Plans and Status Updates for AI War 2
17 days ago
– Wed, Oct 04, 2017 at 01:52:44 AM
Chris and Keith here! Apologies for not having made any kickstarter updates since June, good grief. We’ve had daily or weekly interactions and updates on our forums, blog, youtube dev diary, and release notes pages for anyone who wanted the full firehose info dump, but that’s no excuse.
Schedule Slippage - Overview
Let’s get to the toughest topic first. We had originally planned to have an Early Access release on Steam in May, and then a 1.0 release of the game this month, October. As you are no doubt guessing, a 1.0 release this month is not in the cards.
With the Early Access launch-pushback in May, we went ahead and gave out the keys to all of the early access backers at that time, even though the game wasn’t available for purchase on Steam yet. We’re going to do the same thing with the “launch” backers: we’ll have your keys to you later this month, even though the game isn’t in a launch state and won’t be launch on Steam just yet.
In both cases, you’re still getting your key when we said… but, well, the game is not in the state that you would want just yet. So at best that’s a half-kept promise. Obviously schedule slippage is not exactly uncommon with kickstarters or game development in general, but we are still very sorry about that.
Where We Are Right Now
All of the core code for the game is done.
Multiplayer is currently broken for some reason, but should be quick to fix.
Massive amounts of work on frameworks for a flexible UI and extra modding capabilities have been put in place.
There are actually a number of extra goodies in there, like multi-squad formations and some other surprises.
Gameplay and Interface:
Balance leaves a lot to be desired.
In a general sense, the “feel” of the first game isn’t quite there yet.
There’s no tutorial, which makes starting to play quite hard.
The lobby interface is very sparse.
The overall GUI is ugly, but becoming increasingly usable through iterations. Our goal is for it to be better than the first game in terms of incorporating a lot of the longstanding requests people had for that game.
The Spire, Nemesis, and Interplanetary Weapons stretch goals are delayed, possibly until after launch.
Unexpectedly, we have a whole new minor faction in the form of The Nanocaust, created as the first mod for the game by BadgerBadger and integrated into the official builds by us.
All of the ship models and textures -- all two hundred and six of them -- are complete as of last week.
The actual integration of those ship models and textures is only about halfway complete, give or take.
The ship model and texture work includes all of the Spire, Nemesis, and Interplanetary Weapons stretch goals stuff -- so the art for those are already done, at least.
The far zoom icons are done, although we will probably change some of the “flair” parts of them as we get closer to release.
We have done a number of pieces of concept work for the GUI in terms of figuring out a style, but none of that is integrated into the game yet (no point until the actual underlying elements stop shifting around so much), and there’s still more concepting work to do in general.
The visual post-processing stack is still evolving at this point, to give the game a more sophisticated look and avoid the “circus lights in abundance” feel that sometimes hits right now.
The visuals for different shot types are still on the todo list.
The visuals for how ships die are also still on our todo list. There’s a balance there between performance of particle systems and the frequency (read: very high) at which ships die that we have to work out.
We’re still working on inside-one-squad formations that look awesome, although some of those are already in place. Basically making them look more like actual naval or air force military formations rather than just grids of ships. This has been pretty cool to see evolve.
The “ships flying around inside one squad with flame trails everywhere” approach has just turned out not to be feasible on modern hardware without impacting our ability to have really large-scale battles, unfortunately. There are some special tricks we could do to still make this happen, but that would get into some budget that we don’t have. This is a real shame, because this was something we showed off a lot in the kickstarter videos, but in pretty much every other respect our art is exceeding what was shown in the KS videos, so this has been a pretty decent tradeoff -- and something we can return to in the future.
A lot of the sound effects for different shot types have been selected and set up, but are not integrated into the game yet. So the battles don’t sound as variegated yet as they will later.
Another bonus that we’ve chosen to explore thanks to the urging of backers is extra voiceovers for human ships when you give them orders and when there are various alerts. We’ve done about 30% of the recording with a variety of voice actors for this, and we’ve integrated maybe 5% of that into the game so far. It’s something that brings more of a feeling of commanding actual humans rather than just lifeless ships, and it’s something you’ll be able to disable. It’s also something that we’ve got a system for making sure it doesn’t over-saturate you with the same voice cues over and over again, too.
