Thursday, July 25, 2013

The Phoenix Project Update: Wednesday, July 24, 2013

The Phoenix Project
Status Update: Tuesday, July 24, 2013
By: Lauren (Rae)

Cameron (Segev) is up to his neck in the nitty-gritty this week, so I've stepped into do a do quick update in the interim. I'll be just like the good old days, where I rambled on a lot, except..well, different.

Part of the reason that Segev is so busy is that we've been working on a bit of a shuffle around behind the scenes - the sort of thing that isn't very interested to write about, but is important in making sure that the project is functioning as efficiently as we can do (particularly important with volunteer labour).

I'm sure you're probably sick to death about hearing about the Kickstarter - work is steaming ahead with that - and I'm in the process of lining up a series of interviews in the run up to September, which we hope will help to bring a few more people into the Missing Worlds Media community and hopefully help us achieve our Kickstarter target.

The guys have already carried out interviews with Polygon [ed note: now available at this link! -zm] and Inc Gamer, and we've got more lined up with EjectDisk.com, Games.on.net as well as podcast interviews with Plus10Damage and Critical Hit being arranged, which we're hoping will start to filter out over the next few weeks.

A couple of our developers look set to be heading to Gen Con Indy 2013 - while we don't have an official presence there, we're hoping to be able to hand out a few flyers and help to make yet more people aware of our existence. Gen Con has a lot of people excited, as Mercedes Lackey, who was so instrumental in the SaveCOH campaign and helped to lead the Hail Mary charge has been named the guest of honour.

If you're going to Gen Con, let us know - if you can help hand out flyers, or just fancy meeting up with a couple of our devs, we'd love to hear from you.

Segev is hoping to write about the reshuffle of MWM once that's been completed, but..well, at the moment he's just a bit too busy doing it to actually write about doing it.

Other than that, the only thing I have to offer you is this little video. It's a sneak peak at the launcher that some of the development team have been working on.




..I can't wait for it to have something to connect to. The first time I saw this, I was really rooting for it to connect to a server.

Soon - with your help, at least.

~Lauren

The Phoenix Project Update: Tuesday, July 17, 2013

The Phoenix Project
Status Update: Wednesday, July 17, 2013
By: Segev
 
We're sorry for the even later update this week, more of a mid-week one than a start-of-week. We had planned to share an overhaul of the KS perks that we'd been working on, but at the last minute realized that we'd forgotten to take something into account. While we're working on cleaning that up, what we have at the moment is nothing "new" there. So instead, a little more on current events!

This past weekend was Cape Con. We didn't have any official "presence" planned there, but Quantum Hero was in attendance, as she'd planned to go since before this whole project even really got started. She apparently sneaked in a very brief demonstration of the working launcher that our Tech people have put together. It may not be as exciting as some other things, but it's actually a pretty big and important "under the hood" step, so she was very pleased to have it to share. Apparently, there were even some non-CoH fans who saw her presentation and were interested enough to express a desire to support the KS. This is very encouraging!

Other fun tidbits she reports include the "cape mission" that the heroes of Cape Radio performed. Apparently, an infestation of devious mole-villains had attacked at the Great America amusement park, and they took photos after whack-a-moling them to thwart their evil schemes. In all, it sounds like a great time was had by all. She reports, as well, that the next Cape Con will be in Texas, so those who're fans of Cape Radio and just plain gatherings of good folk who like super heroics, keep your ears open!

Tuesday, July 9, 2013

The Phoenix Project Update: Tuesday, July 9, 2013

The Phoenix Project
Status Update: Tuesday, July 9, 2013
By: Segev

My apologies for the late update. The stars just aligned to get in the way. But, fear not! Here it is for this week! We'll start off with a bit more on Kickstarter.

With the various funding drives that are ongoing or upcoming in the Plan Z family, it has been expressed that some are concerned about the privacy of their personal and/or credit card data. The Phoenix Project is very concerned with protecting and honoring the privacy and integrity of any personal data shared in the process of supporting us. While I'm sure our sibling projects are, as well, I can obviously only speak for the Phoenix Project. Methods for achieving this protection of our backers can vary. We are going with Kickstarter, in part, as our means of doing this with the initial push: the credit card information, paypal accounts, etc. used to back Kickstarter projects are given to Kickstarter and Amazon to manage, and do not flow into the hands of the project coordinators. As an established and well-known business, Amazon has tools and policies in place to protect people automatically, freeing us to concentrate on providing the best rewards and presentation we can for the drive itself. In short, for this stage of the funding process, Kickstarter is the simplest method we can use to protect your privacy as you back us.

