Frequently Asked Questions
The short answer: Adding a Linux version will be our first stretch goal, followed shortly thereafter by a Mac version.
The slightly less short answer: We're developing the game just as we would if we were going to ship it on multiple platforms. To boot, many of the libraries we're using already have Linux and Mac support built-in. However, tying things up with the appropriate testing and support will require us to bring on an additional programmer on contract, or we'll need to tack on another couple of months doing it ourselves.
Linux is first in the list because it has a built-in community that is oriented towards self-support, and because most cross platform libraries have up to date Linux support (but deprecated Mac support). Tentatively the stretch goals are set at $85,000 to unlock the Linux version and $100,000 to unlock the Mac.
If we fail to reach those stretch goals we may still attempt to add the platforms ourselves, but it will be after the release of the PC version, provided we have the money or if the market on that platform seems like it will bear it.Last updated:
Steam is absolutely where we want Unwritten to be, and if that happens a Steam key will be included with each digital copy for backers. During development we'll run a "Steam Greenlight" campaign (just like any game on Steam), at which time the support of our backers will be vitally important. We can't make promises, but that's where we're planning to go.Last updated:
When coming up with the world of Unwritten we first started by looking at famous nomadic cultures, and by far the most influential of those is the Mongolian people. The "tundra" comes from starting off with images of the Mongolian homeland (with a little bit of Arizona thrown in), eventually evolving it into our own unique place.
That said, the whole game won't take place on screen after screen of tundra. We have tentative plans for tunnel passageways (like caves), and other "themed" maps. Plus as the clan grows closer and closer to "God Mountain", they will find that the terrain and the people that live in it change and become more foreign.
Basically think of the tundra like the world of "The Never Ending Story". If you're a child of the 80s like we are you know the movie I'm talking about, otherwise IMDB will help you out there. The world has a consistent mood and melancholy theme, but you're likely to encounter a lot of variety and strangeness.Last updated:
The game will be DRM free for backers. If during development we manage to run a successful "Steam Greenlight" campaign, then backers will also get a free Steam key.Last updated:
We don't have the exact system requirements dialed in since we're still experimenting with the look of the game. Our strategy is to create an expressive, interesting art style that runs on as many machines as possible. Right now we're making sure the prototypes run on a near-ancient laptop, an Intel Duo 2.20GHz. We have a lot of graphics/system programming experience, so we're confident that we can keep our minimum requirements at least this low, if not lower.Last updated:
Yes, in the sense that it shows the scale of things and some of the gameplay elements. However, the art assets themselves are currently placeholder, meaning that better looking assets will replace them.Last updated:
Yes... now we do. http://m.youtube.com/#/watch?v=B2YwfHazDSc Joe is most contrite about the whole affair. However, after thousands of video views only 2 people caught this (or at least only 2 let us know). We've included the above video to ensure that you don't make a similar faux pas, ruining your chances with that hottie on your dorm floor with the sexy New Zealand accent.Last updated:
We came up with the framework for Unwritten without having played "King of Dragon Pass". However, someone pointed it out to us very early on and so we checked it out on the iPad. In the end the two games' approaches to a similar overall theme were really different, but we did draw a bit of inspiration here and there. One big thing we admired was how "KODP" creates its own world and invests in it completely. They don't explain away things that might be culturally uncomfortably for gamers, they just put confidence in those ideas and let them ride. As game designers we know you have to be very brave to do that, and it's harder to pull off than one might think.
Ultimately Unwritten is a game with more structure and way less text than KODP (it's primarily a turn based strategy game), but we hope it shares with KODP a grand player investment in a foreign and exotic world of nomads.Last updated:
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