As far as AI taunts or human taunts that you can give back, we have not yet started recording any of those yet.
The music is partly in place, but overall only a few tracks thus far. Pablo tends to work in a massively parallel fashion, and so a lot of his tracks are at various stages of completion rather than him finishing one piece fully and then pushing it out and repeating. Bear in mind he has to compose them and then perform them and then do all the audio engineering and mastering on them, so this process gains a lot of efficiency.
(The GUI is being gradually blocked out and iterated-on in that fashion before being made pretty.)
Upcoming Schedule: October through November
During the next two months, more or less through December 6th, there’s going to be a flurry of extra work going on to try to get the game to a point where all of the AI War Classic enthusiasts are able to come to the new game and feel both somewhat at-home as well as like they’re in the next era of the game.
Exactly what that means is a bit unclear at this point, but we know it focuses on usability, balance, the interface, and possibly tutorials. The reason for the lack of clarity is that there’s a big back-and-forth between us and you in this section -- this is a huge game, and so we need feedback on things that are unclear or break balance, and then we’ll respond to those items, and repeat.
There are a number of things we already have planned to work on through the early part of October prior to us releasing the “launch” Steam keys, and then after that point we hope we’ll see an uptick in the number of people who are giving us feedback.
Upcoming Schedule: December
After the December 6th date, or thereabouts, we hope to have things in a state where a LOT more people are comfortable jumping onboard and testing and giving us feedback.
Right now feedback has been really limited to only coming from a few people, largely because the game has been too unapproachable and too unbalanced. So that’s on us.
But we just absolutely cannot go to launch, or even to giving out press previews, with that little feedback. Our goal is to get our side of things to where we can start getting your feedback -- from more and more of you -- while at the same time seeing more and more of you enjoying simply playing the game without having major complaints.
Upcoming Schedule: January
Once the new year rolls around and we’re into 2018, hopefully we’re pretty close to where things are so polished that we can start handing out keys to the press and getting some previews. We don’t know if that will be at the start of January, or later into that month, but either way the goal is sometime in this time period.
At this point in time, when we start sending out press keys we plan to disable our backerkit preorders store and our paypal preorders. This is also likely when the “Coming Soon” page on Steam will go live, although we might conceivably do that in December.
Upcoming Schedule: February
This period might start sometime in January, if things are going really well, but either way it bleeds into February. Basically this is the “press review period.”
During this time we’re not taking any new sales for the game, and press are able to play and review the game. We hope that you folks are also playing the game and enjoying it and giving us feedback on how to make it better during this time so that we can apply some final polish to it prior to launch.
This time period is pretty critical for a number of reasons. Firstly, it gives press a chance to have reviews ready for launch, which can help a lot with purchase decisions. Secondly, it gives the game time to “settle” and hopefully have a lot fewer changes required despite a lot of backers playing it.
Thirdly, it gives a period of exclusivity where only backers and the press are able to actually get the game. People have an increased desire for things that they cannot have, and the press prefers writing about things that the general public cannot yet have, so we wind up with this funky period because human psychology is what it is. Hopefully this doesn’t feel manipulative to you, but we’re being upfront about why we’re doing this -- basically it will increase the strength of our launch week (which is critical) and the number of reviewers who will play it during this month (also critical).
Upcoming Schedule: March
Obviously these dates get less certain as time goes out further, but the idea is that about a month after the press gets their hands on the game, we launch the 1.0 on Steam.
The exact day will partly be determined by what is going on with other game releases by other developers, what conferences and conventions are in that time period, what store-wide sales might stomp our launch, and so on. We won’t have visibility on what the exact ideal release date is until probably 6 weeks prior to choosing the day; and even then we might need to shift the day forward or back a week or so because of something else in the market that comes up.