In answer to a few other frequently-asked questions, yes, most of the higher-level rewards refer back to lower-level ones as "included." We have had it suggested that we consider reshaping it to use add-ons and to have fewer "reward levels;" we're looking into that. If it does provide a tighter method of packaging things with less confusion, we'll probably have something more in that format for the final version.

Work, meanwhile, progresses apace, and we have our 3D artists talking to our tech people about some new assets they are working on to expand our adaptation of the engine. A lot of what we've got and are doing, we're saving for the KS itself, but here's an example of a very simple particle-use for a super-speed motion with our little blockman avatar.


That's using in-engine assets and our tech team's efforts with "auras;" our artists are looking at ways to build more exciting ones for final release. Stay tuned for more as we release a few more teasers in the next few weeks!

Monday, July 1, 2013

The Phoenix Project Update: Monday, July 1, 2013

Missing Worlds Media Presents
The Phoenix Project Update
July 1st, 2013

We are at present just over two months before the planned for beginning of our Kickstarter. One of the biggest questions we have been given has been asking us what our planned for perks are, so this week we decided to give you the planned for list. Yes, this is a blatant solicitation of feedback, so we can tweak and refine the list before we launch the Kickstarter.

Armchair Hero
$1 - An emailed thank you letter including special desktop wallpaper featuring Missing World Media artwork

Construction Crew
$10 - A physically mailed thank you letter + Name included in game at a special commemorative wall

Tourist
$15 - City Map physically mailed to you (guaranteed within continental US; discuss for foreign mailing, includes Construction Crew)

Resident
$25 - Digital Copy of finished game, including one month VIP subscription, plus 3 day headstart access to finished game (includes Tourist perk)

Neighborhood Watch
$35 - Special Kickstarter in-game character badge and title + a badge included in the mail with your map of the city. Opportunity to reserve your global name a week before the Avatar Builder is out. (includes Resident perks)

Deputized
$50 - Enrollment in closed beta & Missing Worlds Media exclusive Kickstarter costume set - The costume is unique, only to be released to KS donors. Ever. (includes Neighborhood Watch perks)

Fly Free!
$50 - Prestige travel power - unique to KS donors (includes Neighborhood Watch perks)

First Responder
$60 - A Missing Worlds Media t-shirt (limited 100 - includes Deputized)

Super Deputy
$75 - As Deputized, plus the travel power in Fly Free! Also includes a one month gift subscription (with associated digital download) to give to a friend

Dynamic Duo
$75 - Copy of finished game autographed by the developers, including three months VIP subscription, in addition to any copies from included lower tier perks. (includes either Fly Free or Deputized, your choice)

City Councilman
$100 - Name one of the citizens of Titan City, and use the costume creator to design his look (with help from one of our artists). He will be seen doing his thing around town! (limited to 50 - includes Super Deputy)

Agent
$150 - Name and design a costumed NPC to hang out in the Supers’ night club, Titan City Gym, or other locations (yet to be named), or to include in random missions in-game, per your choice. Includes a Missing Worlds Media t-shirt. (limit 50 - includes Super Deputy)

Iconic Champion
$250 - Your Chest Emblem In The Game: Work with one of our artists to incorporate your custom chest symbol into our game's character creator. Includes a Missing Worlds Media t-shirt signed by the development team and a one-off t-shirt incorporating your logo (limit 30 - includes Super Deputy)

Wanted!
$500 - 11x17 poster of your character, made and signed by the artist and core development team (limited to 20, includes Super Deputy)
Inside Man (I know a guy who knows a guy)

$500 - Name and help design major NPC contact in the game (limited to 20 - must be approved, includes Super Deputy)
Nightclub Owner

