The death of the Chapter system
CraftWorld was originally designed to have three chapters to its release schedule. The purpose of such chapters was as follows:
- Separate huge game changing features between releases.
- Allow game breaking changes (such as save file changes) to be saved for the next chapter.
- If CraftWorld was not going too well, we could bring to an acceptable state of completion (Unless one of us gets cancer, or combusts, this is simply not happening.)
- Easy method of separating price differences, and rewarding those that purchase early chapters
- Early releases of an incomplete game, in complete stages.
Whilst this chapter system was not a bad idea, it did have a few problems. Double or triple purchases, could be confusing and unfair, and made the game seem broken. Fears of the game changing so much, it is no longer what you had hoped for after one big fat update. Splitting the community up, as some people would inevitably stick around the older chapters or even skip one. The list goes on, and the concept ultimately undermined what we were setting out to do:
Make one, large cohesive game that is released before it is complete.
We are keeping with our original goals, of getting larger portions completed before moving on to others. So we are using the correct term for this, “Milestones”. CraftWorld will pass through 3 milestones on it’s way to being the complete game it is designed to be. The process will be relatively organic, with constant updates building upon what the game already is. At some point, enough features will coalesce together, and the game can be described as passing one of these milestones.
Milestone 1: The promise.
The completion of this milestone marks out the minimum of what CraftWorld is intended to be. Features may be cut down and simplified in an effort to have them complete, but they will all be there. From inventory management over to terrain generation and the RPG system, this milestone marks our what CraftWorld will be.
Milestone 2: Multiplayer.
This is a huge, and our most demanded features. But simply strapping two players to a world does not constitute a good multiplayer experience, so we are delaying it’s full development until we can comfortably focus on getting it done right. Be sure to check out this milestone for yourself, as the game will grow in other ways at this time as well. For example, the space and weight based inventory is the next big item on that list.
Milestone 3: Expansion
Loads more of what we already have. Plenty to kill, loads to build and huge amounts of new world to explore. You have CraftWorld, and have enjoyed it for what it is. Let us double what you already have, and sprinkle in a handful of new, complex features we have saved for this stage, or if you have held back, this final hoorah to tempt you in. And this is when the modding API will begin to emerge into existence. It is something we have considered, and has directed our development from day 1.
Payment and Updates:
Should you go ahead and purchase CraftWorld on any one given platform, then you are granted full rights and privileges to play CraftWorld forever. The milestones roll buy, and what you paid for will get better and better, without any need for additional purchases. Unless of course, you decide to take up playing CraftWorld on another platform, other than the one you started on. But then that one is locked in for all the updates in future. Our current price goals are as follows:
PC (at release): $9.95 //Currently not yet availible
Xbox (at release): 80-400 MS points //Currently not yet availible
WP7 (at release): $0.99 / Free
So at least, you are looking at less than $15 for CraftWorld on three platforms. It is impossible to offer a single purchase pack, for all three games, the infrastructure required on each seperate platform is both non existent, and out of our control.
Over time, the price will increase on each platform as the game grows. But of course, that means getting the game on the other two platforms first! And that 1.45 update out ASAP! We’ve solved the internal engine issues we were having, and have been working on another big core feature. Should have it up and ready for certification in a few days at worst.
Have a good one!