Speaking of the importance of a good launch week, one of the things we’re going to need to do is have the traditional 10% launch discount for the first 7 days. This is potentially contentious, because that’s a $2 discount that all of our existing launch backers (early birds aside) are not getting.
If this is something that angers anybody to a huge degree, then Chris will refund the $2 discount to those individuals out of his own pocket. So please put away your pitchforks. ;)
That said, I think we all have the same vested interest in seeing this game do well and go on to have lots of post-launch support (which require sales to fund), and expansions, and so on. Basically we all want to see the same sort of arc that AI War Classic had, I think?
The market is a lot more hostile now than it was in 2009, however, and the launch weeks are more and more critical to having any sort of momentum. The more we’ve looked at the data and talked to other indies, the more it has become clear what a problem it would be to not have a good leadup to launch (that month with the press), or not have a launch week discount that buyers have come to expect.
The backers and preorder customers here are the customers who have made this game possible in the first place, and so the 10% launch discount can really stick in the craw of some people when situations like this occur. We’ve witnessed the backlash against certain other games and developers when a development like that comes up out of the blue, which is why we’re telling you now, way in advance, and offering that $2 refund to non-earlybird launch backers if anyone is angry enough to take us up on that.
THAT said, in general we’ve been taking the approach that Prison Architect did, where “you pay more if you buy earlier,” which is counterintuitive in a lot of ways, but something that we’ve talked about the mechanics of with backers for a year or so now. Obviously the alpha and early access tier backers paid a whole heck of a lot more than the launch folks did, and those backers both help to support this game getting made at all, as well as having the game earlier and being able to influence the game’s design from an earlier stage.
We could go on at length about this particular topic, and we feel guilty about that as well as about the general schedule slippage here, but hopefully you read our reasoning and it makes sense -- particularly if you’ve been watching the PC market as a whole lately.
(The above image is a good example of us still needing to do some work on the post-processing pipeline, although it's already much better than that as of today's release of 0.522.)
Backer Rewards Status
There are a variety of backer rewards in a variety of states of completion right now. For practical reasons, it’s pretty much breaking down like this:
Now that we’ve finished all of the ship art for the base game, we’re starting in on fulfilling backer rewards that are ship-art related. We’re working first with the custom Arks, since those are the most numerous and most complicated of the backer rewards, and then we’ll be moving on to the others that are art-related.
For things that are design-related (custom AI types, ship stats, etc), we probably won’t get to those until December. It’s better if things are more stable and you can play the game more before you get into that sort of reward.
For the audio taunts and the text and lore bits, I’m expecting that probably January would be the timeframe, just to balance with our workloads.
As far as all of the digital rewards, other game keys, etc, those are available now and you should already have them. The wallpapers aside, which again will likely be January.
To reiterate, the last of the AI War 2 game keys (those for “launch” backers) will go out later this month, and anyone else at a different tier should already have theirs.
Hopefully that covers the questions of where we are, where we’re headed, and why. The blogs and dev diaries and release notes show where we’ve been recently. Again we apologize about the delay, but we’re doing our best to mitigate its impact on you, and are feeling good about how it will impact the project as a whole.
As always: any questions, please let us know!
Chris and Keith
v0.500 Released: Major Milestone! Ship batch 7 of 7.
4 months ago
– Wed, Jun 28, 2017 at 01:08:20 AM
Chris here! Still not time for "beta" status, or Early Access, just yet. If you're waiting for the smooth gameplay experience, there's still a bit to go -- but that's now squarely the next thing on Keith's plate (and the GUI is a big part of that, yes).
There are two dire guardians in this one (which are two of the most nasty ones), and then there are four big honkin' Zenith golems. This includes the Dyson Sphere, the Zenith Trader... and yeah, the Devourer. :) Ho-lee smokes.
Bear in mind that these are the last of the ships until things are playing really well and the interface and whatnot have matured substantially. Sometime during the Early Access period when things are running well, Keith will work on those interplanetary weapons (a stretch goal), the spire stuff (another stretch goal), the Nemesis (yep: stretch goal), and whatever other minor stuff might be left that I've overlooked. I think basically everything else is in the game now, though.