$ 750 - Name and design the Supers’ Night Club NPC owner (with approval), and can uniquely use the Nightclub’s exclusive VIP room (as a living space or super base) (limit 1, includes Super Deputy)

Head Personal Trainer
$750 - Name the Titan City Gym’s owner and design the NPC’s look (with approval), and can uniquely use its private training rooms and office to use as living spaces or a super base. (limit 1, includes Super Deputy)

Immortalized
$1,000 - A Statue in-game, complete with history plaque, for a character you design (limited to 25 - must be approved, includes Super Deputy)
Mogul

$1,500 - Glorious skyscraper named after you (or as you choose, pending approval), and gain the building’s penthouse as a unique living space or super base.(limited to 10, includes Super Deputy)

There Can Be Only One!
$2,500 - Design yourself a custom weapon or prop which is exclusively yours in-game in partnership with our talented artists. You have the option of granting access to this to others of your choosing. (limited to 20, includes Super Deputy)

Fashionista
$2,500 - Design a custom costume texture to your specifications to be available in the game, which is yours in the game in partnership with our talented artists. List includes gloves, boots, belt, pants, shirt, cape, and mask. You have the option of granting access to this to others of your choosing. (limited 15, includes Iconic Champion and Super Deputy)

One of a Kind
$5,000 - Design a custom costume texture to your specifications to be available in the game, exclusively for your characters. List includes gloves, boots, belt , pants, shirt, cape, and mask,with the addition of a custom weapon or prop which is exclusively yours in-game. You have the option of granting access to this to others of your choosing. (limited to 5, includes Iconic Champion and Super Deputy)

Saturday Morning Hero
$7,500 - You design a custom animation suite for your powers to be available in the game. (limited to 2, includes Super Deputy)

Key to the City
$10,000 - Your character is famous throughout the city. Everyone knows your character, with billboards up celebrating or condemning your exploits. Regular news broadcasts will include your character. You get a unique base location within a major city building. Your custom logo will be used on spotlights throughout the city to signal you for special beta-test missions before other people have access. You also have access to the developer lounge, the hangout for the developers and GMs within the game. (limit 1, includes Immortalized and One of a Kind)

Heroes’ Feast
$10,000 - Have dinner with the developers. We’ll fly you to meet the developers, followed by a tasty dinner and a LAN party exclusive Alpha test. We will even be sending you home with a box of swag. (limited to 8, includes Super Deputy)

Now, this is all being targeted with our initial budget in mind. If we run out of things rapidly, we have more options to add as we go on as well.

Some people have asked for a lifetime VIP, but due to Kickstarters rules this is not an option. Others have mentioned wanting more in-hand items, and while we would love to, the cost of manufacture and shipping is quite prohibitive for all but the simplest of items. So instead our focus has been on unique in-game elements, things which do not impact the game itself, but are nice perks and a sign to go "I was here first." The pre-order prestige sprints, PowerSlide, the Arachnos cape, the VIP badge, those were how CoH handled things. We are going a step further, giving people options to make an impact on the world itself.

In the end, this game is being designed for you, to be enjoyed by you. There is that little extra spring in your step when you step into a world where you know that statue, plaque or memorial was put there by people playing with you. And that is why we've taken this approach to our Kickstarter. Every one of you is important to us, and we want to let those who help bring this dream to life be remembered for it.

Tuesday, June 25, 2013

The Phoenix Project Status Update, Monday, June 24, 2013

The Phoenix Project
Status Update, Monday, June 24, 2013
By: Segev

Some hard news hit our community this past week. I do not wish to belabor it, because nothing I could say could really do justice to the emotions people felt and still feel. Our community is strong, and we will persevere. The Phoenix Project mourns along with the rest of our community.

This is not new development, but I would like to take the occasion to talk a little bit about how we plan to memorialize those who have departed who have left a mark upon the hearts of this community, because it has come up before. We want to remember without dwelling upon sorrow.

Titan City is a place of hope - whether for justice, or for personal advancement - and so while it will not forget, it will not be a city-sized mausoleum. Instead, it is a city of rebirth, where we look to the world of tomorrow while we remember those who came before. So, let us meet more of the city, and see the story behind an area very relevant to the emotions we are all feeling right now.

