Kickstarter terminé : succès ! $78k sur $20k

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OK j'ai oublié qu'il y avait cette section...

S'est terminé un Kickstarter ce matin, ils demandaient 20 000 $ et ont reçu plus de 78 000 $ : https://www.kickstarter.com/projects...-gorgon-pc-mmo. Ils vont utiliser une bonne partie pour améliorer tout l'aspect visuel du jeu, en plus évidemment du tout le reste (nouvelles zones, bestioles, compétences...).

Ils ont eu plusieurs fois de suite des records de joueurs simultanément sur le serveur (passant les 100 puis les 200). Ils sont passé à Unity 5. Un gars a sorti un script pour lancer le jeu sur Linux sans soucis : http://projectgorgon.com/forum/suppo...-on-linux#2760

Bref, le jeu va bien.
Quelques news, notamment sur la sortie prochaine sur Steam :
https://www.kickstarter.com/projects.../posts/1446708

Citation :
Hi guys, Eric here. Long time no talk! We've been busily toiling away, and I wanted to update you on where we're at.
What happened to the timeline?

According to the previous update, we should have launched on Steam by now. We did most of the integration for Steam, and sent out the surveys to get your account info... and then realized we were jumping the gun a little.

The Steam early access launch is probably our last major opportunity to earn money to improve our art. (The Kickstarter money is more than enough to get the game to the finish line, but $75k can only buy so much art, no matter how cleverly we spend it. So the Steam launch will help determine how good the game can look.)

I decided it didn't make sense to launch on Steam quite yet -- first, I want to make sure the game gives the best first impression it can.

To that end, we've created an all new tutorial area, because lots of people told us that our old tutorial cave was distractingly ugly. The new tutorial is outdoors, on an island. The island is in-game now, so if you're interested in seeing it, just hop in and make a new character. We're still tweaking graphics, fixing bugs, and adding music, but you can get a pretty good idea of what the island will be like.

Now that the tutorial island is in-game, we're much closer to being ready to go live on Steam. But there's one other big thing I want to finish first (aside from the technical requirements for Steam launch): a new level 60 content area.

Why would we wait for high-level content? Well, we all know that an MMO is more fun when there's lots of players in the game, so I'm hoping to attract a bunch of you back in-game with new content right around the time of the Steam launch.

Recent Game Updates

The new tutorial island isn't the only thing we've added recently... not by a long shot. Here's some highlights of other changes since the last Kickstarter update:

Halloween: our Halloween update included a new Giant Bat animal form. Giant Bat form is a disease that was spread by the infectious bite of special Halloween monsters.

Now that the event has ended, if you want to try out giant bat form, your best bet is to find a player who's still a bat and ask them to bite you until you get infected!

Speaking of holidays, we're also working on a small Christmas update for next week. It's nothing fancy this year because we're so busy with other stuff, but the NPCs would be upset if they weren't able to give gifts to their friends at holiday time.

Work Orders: these are a new way to earn money while practicing craft skills. There are job boards in each area which periodically update with simple crafting tasks, such as "deliver 10 oak dowels to Fitz the Boatman."

These work orders help give a bit of direction to people who are overwhelmed by the sheer number of skills they could be working on. They can also introduce you to new skills you hadn't seen yet.

These work orders are made by NPCs, but we're working on a similar system which will let players make work orders for other players to fill.

Belt change: this one was a bit controversial on the forums: we've changed the role of belts entirely. During the Kickstarter, belts determined the skills that your random loot buffed. For instance, if you wore a Sword and Mentalism belt, you'd tend to find gear with powers for those two skills. Belts aren't used for that anymore. Instead the game just looks at which skills you have active, and (usually) gives you items for those skills.

This is a big benefit to newbies who struggled to get the belt they needed, and it's also a win for people who want to use skill combinations that didn't have a belt before. But it's a nerf to high level players who liked to use their best skills to farm gear for their weaker skills -- you can't do that anymore. You have to actually use the skills in order to find gear for them.

While this is an annoying change if you're used to the old system, I think it's actually a good thing in the long run. And we've added some new tools for high level players, to help offset that pain:

New Loot-Altering Skills: there's a new skill called Transmutation which I expect most players will want to learn when they're in their level 50s. It lets you randomly re-roll some of the effects on your treasure, so you can tweak almost-perfect items into perfect ones.

"Augmentation" was an old system that was completely changed. It now lets you extract powers from junk items and then inject those powers into other gear. The process is time-consuming and expensive, so augmentation is more of a dedicated crafting profession rather than something we expect every player to do. (Crafters can sell you augments which you can apply to your gear.)

Combat Refreshes: we're making lots of changes, both large and small, to combat. One of the most recent changes is the "Combat Refresh" feature. Your basic abilities (like Sword Slash or Punch) no longer cost Power to use, and they periodically trigger a Combat Refresh -- a small heal.

We're still experimenting with this feature and it's likely to change a lot in the coming months, but it already accomplishes the goal of making the game a little more forgiving for newbies.

Level 60 Skills: most combat skills can now be raised to level 60, with just a few more skills yet to be upgraded. As we raise the level cap we also flesh out the treasure tables for that skill, which means we've also added hundreds of new treasure effects, and revised hundreds of old ones to be more interesting.

When the game launches, combat skills will go all the way to 125, so level 60 is just a midway point in your character's journey. But the work we're doing now paves the way for us to add the rest of the levels in a more smooth and orderly fashion.

Those are some of the bigger changes. We've also been adding content, fixing tons of bugs, and making lots of smaller improvements.

What's the new timeline?

If things go well, we'll have the new level 60 area ready in early January, and be ready to launch on Steam in late January or early February.

We'll play it by ear based on feedback, though -- if we decide some other things should get done before we launch on Steam, we'll just reorganize the schedule a bit.

More News Soon

Sorry for the long time between Kickstarter updates! We're very active on the game's forum, but we haven't done a good job posting here. I'll try to send you updates more regularly.

In fact, Ryan and/or I will send out another update soon -- we've both got more exciting stuff to talk about.

As always, you are more than welcome to hop into the game and see where we're at! You can log in via the same process used during the Kickstarter. (We haven't changed any of that yet.) If you've forgotten how to get started, grab the launcher at projectgorgon.com.

And if you want the nitty-gritty details of each game update, you can find those on the forums at projectgorgon.com too.

See you in-game!
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