Anyhow, so this is a very big milestone for us, because that means that Keith's focus can stop being on content, and can shift instead to refinement, usability, and all that sort of thing.
I'm finally done with all my performance-chasing stuff as of a little while ago, and as of last release the sound system is in place (though not with all sound effects yet, of course), so cumulatively this makes for quite a satisfactory 0.500, I think.
Post-Processing Visual Stack AGAIN!?
I just finished redoing that, right!? Well, it's been redone yet again thanks to some issues that are detailed in the release notes. The overall look is pretty similar to what it was before, except things are a little crisper and better antialiased, and there's a very slight vignette effect.
The big difference is in the bloom effect, which is generally more subtle now, but also more diffuse and thus a bit more dramatic in how it blends things around. Previously things were super intense in their bloom in a short range, but now they're intense in their immediate area, then fade out more gradually. Gives a more natural look.
Additionally, in order to deal with the flickering glimmering lights that could happen in some cases previously, the game now uses a much longer (about 3/4 of one second) temporal filter on the bloom, which can cause some really pleasing light trails that are purely a screen-space (and thus "free" in terms of performance) effect.
You can see that with:
The first shot in this post, which has the camera stationary and then the Ark moving away from it, leaving a bit of a ghosting trail from its engines. That's completely a screens-space effect.
The second shot in this post, which has the camera panning super fast to the right while the ships are stationary, and so you can see the glows being pulled to the left. This looks less good, but is also a lot less common of a case and generally happens so fast you can't see it unless you screenshot it while you're in motion. It does give a bit better sense of your own speed of movement, though, I'd say.
The third shot in this post (below) shows a stationary camera and both ships and shots that are moving, and how the glow trails help a bit with those. This is more subtle since the shots themselves are trail renderers in a lot of the cases there. It's noticeable in a still shot, but during gameplay I wasn't sure it was actually even happening.
If the temporal effect feels too strong to some folks, then I can easily make that a slider that folks can adjust in the settings, and we can debate what the best default setting would be if this is not it. For the moment -- and I'm too close to this at the moment to speak with any real confidence on the matter -- I like how this is looking, though.
Over the next half-week or so, Keith and I are going to be pretty quiet/absent, because of some other-life things that we need to take care of, respectively. But then after that he'll be working on the user experience and GUI and so forth, and I'm sure a bunch of mantis reports. I'll be working on mantis reports and more sound effects work, and getting the first voice acting in place, etc.
v0.450 Released: Sound effects at last! Plus video of it all.
4 months ago
– Thu, Jun 22, 2017 at 10:40:51 PM
Chris here! Just regular new version update this time, for a change of pace. :)
Release notes here. They are long, and in parts technical if you're interested in the innards of our new sound mixing system.
If you'd like a quicker look at the results of the sound mixing system, as well as a brief video-based overview of it, then here you go:
I had, naturally, hoped to get ALL of the shot graphics into the game today, and have their sounds linked up to them, and get the existing voice work integrated into the game... and of course that didn't happen. I was super tempted to delay the release because I didn't have every last thing in it, but already there's so much goodness in here that there was no point in waiting.
One of my favorite things was actually coded by community-member and top-bughunter BadgerBadger: the ability to name your savegames. We hadn't had time to get to it yet, so he said "heck, I'll do it myself." :) That was a side benefit to open sourcing those parts of our code that I hadn't really anticipated!
As always, more to come soon. The most complete source of info about the game's progress is a tossup between the dev blog and the forums (release notes aside).
"Early Access" Backers now have Steam Keys!
5 months ago
– Wed, May 31, 2017 at 11:19:17 PM
As of two days ago, actually. On the day of, the emails were sent out and I posted an update on the forums and in our comment chain here.
Chris here, by the way. :)
At any rate, I didn't have time to do a full post on that day, and there were some zero-day bugs with version 0.300 that led to us spending yesterday working on 0.301 and getting that out the door before I made this update. I have to confess, some of what I was working on with 0.301 were also visual updates, because I wanted to show off the new HDR visual stack.
