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✨ $10 Tier: [Geeks Love Detail]
🌈 $5 Tier: [Benedikt][David Martínez Martí]
Greetings Avatars,
As we have stated previously, we intend to publish quarterly schedule updates for our monthly releases. Even though the goals outlined in these schedules are likely to change somewhat as we react to feedback, we feel it is important to periodically provide you with an updated roadmap.
Our priority continues to be to deliver new content to our backers each and every month, so that you can give us feedback that will help us iteratively improve Shroud of the Avatar. This collaborative process continues to benefit the game, and often results in sweeping changes such as the upcoming addition of the Outskirts scenes. As you have seen in previous releases, the flexibility inherent to this process means that we sometimes push things out, but we also often pull new things in.
Top 10 Priorities: We keep a running list of our Top 10 priorities at all times that we use when building our schedule and prioritizing where to allocate our team’s resources. We often refer to it when making decisions about the project. While it has a VERY strong influence on what we work on at any given time, it does not mean that we only work on something that is on the list. It just means that if someone can assist with something that will help address an item on the list, then we will make sure they do that first before working on anything else. Sometimes team members cannot assist with anything on our top priorities, so they work on other tasks such as visual polish, combat balance, or content that helps us raise funds.
Until now we have only used this list internally and we have not shared it externally with you, our backers. However, we felt that as we approach launch we definitely should share this list, especially because our current Top 10 list consists of everything that we need to address BEFORE we are ready to launch.
Reduce Load Times: There are a lot of benefits to being a game that is divided up into multiple scenes, including everyone playing on one server and the ability to dynamically update scenes at will. However, being a scene-based game means that our load times MUST be mere seconds or the entire experience of playing the game is destroyed. Right now scene loads can still be over a minute on physical media drives (HDs) and up to 30 seconds even on solid state drives (SSDs). Reducing load times to seconds on both drive types is our number one goal for Q4 because the entire game experience depends on it.
Client Performance (FPS): Once we have reduced load times, we can focus on improving client performance. We will work on improving framerate, minimizing hitching, and lowering the game’s memory footprint.
Improved Reward Cycle: Right now, our reward cycle for play is completely unsatisfying. The loot is infrequent, not exciting, and requires multiple steps to gain a reward (ex. salvaging followed by crafting). We are going to add more immediately gratifying items (artifacts and gear with stats that can be salvaged for unique components). We are also going to slowly increase the amount of resources available in the world while carefully monitoring the game balance. Finally, we are going to add more unique quest rewards, especially items related to the virtues (ex. banners with virtue symbols).
....and more! Read the complete Q4 2017 Post on the main website.
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