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Q2-2016 Schedule Update


Balandar

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Read the full post here.

[A forum post by Starr Long]

Greetings Avatars,

 

As we have stated previously, our goal is to once-per-quarter post an updated schedule for our monthly releases. Even though these goals will likely change somewhat as we react to feedback, we feel it is important to provide you an updated roadmap periodically.

 

Our goal continues to be to deliver our backers content each and every month so that we can get feedback and use it to iterate improvements. This continues to benefit the game, with sweeping changes like the switch over to use-based advancement. Meeting that monthly goal is our highest priority, but we require flexibility in our deliverables in order to meet that goal. As you have seen in previous releases, sometimes we push things out, but we also often pull new things in.

 

The second quarter of 2016 is focused on getting Shroud of the Avatar to persistence for Release 32 in July as outlined in my Final Wipe and Lot Selection Post, which in addition to discussing Final Wipe an Lot Selection also discusses which items will be in by July and which will come online afterwards. As we get closer to July, each release will focus more and more on polish and balance versus new content.

 

As always, all dates, durations, and deliverables are subject to change as we adjust our designs based on direct feedback from you, our backers.

 

RELEASE 29, April 28, 2016

 

- Full Wipe: Once again, we are going to make some fundamental changes to item and quest architecture that require us to do a full wipe for Release 29. We apologize for the inconvenience. Please note that if you have been waiting to convert your purchases to store credits, this is your chance to do so as long as you do NOT log into the game once R29 goes live (which automatically claims the items and prevents conversion). NOTE: This is the last wipe before the final wipe in July.

- Story: New scenes will appear in the regions of North Paladis, Midmaer, and Verdantis, including the city of Central Brittany which will appear in the game for the first time. At this point, the Love storyline will be playable from beginning to end and we will begin final polish on that storyline.

- Lot Selection Sequence: The lot selection sequence process implemented and tested by players. Pacing for these initial tests will be very accelerated with lot selection windows being mere minutes versus a full 24 hours.

- Player Towns: Player Owned Towns that have locked submission forms will appear in the game, and more Player Run Town scenes with small NPC cores with basic functions (banks, shops, trainers) will appear across Novia. New variations on the town templates may also appear.

- Performance: Major efforts will be done to optimize performance.  This will include frame rate improvements, load time improvements, and memory footprint improvements. We will also begin officially supporting Windows 10.

 

RELEASE 30, May 26, 2016:

 

- Story: The town of Valhold on the island of Norguard will appear in game and we will begin a final polish on the Novia overworld.

- Multiplayer Economic Balance: A pass will be made through creature loot bundles, merchant pricing, property taxes, public vendor fees, harvesting rates, agriculture growth, crafting recipe ingredient amounts, and other factors to begin establishing an equilibrium for the multiplayer economy

- Multiplayer Combat Balance: A pass will be made through combat skills, creature stats, player stats, advancement rates, zone difficulties, and other values to establish an equilibrium for multiplayer combat.

- Single Player Offline: The first Single Player Offline specific features will become available to players in the form of Save Games and Companions.

- User Interface Polish: Various aspects of the user interface will be refactored and upgraded for visuals and usability

- Player Towns: Player Owned Towns that have locked submission forms will appear in the game, and more Player Run Town scenes with small NPC cores with basic functions (banks, shops, trainers) will appear across Novia. New variations on the town templates may also appear.

- Performance: Major efforts will be done to optimize performance.  This will include frame rate improvements, load time improvements, and memory footprint improvements. We will also be adding DX11/12 support for Windows and OpenGLCore for Linux and OSX.

 

RELEASE 31, June 30, 2016

 

- Story: The dungeon of Artifice on the island of Elysium will welcome pilgrims for the first time, and the Courage storyline will be playable from beginning to end for the first time.

- New User Experience Polish: Final polish passes will be done on the Tutorials, hints, and starting scenes.

- New Female Avatar: A complete overhaul of the female avatar, including a completely new sculpt and skin texture.

- Service Hardening: We will begin a series of passes through the client, authentication, and server to harden the service for security and customer service. Special attention will be paid to the Patcher.

- Single Player Offline Combat Balance: A pass will be made through the game to adjust combat balance for play in offline mode with companions.

- Player Towns: Player Owned Towns that have locked submission forms will appear in the game, and more Player Run Town scenes with small NPC cores with basic functions (banks, shops, trainers) will appear across Novia. New variations on the town templates may also appear.

- Performance: Major efforts will be done to optimize performance.  This will include frame rate improvements, load time improvements, and memory footprint improvements.

 

We continue to be incredibly thankful for the support we receive from this amazing community. While the funding you provide makes all of this possible, it pales in comparison with the faith you have in us, the feedback you provide us, and the content you are making for everyone to enjoy. We are humbly grateful, and we cannot wait to see you again in New Britannia!

 

Before I go, I wanted to include an excerpt from my original post about our Early Release Schedule that is important to set the framework for our ongoing schedule:

 

As a crowd funded and crowd sourced project, we feel it is incredibly important that we provide our backers with information and access well before game studios would normally do so in a traditional development model. Traditionally, the players are given information and access only after the development team has already decided exactly how things will be done, and at times, even after it has already been implemented. By the time the public normally has access to the product, there is usually no time to meaningfully react to the public feedback.

 

Shroud of the Avatar is different than the traditional model, as we intend to offer our backers extremely early access to information and even the game itself. With that said, we also want to be very careful that we only provide access to portions of the game when they are ready for a wider range of feedback. If we can play it internally and we know it is not ready, then there is nothing to be gained by having a wider audience come to the same conclusion. In fact, it could be quite damaging to do so.

 

Our strategy over the next few months is to provide you with focused and iterative releases of content. Your feedback during these releases will be critical to making the final product the best it can be, and we appreciate that you are all so willing to devote your time to helping us. With each release, we will have specific tests we will ask you all to make. As we get closer, we will send instructions on how to download, install, report bugs, etc. After each release we will review the results and reevaluate the plan including the duration of availability of each release. Please note that game data will be wiped periodically during early access.

It is important to note that all dates, durations, and deliverables are subject to change.

 

Sincerely,

Starr Long

Executive Producer

Shroud of the Avatar

 

From <https://www.shroudoftheavatar.com/?p=57326>

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