Following World War II, the city set aside a plot of land, as many cities did, upon which to create a memorial. For Titan City, they chose to make a memorial garden on a hill on the edge of Rhinehart park. The garden is surrounded by a decorative black wrought iron fence, having a brick-paved walkway which leads past an open grassy area filled with statues of heroes. On the west edge of the grassy area there is a lily-studded pond fed by a small formal stream that winds its way through a simple maze of lavender hedges. To the east, the brick walkway leads past a small information kiosk with information on each fallen hero memorialized here into the hedge maze. Trees of varying ages and species dot the maze, providing shadow for visitors. The maze itself is filled with nooks and corners, some empty and some holding elegantly carved wooden and ornately forged iron benches. Each bench has a plaque on one arm, naming the fallen hero it is dedicated to, and every tree has a plaque embedded in the brick beneath it. At the top of the hill there is a circle of apple and cherry trees. Inside the tree circle, there is a formal Victorian gazebo painted white, with scarlet and yellow roses climbing on trellises around the support pillars. A bed of violets, chrysanthemums, calla lilies, tulips, and snapdragons circles the gazebo, with four brick-paved walkways through the circle into the gazebo itself. We will not forget our great ones, our friends, our heroes and our beloved companions. This is how we choose to do so, with taste and decorum, with honor and reverence, and still keeping the city as a whole a place of growth and forward-looking hope.

This monument is a place for us to stop and remember and to introduce new players to our history, without making newcomers feel they're walking through a museum or mausoleum just by entering the game. I wanted to talk about this because I feel it important to discuss just how we will memorialize people in our game. Let us pray and hope that we do not have more names to add to this memorial before the Phoenix Project launches. We will always remember our friends.

Monday, June 17, 2013

The Phoenix Project
Status Update: Monday, June 17
By: Segev

The response last week to our announced date for the Kickstarter was overwhelmingly positive, for which we here at the Phoenix Project and Missing Worlds Media thank you. We're really excited about it. As most of the work for it is already done, we've begun shifting our resources and our volunteers' time towards working on some of the more boring to discuss, but still critical for a fully useful program, aspects of design. We're testing XMPP-compatible third-party clients for windows to use with our already-functioning server; unfortunately, while there are several clients that provide the functionality we seek for Linux, Unix, and other operating systems, we've yet to find a good one for Windows machines. If you know of one that supports, in particular, voice, please feel free to chime in. While ultimately we're going to code our own client for use in-game and to interface with out-of-game communication, we'd like to stress test things and get our main bulk of conversation to our own XMPP server. As voice chat is part of what we wish to support, we don't want to do a half-move while that's only functional for non-Windows users.

One of the more exciting things is a successful construction and import of a modular character frame with numerous options to turn on and off. We currently utilize components from the Cryptic open license animation rig, so will not be in our final game, but the off-the-shelf animation rig verifies that Unreal works with our approach. Congratulations and thanks to warcabbit for getting that working! The next step is to import our customized assets.

This image, again, uses off-the-shelf components from the Cryptic animation rig. The important note is that these components are modular, and can be "on" or "off." They're key to making the customizable avatars we all expect. Currently, all of them are turned on in this image, which is why it looks so blocky. As stated, we will be replacing these GPL elements with our custom components as we get them designed; that we can load this means we are that much closer to loading our own when they're ready.

This is only a part of what has us feeling very excited. We mentioned last week that certain things were ahead of schedule. While the product itself is still quite some ways off, our avatar builder has many of the pieces of underlying code set up and in place, putting us much further along on it than we expected to be at this time. The list of currently-functioning "moving parts" of the avatar builder includes:

* Scaling of body parts
* Asymmetrical scaling
* Character view rotation
* Zooming in and out on the character
* Texture changing
* Color tinting

There's not a lot to look at on the UI side of things, but here's a glimpse of what the rotation and zoom controls look like right now. We will be developing a more customized UI to go with our look and feel for the game. But this is what the basic controls look like for functioning camera elements.

There's still a lot to be done, but this is major progress under the hood!

