Wow, what a month February was!
The Kickstarter just finished funding, hitting 158% of its goal and unlocking both of the stretch goals! I couldn't be happier about it all.
So, you may be asking what happens now?
Well, Kickstarter takes a little bit of time before they can release the backer information to me, but in about 2 weeks, all the backers will be getting access to the game. That means the player base will be doubling!
With the additional players multiplayer games should be easier to join into, meaning that multiplayer issues will become a top priority for development.
However, my number one priority right now is getting steam integrated and working so M.A.V. can be a candidate for Early Access release on Steam. This will also help grow the player base and get people into multiplayer games.
This means the team based siege mode will be getting a lot of love, as well as team centric roles, like the commander, scout, and support M.A.V.'s.
What about all that kickstarter money?
I have begun my search for artist's and have found a few people that I really like that can handle the Mechs. I am still on the hunt for a great environmental artist that can help deliver some amazing levels and battlefield locations for the game.
To wrap everything up, I am amazed at the support you guys have shown me. You MADE this project. M.A.V. has the best fans and best community of players I have ever come across. The support you guys and gals have given me has touched me. I will deliver an awesome game to you, that I promise, but it was you, the fans, that made this possible.
Thank you very much.
Welcome back for another State of the Game! Here is an update on the Kickstarter:
So Close to Unlocking Stretch Goal #1!
As of writing this, we are just a few backers away from unlocking the melee weapons part line! I am very excited about getting these weapons in the game, as they will bring a whole new strategy element to the combat and I think have some great potential for some very iconic looking builds. I can't wait to get them in and see what people can do with them!
Soundtrack Stretch Goal
I have had a few backers send me a message asking about the OST stretch goal. Everyone seems really excited about it, but not everyone has the means to be able to back at the sponsor level to be able to get the sound track. After looking over the numbers of everything, I agree with them, so I am updating the reward tier.
Anyone that pledges at the Champion Level ($30) or more, will get the digital sound track as soon as it's finished.
I think this is a much better reward tier for this, and allows more people to be able to get the OST and enjoy it. I am sorry for having to change stuff up like this, but the fans were right about this.
Now, on to the development news!
This week has been relatively tame so I have got a lot more time to work on the actual game. I released 1 stable build update and 2 additional snapshot updates. The way updates work is stable builds happen less often (~once a month) but are much less buggy and go out to all players. Snapshot builds, come very quick, sometimes 2-3 times a week, but can be game breaking buggy, and only go out to players that have opted into them through the options menu in the game. If there is a bad snapshot build, you can always go back to the stable version.
The stable build increased the usability of the garage, eliminating some irritating bugs that users could encounter when building their M.A.V. in the garage. It also included the new camera system, which you can see in action here.
The snapshot builds have been focused on improving the multiplayer experience.
- Building that are blown up, stay blown up if you leave and rejoin the server. Before, there was a possibility that you would see 'ghost buildings', buildings that only exist for you.
- I updated the server browser to better keep track of all active servers and accurately reflect the current player count.
- Fixed the UI issues of player names being duplicated if players left and rejoined servers.
- Fixed up a lot of issues surrounding deployable turrets in multiplayer games.
- Made it so the player that deploys a turret gets credit for any kills or damage that the turret does.
- Made the AI better at aiming rockets. My math for calculating gravity drop was slightly off.
- Fixed a garage issue that allowed non-mobility base parts to be added as the base part of a M.A.V.
My focus for the next few snapshots will be on player communication in multiplayer games. There is a VOIP system in place already, but has had some issues. I am trying to resolve them, but they are proving difficult for me to fully track down, so I am also improving the visibility and usability of the in-game text chat. In M.A.V. communication of strategy is key, so I need these systems to be as good as possible!
Now, there is only 1 week left to unlock these stretch goals, so let's have a strong last push! I will be sending out mails to all my media contacts again, doing everything I can to spread the word for this last week. I would be massively thankful if you do the same!
Well, what a week it has been!
For starters, the Kickstarter campaign has reached 100% funding and I have announced the first stretch goal, Melee Weapons! This weapon class will include devastating close range weapons that are improvised from their normal mining operations. This goal will be unlocked when we hit 125% funded.
Next up, M.A.V. has been greenlit! What does this mean? It means that M.A.V. has been selected to be a part of the steam distribution platform. When M.A.V. does launch on steam, anyone that has access to the game will be issued a steam key. Since this has just happened, there is still a lot to figure out about how far to integrate into the Steam platform.
In other news, I have still been hard at work making the game.
I put out 2 new snapshot builds this week, 0.5.15_2 being a quick hotfix to a camera issue on the reverse joint legs, and version 0.5.15_3 fixing some garage bugs that could be an issue for players when building their M.A.V.'s.
Since both of these snapshots have gone well, I have also put out a new stable build so all the current players will have the updates available now!
This coming week I will be focusing all my efforts on fixing up any outstanding multiplayer issues and looking into the steam integration.
I other news, I have a very exciting announcement! I have officially signed on Varien to help create the sound track to M.A.V.! Varien has an excellent range of abilities and an amazing talent. I can't wait to see what he comes up with!
Until next week!
75% and counting!!! Wahoo!!
So, the kickstarter is going great! You can check it out right here to see the progress it makes everyday. Also, there is this great site called Kicktraq that does all kinds of awesome math and gives you projections for the campaign. Here is M.A.V.'s page.
So with the Greenlight and kickstarter in full swing there have been a lot of new eyes on the game and with that comes feedback. If you have been around here for awhile, you will know that I love feedback, so I have been reading every single comment. One of the big things that stuck with me was how many people pointed out the animations. This is not news, but seeing it be the first thing many people pointed out, it made me realize the importance of it. So I set out to address it, and made a video of the results.
So it was a fairly minor change, but I think it already makes a huge difference in the way the game feels and handles.
I have also released this change out as a snapshot build, so the alpha members that have the game can start playing with it and provide feedback so it's perfect for when the Kickstarter ends.
Continuing on, I have been working on multiplayer polish as well. I have been going through the code and fixing up some of the edge case errors and situations that can have very negative effects on a multiplayer game. When the Kickstarter ends, I want the new and old players to be able to have a great time playing together!
That is all for this week, see you next week!
Hey, in case you haven't noticed (and the title didn't tip you off) I have launched on Kickstarter!
So far, things are looking pretty good, with the project hitting ~30% of the funding in the first 2 days! Also, you might have noticed the steam greenlight banners on the website. M.A.V. is up for vote to be able to get on steam, so if you have a steam account and haven't voted, GO VOTE!
If M.A.V. gets on steam, anyone that already has an account will get a steam key to the game as well.
Around my parts, I have not been able to get any 'real' development done, as I have been managing the kickstarter and trying to do my best to get some press coverage. You may have seen M.A.V. out and about, here are the sites I know picked it up:
I have send out emails to quite a lot of other sites and many youtubers as well. I am hoping they will pick up on the news later in the kickstarter.
In the mean time, I made a slight tutorial video, covering the garage and just kind of showing the game in its current state. I wanted the video to be 'pure' so there are no cuts or edits, just ~30mins of pure gameplay and my lovely voice :)
This coming week I am hoping to get some development time in, as all the emails and general chaos has gotten back to a manageable level.
But, I have a task for you! M.A.V. needs you help, and beyond just the kickstarter and greenlight. I need you to share M.A.V. around like it was the black plague. Make videos, post it on message boards (there are some AMAZING message board posts already, Facepunch and NeoGaf), email writers, anything that helps get it in front of people.
As you can see from the steam stats, once people see the game, they tend to like it!
That is it for this week. I hope to have some exciting news for you next week!