First-ever Patreon Post!
Added 2016-01-18 21:57:18 +0000 UTCAlright, to everyone reading this.
*Ahem*
THANK YOU!
The Dreamkeepers Patreon is off to a kickass start, thanks to you- we're already over 700 a month! That's some serious support- and we're just getting warmed up. As the word spreads, it'll only get stronger from here. Thank you. 8 D
This level of support will let us continue Volume 5 in January / February for certain- I'm getting ready to post the first Backstage Blog tonight.
I know we haven't hit that first milestone goal yet- but I still wanna post a Backstage Blog.
In fact, here's my rule of thumb:
No matter what milestone goals this Patreon hits, I'll always try to produce as much Dreamkeepers as I can, and share as much progress here as possible.
Being underneath a goal just means I can't necessarily *guarantee* it will happen, based on how other things shake out.
But if book sales or whatever are going well enough, and I have the ability to keep working, you can expect me to share the news and previews with you here. 8 )
So thank you everyone, for such a spectacular launch- $5 and up Patrons keep an eye out for that backstage blog tonight! Time to lay out my plans for January... We've got some epic fun in the works for you.
Comments
Thanks for the heads up- we'll play it by ear and see how it goes. Hopefully we don't get too many robots- they can't appreciate a good story, anyways. E)
David Lillie
2016-01-21 19:00:36 +0000 UTCThanks for the heads up- we'll play it by ear and see how it goes. Hopefully we don't get too many robots- they can't appreciate a good story, anyways. E)
David Lillie
2016-01-21 19:00:35 +0000 UTCI thought I would warn ya that I heard from other people that sometimes u get bots that pledge $1 and when it comes to payday u never get it, just thought I would give ya a heads up
markhamfists
2016-01-20 16:34:50 +0000 UTCWell, of course you probably won't reach high selling numbers of most main stream games with dozens of programmers and developers behind it. But I think that isn't going to be the main goal here. Personally, in the past, I have been spending money on games just because of the style, art or merchandise - starting somewhere back in the 90s with the Star Wars spin-off Dark Forces. Of course the gameplay was a little clumsy, levels were mostly linear with a few riddles or switches to push here and there and a lot of running from A to B and back to A. There were better, higher rated, more complex and higher selling games back then. But ... Star Wars! ^^ Same thing - returning two the 2D verse - with the mostly average rated Jazz Jackrabbit 2 and the 'add on' The Secret Files. Jump'n'run was pretty much dead at that time, yet still, the game came in a beautifully overworked yet retro-ish graphical style that made many people wish CPU/GPU power had been that high in the 80s. Crazy characters - with different abilities, offering different ways to bounce or run'n'gun through often quite tricky levels ... Yes, wasn't that much of a gaming revolution, but people who liked the genre loved this game - and still I do today. And leaving the 20th century, Shark Attack, even though it made me wanna eat my keyboard so many times because the guys compensated game length with sheer enemy-overload, still it was, well, just because, shark girls with big guns! ^^ And so we are here, at which point I can say: No matter how the gameplay or complexity will come out - it's Mace & Whip kicking ass! The reason why and what we are all here for ;P
CyberFox
2016-01-19 23:19:23 +0000 UTCWe're developing a mix of elements- which risks being a mish-mosh, but if we balance things properly, it should make for a potent blend. There are definite platforming elements, and the ability to switch between characters with distinct kinaesthetics and abilities. There are going to be stealth elements, a combat system, leveling capabilities. And while some sections will be linear, we want to include areas that offer players the chance to innovate and solve problems in almost an open-world sandbox sort of format, compliments of the physics engine and the attribute nodes. The part I'm most excited about is incorporating real-time dialogue and character-based choices into the gameplay. The way the player responds to story events, characters, and their subsequent behavior, will hopefully push Dreamkeepers beyond the level of immersion that most people expect from a typical platformer. At least, that's the plan so far- we have a game design document where we're refining all this stuff, but I think the real test will be when... Well, when we have a playable level to start testing. X D Either way, I'm gonna have fun seeing what we can do!
David Lillie
2016-01-19 04:01:17 +0000 UTC