Update #18 Timeline and Features
Development Timeline and Impact of Stretch Goals
With the technical specifications locked in for the new map structure and sufficient analysis done on the code to support our stretch goals we are now confident in setting a timeline for release to backers. The overall delay will be three months for Beta, and an additional month for the full release to all backers.
December - Scenario VIewer release, New map complete, overhaul existing scenarios with new settings, map editor complete
March - Final testing, release
Beta and
Mod Tools to
Beta Backers
May-June -
Gods and Religions beta release and testing
June-July - Release to all
Backers
On seeing the success of the Kickstarter I had hoped we could keep the delays to only two months, but it turns out that would give us very little wiggle room in case of unexpected issues. We came up with this timeline by ensuring all risks are understood and generating development hours based on prior experience. After a final calculation I add +30% to the total time to account for potential overage. We have confidence in the timeline presented and I do not believe their will be any additional delays.
Justification
The largest component of the delay is the
New Map which is being developed to not just enhance the aesthetics but also allow procedural generation and additional functionality. The tiles we are currently using to build the map can be seen below.
![[IMG]](https://s3.amazonaws.com/ksr/assets/003/003/578/276c0b1635f98e463eeeba9413bcda71_large.jpg?1417631582)
Note that this does indicate final quality but does give a fair approximation of our approach. We are also working to ensure that the standard approach of a single sprite works in parallel with this system so that
modders can still make use of their favorite maps inside the game.
The adoption of an underlying
Hex system not only gives us the freedom for procedural generation but has also let us reintroduce many of the mechanics that the game lost with a simple sprite based background. Some of the developments we are working on right now are:
Resource specific events are represented on the relevant area near the city such as fields being burned, mines being shut down, and roads blocked by brigands.
Terrain changes can occur gradually and offer devastating consequences - currently we have added the ability for
Lizardmen Shamans to slowly turn riverbed areas into a Marsh. Watch the people scramble to find a cure as their castles and towns sink into the mire. We have many more similar functions which will be included, even some that the Heroes may make use of to halt your progress.
Corrupted terrain variant tiles let us show the spread of certain Old Ones and Agents as they lay claim to the world, expect to leverage this as yet another front in your approach to overwhelming the world.
Roads can be dynamically constructed on the map, upgraded into stone highways, or reduced to barely visible paths.
Rivers can overflow, impeding the progress of armies. The
animations added by our later stretch goals greatly benefit from being able to path-find over standardized hex paths.
Burn villages to the ground and see only a ruined remnant of civilization, or watch with some concern as the Chosen One constructs a Citadel of Light to create a safe haven for those you persecute. By letting the POIs be fully dynamic you gain an even better at-a-glance understanding of the state of the world.
Destroy a mountain to make a new way for your troops, or cause the
walls to come tumbling down as your enemies march through a pass. Whip up a
hurricane or crush a seaside village with a tsunami - the world will forever be changed by your actions.
Raise/Lower terrain from the ocean, let your underwater servitors flourish or raise up an ancient lost kingdom to be explored.
Underground/Underwater races can cohabit with a standard Surface race in a POI creating much more complex interactions.
A robust editor allowing you to construct maps in-game with a tile painting system similar to Civilization. Since we are using simple 2D overlays it is extremely easy for you to add in your own tile-sets as well to create custom looking worlds.
As you can see, the system gives us a variety of ways to better represent information and also a lot of functionality that a game involving an Old One really should have. Most of the changes aren't complex on the mechanical level, but the ensuing AI work is where the majority of the labor goes. These changes will be in place for the
Beta Testers along with the new map.
In addition to the map changes we also came up with a fair amount of preemptive work that should be done now for the eventual stretch goals. Most of these changes revolve around how Events, Governments, Politics, and Actions currently work - many of these we need to go back over and add in new fields and conditions to support
Rivals and
Endless Simulation and it is more efficient do that now and maintain consistency going forward than to wait and do it all later.
Polls
Final voting for Race, Old One, and Agent ends this
Friday 12/5. We will also be posting up the new Poll for Races/Old One that day with a new Race and Old One both attempting to justify their inclusion.
The vote for
Cultures begins today and will last a month. If you have an interest in seeing a particular culture given its own graphics in the game as well as its unique mythology and political entities make sure you get your vote in - the chosen cultures will undergo a final round of discussion and planning with beta backers in the month following the votes.
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