Final Kickstarter preview page is on-line

Smitemeister
Administrator
Smitemeister
Fellow Skirmishers,

The final version of the kickstarter page is now on-line:

https://www.kickstarter.com/projects/1569088261/1746585226?token=1b762137

We have tried to work in as many of the features you requested and we hope we didn't forget anyone.

We have yet to change the cover image and edit the video to include more scenes of footage of Skirmish!. It could also be that we will make some minor adjustments on stretch goals but all in all this is what to expect. Note that we do have some more stretch goals planned which we will reveal as the campaign goes on.

If you have any questions or comments regarding the preview page, feel free to post below.

Cheers!

Chris

Comments

  • MadBeard
    MadBeard
    Member edited October 2016 Member
    Hi Chris.

    I must say that I'm little disappointed with KS core features and stretch goals.
    Stretch goals that you listed are features that should be core features in the first place. Especially campaign management, fog of war, UI expansion and tactical expansion. According to your reply to my suggestions, I was under impression that campaign management will be (or already is) in core features.

    So, I would like to ask do you plan to implement features mentioned in stretch goals even if you don't manage to reach stretch goals in KS campaign?


  • Smitemeister
    Smitemeister
    Administrator edited October 2016 Administrator
    Hi MadBeard, your point is valid but let me explain our position. First of all the features listed in the stretch goals are all features we do intend to realize. If they are reached within the ks campaign this will happen at a highly accelerated rate though. If we put all features from the stretch goals into the first goal it would be quite a hurdle to get funded at all. Like this we have a better chance to get funded and even if some stretch goals are not reached we could still build on the core.

    I'll check the campaign page again to make sure the point comes across more clearly.

    Edit: I fixed the wording to make it more clear.

    Oh btw, the campaign features were a priority among our beta users as well as the additional fog of war features so we listed them as our first stretch goals. Once we are funded they are very likely to be reached.
  • Exxar
    Exxar
    Member edited October 2016 Member
    I am also a bit confused by some of your decesions regarding stretch goals. Things like freeform drawing, rulers and map pings are among the most basic of tools in VTTs nowadays and they are pretty much a dealbreaker for me if they don't get implemented. Will we be able to implement those features ourselves with the plugin API in case the stretch goals aren't reached?

    I have just tried out the beta btw and it's a truly awesome foundation. I'm trying to manage my expectations but I sure do wish you all the best. This could easily be the best VTT on the market if you get the funding you need.
  • Smitemeister
    Smitemeister
    Administrator edited October 2016 Administrator
    Hi Exxar, thanks for the praise. We also think we do have laid a good foundation to make an awesome virtual tabletop. To answer your (and also MadBeard's) question: Thinking about how to design the KS campaign we had to decide between 2 scenarios:
    #1 the fully functional core as a relatively low priced main goal + stretch goals (current model) or
    #2 a full priced all-in-one main goal.

    Now imagine we reach 30k. In scenario #2 we would not be funded and the project would be cancelled. In scenario #1 though, Skirmish! would come to exist and also get some stretch goal features + the chance to develop... and you could even start building your own plug-ins using the open API.

    Btw, thanks for the heads up on the free drawing and ping features. We'll check up on that. I know they are common in various on-line tools/mobas but I hadn't noticed they were already a standard among existing VTTs. If it is really that common we may consider moving it up to the main goal.
  • MadBeard
    MadBeard
    Member Member
    Smitemeister, thank you for your quick reply.
    I understand your reasoning and although I don't fully agree with it, I wish you all the best with it. I'll surely support you in KS. It's enough for me that you'll implement all features eventually and continue to support SK!

    Btw, I agree with Exxar's opinion about free drawing, map ping etc. I think that I tried almost all VTT outhere in the last 8-9 years and even older and free VTTs have this features.

    P.S. because of SK! open API, maybe I'll finally start learning C# :D
  • Ken_L
    Ken_L
    Member edited October 2016 Member
    I'm okay with the KS.

    I do agree about the ping/free-form drawing though. It's been there since maptool and FG which were the earliest well known VTTs.

    "Where's that log?"  
    *draws crude log*
    "Ok, I brace against it!"

    "I don't get the description"
    *Draws representation of statue arm positions*
    "Ah.. so it's like that, so I can conceivably tilt it that way."
    "Yep"

    It's easier to improvise on the spot, and draw maps like you would in person for super low prep games. (IE: got back from a work trip, and need to either cancel, or run a bare bones game... after all, TTRPGS are mainly fueled by imagination so if you can run a good game, there's no real need for graphics)

    "Where's that thing you mentioned again"
    -- "Well it's by the X and right of the Y, see it?"
    "No.."


    --VS.--

    "Where's that thing you mentioned again?"
    *Ping*
    "Here."

    I'll probably run this in virtual box.


  • Smitemeister
    Smitemeister
    Administrator Administrator
    Your points are valid and yeah, it seems these tools are indeed very basic. I will discuss how to move/merge the tactical expansion with Javier.

    Thanks for the info, guys. :smile: 
  • Smitemeister
    Smitemeister
    Administrator Administrator
    The preview page has been updated! Make sure to refresh and check the main goal as well as stretch goals.  ;)
  • theboynurse
    theboynurse
    Member Member
    Pumped that the world builder is going to be part of the core program. While my graphic taste is quite refined, my skill, not so much. The skirmish art style is just awesome. Very excited about the flexibility of this system. You can count on my support... Good Luck!

    Any guess on time frame when Closed Beta will open? Won't hold you to it, I promise.

  • Smitemeister
    Smitemeister
    Administrator edited October 2016 Administrator
    Thank you. :D
    Well, the good thing about Skirmish! is that it works / can be updated in a modular fashion, so closed beta access should be a lot earlier than the public release or the early access. However, I'd rather leave the answer up to Javi, since he has a better view on the coding process.
  • xavi
    xavi
    Administrator Administrator
    Basically if it is a plugin it can be coded/replaced by 3rd parties, where as a core feature can't, since it is a part of functionality offered to the plugins/main program.

    Btw, then you'd rather prefer a bigger main goal instead of many stretch goals? If so, which stretch goals would you move to the main goal and which would you leave as stretch goals?
  • Ken_L
    Ken_L
    Member Member
    I'm curious if a turn-order or initiative tracker is really considered add-on material. I really can't imagine any VTT without it for managing combats. During the open beta my players were wondering where the initative tracker was once combat started since there were used to Roll20 and Fantasy Grounds.

    It need not be something complex, a simple list with editable numbers where you can drag/drop entries up and down (for ready/hold/delay); with an option to sort.

    Advanced initiative tracking akin to something like shadow run does, or usage of cards I'd see as 35k. But a basic little list would work great for something initial.

    I have prince level backing so chances are before I can even run a game, I'll have to write my own tracker for sanity purposes as 10+ creatures in combat are the norm for my games at higher levels as things get complex.
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