Travel through time affect timelines, baby to oldman, mountains to hills, streams to canyons, create paradoxes, wear a tie, love voxels
(old version, for bookkeeping, for new demo check updates section! )
(press T in-game to timetravel to the selected time on the timeline, forgot to mention that!)
See mountains fade to hills, tall buildings crumble to dust, creeks form to canyons. All this in the blink of eye. Move seemlessly from any point in time. For some levels it's an interval of just 5 minutes, others a few days, and still others a million years.
Travel through time, meet yourself in the past, mess with yourself, create paradoxes, get really confused!
Find two animals, bring them to the past, go back to present day, now it's a herd!
find a penny, go to the past, invest, return, filthy rich!
plant a tree, travel to the future, pick an acorn that you'll use to plant that tree in the first place, get really confused!
prepare to be REALLY CONFUSED
(Old demo doesn't have most of this content, try the newest demo )
And for those wondering, target platform will hopefully be anything that can run java. more specifically any system that can run lwjgl:
Which should be all Windows, Mac and Linux OSes, or most, or something?
For lack of better comparison due to the rarity of this system for game dev, if you can run the game Minecraft, you should, in theory, be able to run Interval. If not, well i probably utilized system resources wrong. let me know.
final note, if it still doesn't run, try getting the lwjgl distribution most appropriate for your OS. The included lwjgl files are windows specific, though it should work for both 32 and 64 bit, hopefully.
final final note. Yes i have run it on both 32 and 64 bit windows, both xp and windows 7. i have not however tested on a mac or linux yet. Please let me know how that goes if you anyone tries that, run in console for error messages.
There's a lot of reasons. I intend to use most of this money to help fund distribution processes for the game at a later date. In order to make sure just people buying the game can get access ill need a website and various security features i have no idea about at the moment. That hardly costs much at all, at a year's subscription i can probably manage all that for less than a hundred, though realistically probably much more. Another sum of money might go towards a decent android device. That might not sound like a good investment, but realize that android development is kind of a stank-hole. The sdk includes an emulator but its a little half-assed and dreadfully inefficient. I have a super cheap tablet but it can barely run 2d games, let alone 3d heavy content. Interval doesnt look graphics heavy, but remember this a phone/tablet were taking about. Id at least need a 200-300$ quality one to run it. that's still nowhere close to 3.2k right? And i intend to only use the smallest portion as a regular profit. Honestly at least 2/3 the fund is a mix of motivation and publicity. Knowing a game could be successful enough to make that much would be glorious, and maybe compensate for the one and half years spent developing it thus far. The publicity might help draw in other developers or musicians that i could feel would contribute enough to the project that id be willing to give up my 'sole developer' badge. Besides i can still argue that most of the game was made by me so far anyway, or at least the game engine, since levels aren't quite done. Oh dear i'm on a tangent.
I have a lot going on in my head, and little time to say all i need/want, so i tend to ramble, sorry.
I'm getting there, everytime i start working on that i get sidetracked when i notice that this certain concept i want for the story cant really be implemented yet, so i end up adding more features to the game engine that allow for this content and then dont get around to putting said actual content in yet. You have to realize im making this all from scratch here, and theres some extremely complex systems im utilizing. So even simple things like pressing a button or killing an enemy get extremely complicated when you take time-travel into account. I need a mix of dynamic and scheduled AI to compensate for new logic while acting out previously determined actions at past travel, and then a prediction system for assuming where and what the ai will have done in a hundred years should the player decide to skip ahead in time. It's an awful mess of math science and raw dangerous logic. I have finally composed a background story and area of conflict though!
Honestly i was going more for sandbox initially. And it still will be pretty open-ended once it's finished. But just like all my game projects ive always started with a game concept, and thought what would be fun to be able to do, and just thought id worry about plot later. It worked for minecraft, worked for wurm, worked for almost every deathmatch game existance. Well okay some did have subtle plots, but how often did they even matter? the point was you were in control of things you could take the world into your hands and just do whatever the hell you could think of. Plot sometimes just slowed a game down when it wasn't even necessary. But i would like some logic and premise to why on earth you'd travel around in time, aside from it'd be freaking awesome that is. So that's coming, don't worry.
