![]() ![]() As you might imagine, the “how” of achieving these goals was the hardest part. In other words, stealth can’t be seen as an “I Win” button, or “Easy Mode” for players. The most important criteria for having stealth were that it was fun, not OP, wouldn’t promote/encourage stealther gank groups, no stunlocking, no easy on/easy off stealth, no unlimited stealth + strong opener + vanish, as well as other goals that I have talked about on the forums since day one. However, before, during, and after the Kickstarter, I was clear that we wouldn’t have a stealth system in our game unless I believed it was a great system, one which added a lot to the game, and that the stealth mechanics had to meet a number of criteria. Dark Age of Camelot is regarded by many as having the best stealth system in any MMORPG, and I think that Warhammer Online: Age of Reckoning also had an interesting stealth system. Stealth in MMORPGs has always been a controversial subject but having stealth in my MMORPGs has always been a focus (sometimes “Yes, let’s do it” and other times “Oh god, my head hurts just thinking of it!”) of mine. However, it is another Stretch Goal focused on what all of our Backers truly want: a great MMORPG, which can be released as quickly as possible while maintaining quality and its projected feature set, so they can play with their friends, and kill their enemies.Īs always, we thank you for your support! This Stretch Goal, like our other hiring goals, is not sexy, pretty, nor particularly exciting, and, well, you know where this is going. FYI, when met, this goal will expand our core programming team beyond what we had originally planned for the game. Our other hiring Stretch Goals have had a profound effect on the game already, and we expect this Stretch Goal will be no different. Their mission, should they choose to accept it, is to help us deliver Camelot Unchained on its current schedule, or faster (depending on when we can hire them), without sacrificing quality or features. Thus, this Stretch Goal is all about hiring two additional mid-level, gameplay-focused programmers for the team. To fulfill those intentions, we are now focusing all of our Stretch Goals on adding additional people to the team, until we are “locked in” for release. We have been very clear about our intentions to deliver the version of Camelot Unchained that our current Backers have donated for, and not have an ever-expanding game, with an ever-expanding release date (see Foundational Principle #15: ). ![]() To be clear, this Stretch Goal is intended to be ready for launch this is not an Extender Pack. Once this Stretch Goal is met, we will contract with an outsourcing house or contract animators to provide these animations for the game. Thus, this Stretch Goal is a win-win for all of our Backers, whether they are RP-focused or not, as it does not slow down our development schedule. Thus, for those of you who would love to see things like d… dan… (Darn it, you folks know I hate this word, remember the Imperator tee-shirt?) dancing, racial idles, class-based taunts, and other fun and useful animations added to the game, this Stretch Goal is for you!įor those who aren’t fans of RP-style animations, well, the good news is that because our in-house animators won’t have to create these, they can focus all their time on the more combat-oriented and difficult animations. What we’d like to do is outsource a whole lot of fun RP-focused animations to add to the game. Now that our new animation system is in the game, we want to give all of our players (and especially our RP-focused players), some extra love. Here’s a fun Stretch Goal that can be completed during the game’s development phase. Reached: Role-playing Pack #1 – Animations for Everyone! ![]()
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