![]() ![]() Episodes 2 and 3 will be released as free content updates as they're developed.Īdditional stories will be purchasable DLC, and all episodes will be included as a part of that story package as they are developed. The theme is elemental magic, darkness, undead, demonology, and friendship. The first complete story is going to be a three act series about a red wizard who deals with demons and undead. Each time you play through the story, it will be slightly different (different spells, monsters, etc). This will consist of three acts, which should span a total of 2-3 hours of game play. The full version of Spellbound will have a completed, polished story titled "The Red Wizards Tale". Each story will be a self contained narrative from the perspective of the story protagonist. “Spellbound is going to be a series of stories. How is the full version planned to differ from the Early Access version? When a story chapter is about 85% complete, it will be made available for you to play through and provide feedback and I will iterate until the chapter is complete and highly polished.” Don't trust me though - This may fluctuate wildly! Us devs are notoriously bad at underestimating the amount of time and effort to finish production, and VR is hard and filled with uncharted territory! I'm guessing wildly here, but if each act takes about 3 months to complete and I have 3 chapters, we're looking at about 9 months of development after early access release. The amount of production time per chapter will heavily depend on scope of work, access to resources & support, team size (solo dev right now), time constraints, and budget. The content will be released as episodic chapters as they are developed and completed. “Spellbound will be in Early Access until the "Red Wizards Tale" story arc has been completed. The overarching theme here is experimentation and community feedback.”Īpproximately how long will this game be in Early Access? Your feedback helps mitigate my individual biases and blind spots as a developer. The sooner I know something is not working, the less time I waste working on something which ultimately gets cut. At the same time, it's unwise to continue building game content for a year if it's not going to work. It's not fair to you to launch this in any state other than Early Access. I'll be actively reading the community forums to hear your thoughts and ideas!Ħ) The game content is not complete yet. By being a part of the early access community, you can help nudge the direction this game takes. More spells? More monsters? Smarter AI? Deeper stories? More playable characters? New VR interaction styles? This game isn't just my game. How do you want to play a VR game? How can I build my game to help suit your preferences and play styles?ĥ) Feedback: I absolutely want to know what people want to see. ![]() ![]() But I need to know how to best accommodate as many people as possible so that everyone can enjoy Spellbound. For a solo dev, I'm crazy to try to support so many hardware platforms. It's time to share what I'm working on for the advancement of the VR industry!Ĥ) Accessibility: I'm going to be supporting Oculus Rift, HTC Vive and Leap Motion in a wide variety of game play styles. I hope what I'm doing inspires other VR developers to copy and improve upon what I'm doing (or avoid it if it doesn't work). I'm trying crazy new things in VR which nobody else is doing, and I think this is valuable in shaping the direction and future of VR. Does something make you sick? Is something super annoying or confusing? Does something break immersion or presence? Tell me about it so I can look into it!ģ) I feel this game should be a part of the conversations in the VR community. I need willing guinea pigs *ahem* test subjects, who can help me figure out what works and doesn't work. I'm trying strange new things which may not work. There may be bugs or hardware configuration issues I need to find and fix before I can feel comfortable calling this game "complete".Ģ) This is a virtual reality game which is a brand new medium with techniques waiting to be discovered. This is the first commercial game I've ever developed. My resources are limited and I may have blind spots. The following are the considerations I've made:ġ) I'm a solo indie developer funding this from my own pocket. “Early Access makes the most sense for this project.
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