Happy Holidays!
Spell Karts released a few months ago and has received many updates since the initial release. We've seen overhauls to the maps, new spells, new game modes, AI improvements, physics and graphics updates, a redesigned settings menu and the recent addition of modding support, amongst many other improvements and bug fixes.
I'd like to layout our rough release plan.
[h2]The road to 1.0[/h2]
The workshop update was the biggest update in terms of feedback and player interaction. So it seems natural that the majority of our time early on in the year be dedicated to this feature. However the rest of the game has a lot of work to be done as well, and we don't want to neglect that.
The first thing we will be working on upon return in the new year is the arena map editor, as well as adding enough new content that players can begin to craft new levels covering all aspects of the game.
After this, the "extras" such as terrain editing and more content will trickle in over following updates.
Alongside the workshop updates, we have a number of improvements to racing mode planned such as improved "final lap" notifications and previous lap times, lap records, ghosting after completion and camera improvements, as well as more opportunities to pick up speed, are planned to make this all-important game mode more interesting and fun.
Quarter 1 should also host a number of updates to maps - with more environment interaction such as the cowboys and pirates shooting at vehicles or the Vikings throwing spears.
We also have a few ideas for new game modes, both for racing and arena maps - more on this soon!
Now we turn our attention to additional content, by this point we should have a lot of the existing game content up to scratch and a lot of the core features implemented. If we don't have quests and talents in by now, work on that will take priority.
New racing maps, new arenas, new game modes, more karts, more players, all of these things are in focus pre-1.0.
Tutorials, game manual/help, and a better new-player experience then become the focus as we wrap up for 1.0.
I'd like to layout our rough release plan.
[h2]The road to 1.0[/h2]
The workshop update was the biggest update in terms of feedback and player interaction. So it seems natural that the majority of our time early on in the year be dedicated to this feature. However the rest of the game has a lot of work to be done as well, and we don't want to neglect that.
The first thing we will be working on upon return in the new year is the arena map editor, as well as adding enough new content that players can begin to craft new levels covering all aspects of the game.
After this, the "extras" such as terrain editing and more content will trickle in over following updates.
Alongside the workshop updates, we have a number of improvements to racing mode planned such as improved "final lap" notifications and previous lap times, lap records, ghosting after completion and camera improvements, as well as more opportunities to pick up speed, are planned to make this all-important game mode more interesting and fun.
Quarter 1 should also host a number of updates to maps - with more environment interaction such as the cowboys and pirates shooting at vehicles or the Vikings throwing spears.
We also have a few ideas for new game modes, both for racing and arena maps - more on this soon!
Now we turn our attention to additional content, by this point we should have a lot of the existing game content up to scratch and a lot of the core features implemented. If we don't have quests and talents in by now, work on that will take priority.
New racing maps, new arenas, new game modes, more karts, more players, all of these things are in focus pre-1.0.
Tutorials, game manual/help, and a better new-player experience then become the focus as we wrap up for 1.0.