That said, we're still not at the point of our original goal for starting actual Early Access on Steam, and we're at least a month or so out from that. As noted last time, we're giving out the keys to the EA-level backers from kickstarter and backerkit immediately, anyhow.
Gosh there's so much going on it gets hard to sum up. Those links have a lot of the really detailed notes if you want that kind of detail.
I just got my key. What's the state of the game?
Aha! A much easier question to answer, although you may be less enthusiastic at this one. The TLDR is that if you're looking to hop in and immediately play a complete game that needs polish, you're going to be unfortunately disappointed -- we're still in an extension of the alpha phase for the next month or so, and we'd love your help in giving feedback to help us get to the state described.
The sidebar on the left side of the screen, which should show your ship counts and so forth, is removed at the moment as we update it.
The interface in general is horrible, and you need to go into the PlayerData folder and edit your settings file manually if you want to make settings changes.
In very large battles, there are still some performance bottlenecks that we intend to address. All on the visuals/fluff side, not the core simulation, thankfully. We've gotten most of the heavy-hitters thus far, though.
Various ships are implemented but don't have real graphics, so they just show a little "rock" instead where the ship graphic would be. You can still see the ship icon and whatnot just fine.
All ship shot types use the same graphics right now.
No sound effects yet, and only a couple of music tracks.
Particle effects are also limited.
Ships currently just sit there in their squads, rather than flying around within their squads.
Not quite all of the baseline ships are implemented off our pre-Early-Access list, but we're pretty close!
There's no tutorial yet, and there's basically not much in the way of a lobby beyond map types and seed. You can't choose your player color yet, even. (Compared to the actual gameplay mechanics, we felt like these were ancillary things, but they are coming up in importance sooner than later.)
What Is The Purpose Of This Phase?
Short Answer: To make the game fun, which it is not yet. Please don't fret on that!
Long Answer: There's still a lot to do on the game obviously, as stated in the last blog post. But there's a lot of good stuff here to tinker with now, and we're really looking forward to having more people bashing on it. It's not a "fun, balanced game that just needs some polish" yet, but it will be really useful for us to have more people finding the pain points both in the interface (which is currently atrocious) and the actual gameplay flow (which, from a macro standpoint, is still pretty immature).
The underlying technology and components for making a fun game are here, and that'd a very critical step towards it being a fun and balanced game, but that's not where we are just yet. In a lot of respects we kind of reordered things: the underlying tech is somewhat more advanced and more polished than we had anticipated at this point, and that is pretty important because it gives us a better idea of what we CAN do in the engine. It gives us a better bounding-box for setting up things so that we can build an interface around what is possible, and have the scale of battles reflect what is possible performance-wise, and so forth. On that front, I'm super happy with where we are.
But yeah, the next step is to finish implementing the last of the "before early access" ships, and then to actually make a GUI that isn't eye-gouging as well as a game flow that doesn't have any obvious deficiencies. Right now there are some notable concerns about parts of the game flow regarding how you don't really need to keep territory as much as in the first game, and certain other bits of the feel from a strategic standpoint are "off." Some of that is just because xyz AI feature maybe isn't in place yet, but other pieces are more about the design of certain ships or mechanics. These are things we want to iron out before we go full-Early-Access, and we need the help of folks like you to do so. We're trying to streamline certain aspects of the first game, but we don't want to do that at the expense of what made the original game cool.
The engine for this one is so flexible that we could just recreate most of what the first game was if we felt like it, but we'd really rather not for a variety of reasons that should be apparent to anyone who tried to get into the first game and bounced off it, or who played the first game for a huge number of hours but wanted certain fundamental improvements. Now that all the basic frameworks are getting in place here, we're at a point where we can start thinking about those things.
New Tutorial: Creating Nebula Backgrounds for AI War 2
A how-to guide for modders or other players who want to create nebula backgrounds for either their own use, or to send in for official inclusion in the game. This requires version 0.302 or greater of the game.
