Current Stretch Goal
There, uh, aren't any. I have four stretch goals for Attack Vector support, but I think that's better served as a second Kickstarter once we've got the coding for this one done.
Right now, I'm enjoying a beer, and just kinda blinking into space...
Met Stretch Goals!
Wow. Just...wow. I'd had no idea we'd reach these last two stretch goals on the last day. Seriously - I'd hoped for a surge, but these last three days have generated a bit over $6,000!
Thank you all! Spread the word - there's still some great backer rewards here, and the more funding this gets, the smoother the development cycle will go; having a bit of a cash reserve to cover blind alleys is a good thing.
Mode 2 plotting is funded. This has turned the project from an AVID Assistant to the Squadron Strike Assistant!
Mode 1 plotting handles movement modes for universes inspired by Star Trek or Star Wars.
The iOS version is technically trickier to produce than the Android version. The iTunes store costs more to get into, which is why the fourth stretch goal is higher than the third one.
With this stretch goal, we'll run the existing app through Cordova and make an Android version. This means that you won't need an Internet connection to load the tool, and it will appear as a $1.99 download in the Google Play store. Project backers at the $5 and higher level will be given an option to download it for free.
Our second stretch goal was tracking and shooting multiple bearings - this requires re-working some of the user interface from the example video, but isn't a significant coding hurdle (like getting coordinates translated for the previous one). We'll have you tracking up to four bearings at once. In addition to this, the old third stretch goal (free web version) has been rolled into this stretch goal.
Our first stretch goal added an additional control to the AVID Assistant. This control presents live-rendered images of a box miniature in a tilt block, color coded to match your AVID color, pulling the orientation from the AVID itself. We'll also add a second view that puts the box miniature in an AVID ball, with any bearings shot showing up in the appropriate AVID window.
To see a mockup of the feature in action, see the video below!
Our Story So Far...
I'm Ken Burnside. I've published 3D space combat boardgames since 2001, and I currently publish the Origins-award winning Attack Vector and Origins-finalist Squadron Strike. I am also the designer of Saganami Island Tactical Simulator, and worked on Star Fleet Battles and Federation Commander. I'm working on Squadron Strike: Traveller as this Kickstarter runs.
I love space combat, whether it's the genre-defining realism of Attack Vector, the epic sweep of Traveller, or the simple fun of recreating a battle from a favorite movie as a convention game. As long as we're all blowing up spaceships, everyone wins.
If you love space combat like I do, you may own one or more of my games. And you may despair of sharing that love with other gamers--the ones who say "3D? No way."
I'm here to help, with the AVID Assistant.
All of these games use a play aid called the AVID, or "Attitude/Vector Information Display." The AVID, a top-down view of a sphere set in a hexagon, is a combined orientation manager and firing arc solution. It takes all of the spherical geometry and trigonometry of moving and shooting in 3D and simplifies it down to something a human being can play.
The AVID Assistant automates much of the record keeping for Pivots and Rolls, like you see here:
Over thousands of demos, I've found three categories of players: those who "get" the AVID from the word go, those who need to take a few repetitions before the lightbulb turns on, and those who can't quite make it work for themselves.
This project is a computerized version of the AVID. For people who already play my games, it makes managing multiple ships easier and speeds up play. It removes errors in orientation, and it moves some of the head-bendy conceptual tricks from your brain to buttons on a tablet or phone. For people who've tried to get other players to the table, the AVID Assistant removes all of "am I doing this right?" questions from newbies.
I'm in an unusual place here. I've taught the AVID and tilt blocks to people ranging in age from five (like the little girl here) to seventy-five.
I've got a functioning, tested program already. My development team and I have put a lot of work into it, and it handles the three basic functions of the AVID, including heading changes (shown in the first image up above), shooting bearings (shown here)
and mapping bearings to firing arcs.
To see the AVID Assistant in action, I've got a video walkthrough linked in here
If you're already a fan of my games, even these screen shots should have you excited. If you haven't played my games, but are interested in learning how, this just made picking them up and playing them a lot easier.
As much as the program already does, I want it to do more. The Kickstarter funds I'm raising go to cover development costs, and later funding targets will add more features, including stand alone apps for Android and iOS. I'll add those as the campaign progresses!
With your help, I want to release this to the world and make playing my games easier. Remember: if everyone's blowing up spaceships, we all win!
Challenge Coin Image
Funding Targets & Stretch Goals
At $5,000, I more or less cover the cost of development done to date. Everyone who contributes will get a password-protected URL that they can use with any Android or iOS-based device.
We are re-evaluating the stretch goals we had planned!
The first Stretch Goal will be posted tomorrow - don't worry! It's one of the ones that was down here earlier. However, we'll have screen grabs, and it'll be at the top of the page.
Risks and challenges
The most basic version of the AVID Assistant is done. It runs in a web browser. We want to add features to it, and make packaged apps for Android and iOS and put them up in the Google Play and iTunes app stores.
If the Kickstarter funds, all backers at the $5 level and above will be given a password-protected URL that they can point their web browser to for the current version.
We anticipate that each of the funding targets that involves extra coding will take about a month to six weeks per added feature; we've done test builds with Cordova, the tool set that converts web-based apps into Android apps. We're still learning how to do this for iOS, but it's something we've seen done, and suspect it won't be too difficult.
The backer rewards have all been sourced with vendors we've used before, and Ad Astra Games has a good track record of shipping merchandise in the US and to Canada. We expect that we'll be placing the orders for apparel items shortly after the Kickstarter ends, with a three-to-four week production cycle, followed by a couple of heavy shipping days.Learn about accountability on Kickstarter
- (34 days)