Thanks for organizing and bringing this to our attention @Rawr! The leads answered most of the questions but we will wrap up the rest over the next couple blog posts as we have more concrete answers. Get ready for the wall of text!
Could we please have a roadmap? I.e.:
Lists of features you’re working towards
We are currently working towards a dynamic list of features to support an exciting experience with our sandbox adventure style game. A general list of features would include:
Building, Resource Gathering, Crafting, Combat / Weapons, Multiplayer, Natural AI, Companions, Large Multi Biome Worlds, Portals, Questing
Up and coming dev milestones.
By mid-June we expect to have our “vertical slice” as our core gameplay experience is due to submit to our team and investors.
Dates we can expect to hear from you guys (which can literally be an announcement of an announcement)
Mid-June will be our next big announcement. We are stepping up our interaction with the community over the next four months with developer blogs and videos twice a month to showcase progress and let you guys see all the fun stuff that we are all excited about!
When should we be hearing about the “plan for coms”.
You just heard about them in the last question. =)
2 x a month with developer blogs and videos
With regards to the roadmap:
What features are expected to be in the alpha? When will it be released?
Our focus for alpha is a strong compulsive game loop built around our core features to explore, collect, create and engage in combat all within a multiplayer experience.
What features are expected to be in the beta? When will it be released?
As we progress to beta we will deepen and broaden our core features as well as add support for questing, portals and logic.
What features are you aiming for with full release? When?
Creating a robust feature set that supports an adventure sandbox game would not be complete without beginning to delve into the lore that brings our world to life. We will have a write-up from gameplay and design by the end of next month on what to expect.
Will OSX/Linux usability be part of that release?
Unlikely. The core parts of the engine that make it Windows-specific have been abstracted behind layers which will allow us to more easily approach OSX and Linux, and supporting OpenGL also moves us towards that goal. Unfortunately, as with many things in development, you cannot be 100% confident in anything unless you can see it working. We do not actively test on OSX or Linux.
When will people start getting access to v2? Does anyone outside of NK have access already?
A select group of testers will be using the software during development to assist with bugs and feedback. Please note, this is not an early access release, this is a development release. We are looking forward to getting the software ready for our early access users and as we get closer to being able to provide information on a time frame you all will be the first to know.
Will you need to sign up for the Alpha?
Over the next few months we will be better positioned to start putting a date to when we can expect to have a closed release to the public. Our team is excited to bring people on board for the experience and just as soon as we can, we’ll let everyone know.
You mentioned “Playtest Fridays” on your youtube a few years back; do you still plan to do something like this?
As we move closer to our Alpha we can get back to our playtest Fridays. In the interim, we have demo day Fridays where developers have the opportunity to showcase their work to the team. These works will make their way to the community in the coming weeks and months and give you all a better insight to what we are currently working on.
How much has the core lore/story concept changed since the kickstarter?
Not significantly at all, in fact, we actively keep towards the framework of lore when defining design and various aspects of gameplay.
Are the entities (gods?) from this post still part of the game/story?
There are still god like characters that the player will learn about and we’ll write more about them in a future post.
Why was the gem removed from seed’s hands?
As the lore has changed the reasons for removing the gem were necessary. More to be revealed at a later date.
Is Tuggles still going to be used?
Radial Menu UI prototype
Have a great weekend and don’t forget to follow the leads!