Keith and I are both plugging away at usability issues, as is Blue when it comes to redesigning the interface. There are those performance issues that we're pursuing as well, and various other bug reports we're fixing up.
Basically the game isn't all that fun right now because you can't really work the controls all that well, and we want to get the interface out of your way. Thus far that has been serviceable-at-best simply so that we could get the underlying mechanics and gameplay and so on working.
Now most of the nuts and bolts are there, and a lot of the visual fluff (though not remotely all of it), and so it's time to buckle down on making it a fun game that is fluid to pick up.
By the way -- this might seem to be a backwards way to approach things, but given that this is based on another game that already was fun, but which had specific technical and aesthetic concerns we wanted to overcome, we started with the less-certain stuff. If this was a brand new concept for a game, no way would we have been doing things in this order! Always start with the parts you're least certain about, if you can.
When can I just sit down and play it for fun?
Not the bughunting-type fun? We'll let you know. We won't be going into Steam/Humble early access until it meets that criteria, so it shouldn't be too much longer. You can bet you'll hear about it from us when we hit that point, though.
AI War 2 Early Access: Good News and Bad News
5 months ago
– Thu, May 18, 2017 at 12:53:59 AM
Hi there! Both Chris and Keith coming at you, this time. So you know something’s up. ;)
What’s The TLDR?
1. We’re going to delay the actual Early Access launch on Steam until something like late June or early July. Previously it was intended to be May 29th.
2. BUT, for all the “Early Access” level backers from Kickstarter and BackerKit, we’re going to give you your keys on May 29th anyway, as promised.
Why The Delay?
Chris: The bottom line is that we don’t want to have a bad first impression on Steam. We’ve done that too many times in past years, to be frank, and we don’t have a solid reason to do that this time. So we decided not to. :)
Keith: The list of units that need to be implemented by the start of Early Access is dwindling rapidly, but not rapidly enough to leave a reasonable time to make the game generally fun to play before making the game generally available.
Aren’t You Changing Your Recent Story?
Chris: I’ve been saying, repeatedly with every update, that we seem to be on schedule. That things look good. Etc. But now we’re... delaying?
On the one hand, I think that my statements were pretty justified. In terms of actual feature implementation, we are on schedule and have been on schedule. Hooray, right?
On the other hand: something I failed to take into account was looking beyond the raw features themselves and into the deeper player experience. Is this game fun to play? How many people have been able to really beat on it in a playable state versus a prototype state? And other important questions like that.
Keith: When I started the first of the seven new-unit batches intended to get us ready for Early Access, I told Chris that we were on schedule. At the time we were because it looked like those batches were going to go very quickly. That's not what happened, but until I actually told Chris that my schedule evaluation had changed he didn't know. Translation: my bad, sorry.
What Benefits Come Out Of This?
Chris: Having the extra time is beneficial for a number of reasons, mainly in the testing and feedback areas relating to the user experience and gui. That’s more Keith’s area, so I’ll let him speak to that part.
From my end, we’ll be able to have that much more polish visually and aurally when it comes to the initial Early Access launch. Pablo is scheduled to complete a lot of music for the game in June, and that in itself is a big win when it comes to first impressions. We’ll have more of the visual whiz-bang done, and I’ll have more time to make a better trailer and do better screenshots.
This will also give Blue some dedicated time to focus on the GUI with Keith and players. This is one of the chief areas where we feel like we could really have suffered in early Early Access impressions otherwise.
Keith: This delay means we get to playtest the game much more thoroughly before Early Access. This obviously improves the initial impression that phase-launch will make, but also avoids that testing-and-iteration work getting delayed even further because we're putting out fires related to that launch.
We also get more time to work on a UI which doesn't cause Acute Ocular Hemorrhaging (because it won't have been put together by me)
Why Include “Early Access” Backers From Kickstarter Early?
Chris: Firstly, this is something that should help the delay be a little more palatable. We’re not trying to annoy anyone with this change in schedule.
