Author Topic: State of the game, release, and much more - Dec 2014.  (Read 4563 times)

Coby

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State of the game, release, and much more - Dec 2014.
« on: December 13, 2014, 01:50:15 PM »
Hey everyone,


Lots of questions have been coming through the forums lately asking about the state of the game and where we are at. I've began writing a very detailed post which will go here and out to KS as an update when finished which should answer most questions. However, in the mean time (will try to have that post up tonight), the situation can be succinctly summed up as:


1. Game is still under active development
2. Active development has been very slow since September
3. We've been working through some tough times to get back on track
4. Release date is unknown, still a ways off.
5. Release plan (PC/Mac/Linux then later iOS/Android) is unchanged.


So hopefully that will tide you over until I can get the full response out, and let the real Q&A begin.


Thanks for your patience and support!
« Last Edit: December 13, 2014, 01:53:50 PM by Coby »

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Vasae

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Re: State of the game, release, and much more - Dec 2014.
« Reply #1 on: December 13, 2014, 08:25:40 PM »
Thanks for the update Coby! Hope everything is well and excited to see what you guys have been working on!

Coby

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Re: State of the game, release, and much more - Dec 2014.
« Reply #2 on: December 13, 2014, 08:51:48 PM »
Well, not much of an update...more of a prelude to an update. Unfortunately, the full update won't be coming tonight, as it needs to be reviewed by a couple other people who aren't available until Monday. So all of the gritty details will come Monday.

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Quady14

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Re: State of the game, release, and much more - Dec 2014.
« Reply #3 on: December 15, 2014, 05:52:22 AM »
Without giving too much away for the next update, what's the biggest thing you guys have been working on implementing recently? I know we saw a lot of UI changes and some very early experimentation with a boss fight, multiplayer modes, etc. in the previous update, has there been more focus on refinement to those things we saw in v079, or perhaps has there been work on new classes, enemies, room types,  etc.?

You can be vague, I don't want you to spoil the surprise if you guys have something cool up your sleeves, just a general hint would be cool.  ;D
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Re: State of the game, release, and much more - Dec 2014.
« Reply #4 on: December 16, 2014, 07:12:39 AM »
I guess Practical Reasoning didn't like monday...

Coby

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Re: State of the game, release, and much more - Dec 2014.
« Reply #5 on: December 16, 2014, 09:19:46 PM »
Heh, actually, I fell asleep early (been sick) but, the review wasn't concluded anyway. Trying to get things sorted right now.


@Quady14: Development has actually been pretty slow - details of which are forthcoming. But, the two things that have been seeing work are controls (again again again again) and character animation -- hopefully we will show off some of the latter pretty soon.

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Coby

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Re: State of the game, release, and much more - Dec 2014.
« Reply #6 on: December 16, 2014, 10:35:36 PM »
So....the update is still being edited / revised  :'(


Here is one piece of info though which is good news all around - we'll have some additional programming help starting in January. My days in the cold, lonely cave of code are finally coming to an end!

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Vasae

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Re: State of the game, release, and much more - Dec 2014.
« Reply #7 on: December 16, 2014, 10:38:48 PM »
So....the update is still being edited / revised  :'(


Here is one piece of info though which is good news all around - we'll have some additional programming help starting in January. My days in the cold, lonely cave of code are finally coming to an end!

That's good to hear!

Doomspeaker

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Re: State of the game, release, and much more - Dec 2014.
« Reply #8 on: December 17, 2014, 04:13:07 AM »
So....the update is still being edited / revised  :'(

Alright.

Here is one piece of info though which is good news all around - we'll have some additional programming help starting in January. My days in the cold, lonely cave of code are finally coming to an end!

But. But.But you lose the ability to ASSUME DIRECT CONTROL. No, can't have that, you must keep working alone, to ensure everything is 100% as you want it!

Just joking of course.  :P
That's very good news,(for both the game and yourself as well).

Coby

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Re: State of the game, release, and much more - Dec 2014.
« Reply #9 on: December 17, 2014, 06:14:04 PM »
I am a control freak ... but I also know when to call in reinforcements :)

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Vasae

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Re: State of the game, release, and much more - Dec 2014.
« Reply #10 on: December 17, 2014, 06:21:11 PM »
For the sake of your sanity, I'm glad you sounded the horn.

Ryan Baker

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YE BIG UPDATE - Year End 2014
« Reply #11 on: December 18, 2014, 08:49:09 PM »
Hello everyone!

We’ve been receiving a lot of questions about the state of the game, our current progress, and future plans. First, we apologize for not addressing all of these details more quickly — we realize we’ve been too quiet, and that's not good for anyone. Things have just been extremely busy with both work and life, and being the small team that we are, we’ve struggled to keep all the plates spinning as rapidly as they should.

What have we been working on?

As a small operation, everyone here at Pixelscopic is always working on crucial tasks, and unfortunately things like customer service, updates, livestreams, and social media simply fall to the wayside. That sucks though, because then you (our backers) don't know what's going on, and we seem to be lacking in terms of presence, etc. As you may guess, progress has been slow since our last update. We hope everyone has played the newest build on Humble, which was released in October. We’re not sure when the next build will be available, but we’re striving to make it a massive improvement.

