The Phoenix Project
Tech Status Update: Tuesday August 13, 2013
By: Doctor Tyche, Game Tech Director
Subj: Kickstarter 'Stretch Goals'
It has been a week since our last update, and what a week it has been.
The first full election of company officers has been completed, and I,
for one, welcome our new Quinn overlord, er, I mean company President.
With Segev's transition to student now all but completed, stepping in to his shoes as Studio Director is Wraith, known to his family and friends as Jacob or PlanetJ.
Now that the business adjustment is completed, all steam ahead for the
Kickstarter. One area people have been asking us about has been to find
out our stretch goals. To understand them, you first need to understand
our target.
Our initial target, the baseline, is for 12 zones,
the first 30 levels, 5 archetypes, with 20 powersets, and the client
running on Windows.
Stretch goals mean we can enable people to
dedicate more time to the project, which in turn means more work done on
the various areas. More levels, more powers, more archetypes at launch.
We have mapped out a full range, over 40 zones, 50 levels, 18
archetypes, over 60 powersets, and to have our client running on
Windows, MacOS X and Linux. Our plan is to have them in eventually, even
if we only hit the minimum with Kickstarter. The stretch goals then
become the factor in how much we will have at launch.
Some
areas are easier than others, so for instance Mac support comes early
on, while side switching comes late in the stretch goals. Side note, the
late introduction of side-switching may sound odd until you grasp how
we are aiming to do it. It is not a simple bipolar expression, where you
either are, or are not, a hero or villain. Nor is it a circular wheel
where you go from one to another around and around. It is far more
subtle, far more expressive. If we were to do something simple, then it
would take less time. But, is that what you really want, or do you want
it to be more nuanced, to be better able to express the difference
between a hero and villain? Your caped crusader hero is far difference
from your redeemed netherworld demon, after all, and it is about time a
game reflected that. The same with your super-powered corporate suit
against the crazed French-speaking maniac bomber, the world reacts to
each differently.
A lesson I learned a long time ago, promise
only what you have a 90% chance of delivering. While we want to promise
everything we have planned for day 1, the truth is we have to be
realistic. 30 levels needs half of the content of 50 levels. 12 zones
needs a fifth of the artwork and coding demands of 40. And so on. By
taking this approach, we know we can deliver a game, and eventually add
what we want. But with stretch goals met, we can bring more sooner, and
that leaves it up in to your hands.
We at The Phoenix Project appreciate all of your support, and thank you.
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