General Category > AI War II

Back from the dead. ;)

<< < (2/2)

x4000:
Cheers guys.  It's a good point on some recognizable bits in particular getting some effort.

And yeah, certain special things will get an unusually high polygon budget, like the dyson spheres for sure.  I imagine that we'll use LODs for that to make it reasonable in far zoom, etc.

The tricky stuff is that Keith has actually coded quite a bit of the game already (in terms of the lowest-level mechanics) including things like multiplayer, the new multithreading, the modding, and so on.  But we've not gotten into any GUI coding yet, and all my graphics coding is in a completely separate project from his right now.  The effort to bring those together isn't exactly intense, but it's a week or so of work I'd say.

The timeframe for launching the kickstarter is basically before the end of September.  But I am _aiming_ for sooner rather than later, so that hopefully as that schedule slips it still winds up within the window. ;)  So I'm feeling stress as if the due date was half a week from now, when really I have 2.5 weeks.  That bit isn't healthy, but at least I'm properly homed in on the aggressive deadline to thus allow for slippage.

As for selling the game, I agree that flashy graphics aren't the biggest selling point, but it's one of those immediate "do I watch more or do I stop watching" moments in the kickstarter video, and certainly on the kickstarter page.

I've been feeling really stuck today, despite the fact that I'm pleased with what happened with the 7.c. triangle design section, so I'm going to just work on graphics some since that's been a hangup for me.  Having some of that more prepped will help me calm down.

A big part of kickstarters is people being able to SEE something, and thus get excited about that.

Navigation

[0] Message Index

[*] Previous page

Go to full version