We’ve been putting some extra time into the controls in an effort to help the player feel more accurate and agile. We will soon have aiming with the mouse (or controller analog sticks) implemented for charged attacks, which will be especially fun for projectiles and thrown items. We’ve also been stewing on some physics adjustments, which will allow us to make the characters more agile for dodging and dashing, as well as the the combo system we’ve been planning for some time.

Why the delays?

Unfortunately on a game this complex (especially with physics), a lot of our original goals became more difficult to achieve than we originally thought. Many aspects have taken much much longer than anticipated, and things have gotten tight for our business. Some of our team members have been working second jobs or side-projects to keep everyone stable. We’ve also undergone some changes on the personal front (one team member has a new baby!), and have had to adjust as individuals and a company.

As the new year approaches, we will be making changes to improve our progress and speed up the pace on Delver’s Drop. For one, we are bringing on an additional part-time programmer to help speed features along. Secondly, while we will still exhibit (and hopefully see all of you!) at conventions like PAX East/Prime, and possibly IndieCade, we plan to partner with other developers to keep the logistics simple and the expenses as low as possible. And finally, we are going to just simplify and cut back on some of the minor fiddly bits of the game that keep eating up our time.

But when will the game be released?

A hard release date is something that everyone here would love to know, but we simply aren’t sure yet. What we do know is that we are working towards making the next build very incredible, with more improvements than the last few that you’ve received. That is our goal #1 right now: awesome build, fix broken things, add cool new things. Once we get there, hopefully we'll have a better idea of how the remainder of development will play out.

In terms of platforms, our commitment remains the same: PC / OSX / Linux at launch and iOS / Android / Ouya some time after. With an additional programmer coming on in January, we’re hoping that the Linux version will start gaining some good momentum, and that port will flow nicely into the mobile versions over the course of the coming year.

Where are the physical rewards?

We have a *lot* of stuff already packed in mailers and ready to go, but we are literally just lacking one more item design to get the first physical goods shipped out. Due to some of the control changes, we didn’t want to print the manuals with totally incorrect information. So we are making adjustments in order to have it printed very soon. Shipping out this first set of physical rewards will be a huge morale boost for us, and will also vastly improve our office space (no more dodging boxes)! The second shipment of physical goods will happen after the final release, since those things require the game to be done. Posters will most likely be shipped somewhere in between.

Thank you very much for your support and patience - without you all, this game would never be happening in the first place, and we are grateful for everyone who has chosen to be a part of this journey.

Delver’s Drop WILL be finished someday. The timeline is obviously a bit of a disaster, but we will see it through… and we hope that you will continue to see it through with us.

Thanks, as always, for sticking with us and the Delvers.
« Last Edit: December 18, 2014, 08:50:48 PM by Ryan Baker »

Pixelscopic Co-Founder, Vision Director


Vasae

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Re: State of the game, release, and much more - Dec 2014.
« Reply #12 on: December 18, 2014, 11:54:24 PM »
I'm really glad to see you guys chugging away at this but also hoping you all take it easy and relax too. You guys rock and you're going to make a great game. I believe not just in the project but in you guys yourselves. Always in your corner.

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Re: State of the game, release, and much more - Dec 2014.
« Reply #13 on: December 19, 2014, 01:08:55 AM »

Here is a more specific short-term feature roadmap (subject to change):


• Finish control changes, finish free-aim during charge, make the mouse useful without making it a twitch game
• Start a physics overhaul which will technically simplify physics, but will improve processing (so it might run better on some machines?) as well as make things more deterministic -- that is, we will have more direct control over making the physics "feel" good, and will be able to more easily do jumping, throwing, and things like that rather than fighting the physics system to make them happen.
• Character animation revisions (on Baker's plate) to allow for more fluid attack animations + combos
• Combo system - we have some cool stuff up our sleeve here, but the goal is to be able to hit enemies multiple times for faster kills, making the player feel more powerful rather than a slave to physics / knockback
• Effects System (status effects) and elemental "Conditions" that will occur based on damage dealt. Ideally if you hit an enemy with a water-based magic attack, they will become temporarily "wet," and will subsequently take more damage from ice or electricity.
• In line with the above, I have been working on some element / damage type changes so that elemental oppositions make more sense, and hopefully build in a bit more lore hooks for the future as well.
• Then we begin trying to implement some semblance of a level-up system with very simple character perks at first.
• And finally, start working on room generation and endless drop surprises!
 

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Quady14

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Re: State of the game, release, and much more - Dec 2014.
« Reply #14 on: December 24, 2014, 01:46:58 PM »
Sounds like a plan! Glad to be back in the loop, we all appreciate that you guys take the time to let us know what's going on, and no worries about the timeline, it'll be ready when it's ready, and it sounds like you guys are really striving to match the very high level of quality you originally set out with. Keeping sight of your original vision is super important, and despite the difficulties I think it's going to be worthwhile in the end. :)
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