Secondly, and much more importantly, we need a larger pool of testers. Our pre-Early-Access testers have done a great job helping us find a variety of problems, and BadgerBadger in particular has been a bughunting fiend. That said, since the game has been in a prototype phase rather than a true “let’s play the game end to end” phase, the enthusiasm for most people to put in a lot of hours is understandably low.
The May 29th date should represent the start of a period where you can play just to play… but there are going to be sharp edges all over the place that you cut yourself on. As a kickstarter backer who hopefully has an extra degree of investment in the concept of this game, you’ll tell us about these things so we can fix them using that extra month+ that we’re taking.
Then when we hit the actual Early Access launch on Steam, it’s a much smoother experience for the non-kickstarter/backerkit folks. That should be good all around, leading to more positive steam reviews and a better ability to accumulate even more feedback to help make things better prior to 1.0.
Keith: All that said, if you opted for an Early Access tier instead of an Alpha tier because you didn't want to play the game until it was at least somewhat polished, it's better to wait to play until later. Having the key early won’t mean you can’t do that; we’ll keep you apprised of development.
What’s The Downside?
Chris: From an external perspective, if someone didn’t back the kickstarter, and doesn’t want to via backerkit, they’re now delayed in being able to play the game. From an Arcen standpoint, we’re now delayed in gaining income from Steam and Humble. I’d rather have the long-term goodwill rather than short-term money, but nonetheless it is uncomfortable. Overall, since we’re able to give the Early Access tier backers their keys on the intended date, I think the downsides are blessedly few.
Keith: It means we're not doing what we said we would do, which is never good. That said, we hope you understand why this is the less-bad of the available options.
What Else Comes Out Of This?
Chris: This isn’t truly related to the delay, although the timing is nice. But we had some players on the forums asking about having more voice acting for things like units accepting orders. I’ve started the process of getting those lines written (by me) and performed (by a dozen or so voice actors), and we should now actually have time to get all of those lines in place prior to Early Access. I think it’s something that adds a lot of personality to the game, even though I was resistant to the idea at first. And yes, you can turn them off if you don’t like them. :)
I also just want to add that Keith continues to amaze me with some of the revisions he has been making to various mechanics from AI War Classic. The way that warheads are now handled is the most recent example. These things are super exciting, but since they are new I want to make sure that folks have a chance to actually play with them before we hit that first “public Early Access on Steam” period.
How Does This Affect BackerKit?
We have the ability for anyone to preorder the game via backerkit, for that interim period between the kickstarter ending (back in December) and the game becoming available on Steam Early Access. This also allows existing or new backers to select add-ons for extra bonuses for themselves or extra support for us, or both. For those who need to use paypal, we have that too.
The plan on both counts was to disable those on May 29th, when the game hit public Early Access. Since the public Early Access date is being pushed back, we’re going to push the closure date for those two services back as well. We’ll give you advance notice, but basically when the game appears on Steam and Humble, it will disappear off BackerKit and our own paypal link.
Why? Mainly because we can’t indefinitely keep adding user-requested content of the sort that comes with those add-ons. We’re fine for now on that front, but it can’t be an open-ended thing, and the start of the traditional storefronts is a natural closing-off point for this more funding-raising style options.
Chris: I do want to apologize for the disruption, even though as kickstarter backers you’re probably used to projects being delayed. It hardly matters what you’re used to; we still try not to do it to you.
At the present time I don’t see this having any negative impact on our plans for a 1.0 launch in October, but I’ve been wrong before, clearly. If something does cause a delay past October for 1.0, we’ll do the same thing as now and get the 1.0 backers their keys on the original timetable rather than whatever the final market timetable morphs into. It’s very much in our best interest to keep to the October schedule if possible, financially-speaking, but we’re also not going to do anything long-term-stupid for short-term gains, if we can help it.
Keith: What he said. And thank y'all very much for your support. Rest assured, the Player Extermination Apparatus will be happy to solve all your "my other games are too easy" problems when the time comes.
Chris: Once again, on behalf of the entire Arcen team, I’d just like to thank everyone who has supported us, and who continues to support us. We wouldn’t be where we are without you, and we’re super excited about how this game is turning out so far.