Finally, we would like to thank Minotaur for stepping in to help as a forum administrator, and to welcome Zombie Man as our Online Community Manager. With the impending shift to the new site and forums, the extra volunteer to keep an eye on things is definitely needed. Minotaur's presence in a much earlier time zone will also help facilitate closer to 24-hour administration. Zombie Man will be helping us maintain more steady contact with our community, both by managing overall forum and other community-facing site design and by generally being our voice and ears should there be anything the community needs to hear or has to share with us.

With the push to recruit and grow between now and September, he will be pivotal in helping us organize community events and providing aid to all of you in telling your friends and circles of acquaintances about us! He will also be helping in scouting out conventions and making contacts to do more panels and other group events. If you have any desire at all to do something in a physical group of people in your area, let him know. He will help pick out somebody to be the physical site manager for that event and help direct any resources you might need in that direction.

We're very pleased with the response we've had so far, and we know many of you have a lot of pent up energy just waiting for ways to help out. Planning and attending fun events designed to spread the word is one way you can help and do so more or less to your own schedule. Art assets have been collected for your use, and more will be coming. We're also listening; if you have requests, let us know, and we'll see what we can do!

As always, we want to extend our hearty thanks for your support. You, the community, are vital for this project, and you've risen to the occasion every time. We're humbled and honored to be able to work on something like this project with all of you.

Monday, June 10, 2013

The Phoenix Project Status Update: June 10, 2013

The Phoenix Project
Status Update: June 10, 2013
By: Segev

For the last several weeks, we've been talking about the Kickstarter, and all we've been doing towards it. As we've come closer and closer to the mark, we've had more time to take stock of where we are. As the full set of materials for the Kickstarter site and its accompanying PR assets are all but wrapped and tied with a bow, our business team is evaluating it and making sure all our numbers add up. We're putting together the business strategy for all the things we will be releasing through the campaign to reward and keep your - our audience's - interest piqued for the duration.

An evaluation of our goals as a project, a business, and most importantly a community, has revealed that several of our technical and creative thrusts can be developed more fully much more swiftly than we realized. We only get one shot at the Kickstarter, and we want to really prove to you that we're going to deliver with your support. After careful consideration, we have determined that we can make it something spectacular with a slight delay. Our materials are all but ready, and before long we will be able to launch at the drop of a mask, but we can do better. To show it, and to give people time to save up cash for when the big day arrives, we are officially announcing the Kickstarter for the end of the Summer.

That's right: On September 8, 2013, the Phoenix Project kickstarter will begin! It will run until October 11.

This will give us a little time to work on a few additional spit, polish, and technical and creative developments that make it more likely that we'll succeed. We know it's important to the future of the project that we hit the target. Not only does it prove the strength of our community and the viability of our market, but in so doing it opens up the possibility of outside funding. It demonstrates how serious we are. So, while we have enough to make a strong KS, we want to make it iron-clad.

But still, we recognize and are thrilled that there are those of you who are burning to do something now. It may interest you to know that we're now officially the biggest COH community on FB, which is awesome. We've done our sums and have worked out that if everyone who 'likes' us on FB donated to the KS, they'd still have to each donate a sizeable amount to help us reach our goal. But times are hard, and while we want to give you the chance to put a bit aside, we also don't want to ask too much from you financially. It wouldn't feel right. So, in the time between now and September 8th, we're calling on you to help expand our community! Help spread the word, rustle up your old SGs - please help us in a real recruitment drive between now and the kickstarter 'live' launch - we need to find as many of the COH community as we can, we need to create a real buzz. We need people hyped up. The more people we have, the less we need from an average donation and the further the generous donors' large sums will go. Moreover, the more we prove what our community can do when it wants to support its goals.

Our new web site, with a smoother sign-up system, will be up within the next few weeks. In the meantime, signing up on the forums is not the only place to be a part of this. Get your friends to friend us on Facebook so they can more readily see our weekly updates. Ask your tweeter friends to follow us on Twitter @MWorldsMedia for news and links to new materials as we get them ready. Email us to be added to a mailing list (using the subject line "Sign Me Up to Find Missing Worlds!") that will be used for special announcements and to help us integrate it with our new web site.

We're so excited by your support, and we now want to turn you loose to really grow our base, so that on September 8th, we can blow everybody's - even our own - minds!