I keep putting that off because of circumstances and partially embarrassment. Something about playing a game filled with glitches seems not as bad as watching a game filled with glitches. Playing you can still appreciate the feel of the controls and dynamic nature. But watching it seems like it takes away from a truley dynamic game as its now mostly a recording, Normally that wouldnt bother me but Interval is VERY glitchy right now, so everytime i get some footage i notice this blaring glitch that i feel i HAVE to fix before recording that again. But I understand this is getting silly and i will try to swallow my pride and make that video. It will probably be pretty short understandably. Also im not looking forward to displaying my nerdy nasally voice all over the internet, ick!
Id like to take on the usual game dev's ideal of 'when it's finished' but i realize backers would definitely need a better deadline than that. I've been shooting for February, Mainly that it'll be mostly complete or in a state that's largely playable to some extent. On the assumption i remain the sole developer throughout i probably wont feel its entirely complete until its at least several hours of gameplay and i stop being a perfectionist for long enough. So maybe another year ? or 6 months?... or two years? im hoping two years tops. To put it bluntly, i really have no idea.
It really depends. I've adopted my gamedevelopment as a sort of personal hobby i hope might be lucrative some day. Since i've already spent so much time working on it it seems disappointing to me to have to add credit to someone if they've only ended up contributing a few weeks worth of work. Plus im not expecting to make a lot of money on this and id like at least a little, so sharing the profit seems tricky, especially when there isn't really a profit to even be shared yet.
Let me put it this way, if i look at your stuff and i really feel like you'd be a huge help or you can do something i, honest to god for the love of me, can't figure out how to do myself, sure ill take your help. If you want to help with something major and don't want any royalities.. well im not sure id like that either, id feel guilty unless it was a really minor tip. Now if you just want some experience in game development and the love of learning, i could probably help you out with it too, but that would also be nonprofit so you couldn't contribute anything major, unless i decide to put you on the profit margin.
Basically i just don't want any hurt feelings, injustice, or, let's face it, lawsuits. I know as much about law as a box turtle knows about highways, so please don't run over me :( .
email me, or leave a comment, or something, hopefully that's common sense. As of writing this i'm starved of internet for at least a few more days, so sorry if i don't get back to you right away!
pledged of $3,200 goal
seconds to go
Funding Unsuccessful This project reached the deadline without achieving its funding goal on October 22, 2012.
Aug 23, 2012 - Oct 22, 2012 (60 days)
Pledge $1 or more
Of course, even just a dollar is helpful! It's very motivational to receive some kind of compensation for my work, regardless of how small, so if you see any promise at all in my project and wish to root for me, please donate <3 Even if i don't reach the goal amount, seeing people attempting to promise money is a wonderful thing. So really the 1$ reward is just good cheer. I will smile for you across the internet :3Estimated delivery: Nov 2012
Pledge $10 or more
Pay at least 10$ to pre-order the game with updates until full release. This means you get late beta to full release (including future bug-fixes), but not alpha or early beta. The delivery date is tricky with so much work to do, but if i don't make it to full release by the delivery date it should at least be beta and i will release this regardless (and again, you will still receive the full version as well once it's entirely finished)Estimated delivery: Feb 2013
Pledge $20 or more
Pay At Least 20$ to pre-order and get access to early Alpha and Beta concerning Alpha, there are no levels at the time of this writing but there should be some ready to try soon enough.Estimated delivery: Nov 2012
Pledge $100 or more
0 backers Limited (200 of 200 left)
If you're crazy enough to pay this much money, i am truly grateful, this is a one man project and it's very time consuming and I'm rather poor, so this would be like super Christmas to me <3 ! If you DO pay this, i will custom make a level, player, NPC, building, structure, what have you, of your choosing (using my voxel modelling system of course), and if you wish i will add it to the full game.Estimated delivery: Dec 2012