I actually wanted to do a monthly recap/outlook, but kind of missed the month's mark... so here is the slightly delayed version of that:
It has been about 1.5 months since the Kickstarter ended successfully. To be honest, I started getting a bit worried about the Kickstarter possibly failing, when we approached day 25 of 30. At that point, we still had $10k to go and I was really afraid we might not make it.
Fortunately, the last 48h of the campaign were amazing and more than $17.5k somehow managed to find the way to us. So thank you again, to all you wonderful backers all around the world. It means a lot to me and Gavan.
A couple of people helped in getting the word out, which was probably a significant factor for the success (don't have accurate data on that, but I like to think it made the difference). Thanks again to everybody who helped us.
After the campaign, a lot of discussions emerged, asking for a change in direction away from the initially intended rogue-like towards a more traditional RPG. We were caught a bit off guard with this, but after discussing it a bit it made sense to us, that more people would care about exploring the vast world that is there, instead of rushing through it (and die in the process). We decided to replan the game content for this reason.
Edit: For all the rogue-like fans: Don't worry, we will have a rogue-like mode, but it will be delivered after the traditional RPG mode.
Implemented during and after the Kickstarter (just a few of the major points):
- First person/free floating camera and re-rendering for the new viewpoint
- Character rendering and movement
- Collision detection
- Refactoring/unification/code clean-up tasks
High priority, plans for the following few weeks:
- Item pickup/dropping/interaction
- NPC/monsters movement and interaction
- RPG basics (trading, questing, progression [experience])
- Basic AI
- More biomes
- Graphical enhancement for characters/NPCs/monsters
- Items/stats/skills/monster types (content enhancement)