Over the last few months of development we have been asked several questions, which we always answer the best we can. I thought it would be nice to share the most memorable questions so I can give you my answers.
1.How has the small dev team affected the creative elements that go into the game?
Well, I haven’t worked on a big AAA title game in the industry. However, I have worked on larger business development software teams, and the difference is amazing. I’m sure down the road it will prove to have its own set of roadblocks, but so far it has been a huge relief bouncing ideas off a few like minded people. I firmly believe that having a small team of like minded people on a board will allow Saving Eden to go from just a cool concept to a worldwide success.
2. Aside from the kickstarter goals being more or less set in stone, are new systems/features being drawn up as you go along, or do you have a roadmap for what’s going to be in the game?
Honestly, we haven’t really decided if we’re going with Kickstarter or if we’re going to stick with traditional funding. The goal at that point will be the overall goals and objectives to make the game. We have a roadmap, but as we go we’re open to new ideas, especially from the community. If we don’t do Kickstarter, we’ll do our absolute best to keep our promises.
3. How many people are in the dev team currently?
Myself (Deccypher) and Knox - a total recluse (we’ll be lucky if he pops his head out on launch day). Knox works on the multiplayer aspect to make sure the client and server mesh well. The rest is me. We had a few in the past, but they didn’t work out, or were snatched up by full fledged AAA gaming companies.
4. How did the team come together?
It was both easy and hard. The hard part was opening up to someone else and telling them what I wanted to do. The risk was that they could go do it themselves, and leave me in the dust. Luckily, when I did he became enthusiastic about the idea, loved the story boards, and loved the scope of how big Saving Eden franchise can be.
5. How important are community suggestions?
Very. I mean, the game will still go on without them, but then it would just be my vision. There are aspects of the game that I don’t hold as dear as others. Anyone reading my pistol blog post will recognize that.
6. When will we see NPC’s?
NPC’s will be available from the start, but they will be very rudimentary. They will mainly be a part of quests over the course of the Alpha stage. There will be a huge variety of them eventually, and these will hit around Alpha stage 7 with the second round of balancing.
7. What’s your plan to give PvE gameplay depth?
There will be Myst type puzzles. Some may pass them by, but in a sandbox, that’s okay. For the people paying attention, there will be plenty of puzzles leading you to unlock hidden content. We will also be utilizing achievements in Steam. Aside from that, the whole game is basically a community driven quest. Everyone together unlocks a new expansion or new stage of content. Survival is only one of the things you do in eden. Your tasks include securing assets, reestablishing contact, trying to figure out a mystery, and last but not least, surviving.
8. Will there be modding?
We love modding and modders. A modding community is essential for long term viability, as it opens up the new possibilities that a dev team just can’t.
9. What is the most difficult part of the game to code for, and why?
So far it’s been the generation of the world. With traditional worlds it’s pretty easy to just look on youtube, and you can throw a scene together in seconds. A voxel world adds a whole new depth of complexity. We actually started of with Cubicy, then evolved to Teravol, and then in the end made our own. We basically had to invent a new level of the voxel. The traditional method is block->chuck->region. We did it by going voxel->block->chunk->region allowing for us to use different faces of a block. We had to invent a gravity system to prevent floaters and an SI system that didn’t fall apart over a tunnel. It was more math than programming, and there are still a few rough edges we’re polishing up.
10. What are the next steps for Saving Eden?
Get funding and get to Alpha Stage 1. Funding is the major obstacle right now, because our small team has only two of us getting the coding done. For a game of this size, that is painfully slow. With adequate funding that gets us through Alpha and thus creates a revenue stream, we could easily get 10-12 people on board. Funding is everything. Without it, the game will release way later.