An dieser Stelle kannst du dem Projektgründer gutes Gelingen wünschen, Fragen stellen und dich mit anderen Unterstützern austauschen. Wir bitten darum, den Austausch stets respektvoll und höflich zu halten! Danke!
I thought that the 35k in Kickstarter funds were raised to fund about 6 months of development.
I think this project has received significantly more effort than that, and I am amazed by the engine capabilities demonstrated in the development updates. I can't imagine accepting any kind of refund, as this project has already delivered far beyond the expectations set by the funding amount.
I do look forward to the code becoming available under the MIT license, I am still optimistic about this triggering a bloom of other projects derived or inspired by the Voxel Quest engine.
Have fun at OpenAI! You crazy techno-optimists are the dreamers and heroes the world needs!
Wanted to let you know that I am super impressed with what you've done already, and am especially thankful that you are releasing the source under the MIT license. Please keep my money. You've definitely earned it. Thanks a lot, Gavan!
I'm a little late after the announcement, but please keep my money too! I've already gotten at least that value out of the videos you have released detailing your progress. Looking forward to the next chapter :-)
I didn't know there was an option for a refund. Now that I know, I find that I don't want one. In fact, I'm with the others in saying that we'll wait, for however long you need.
Like all the others, I don't expect/need a refund on this project. I put in my $50 based on what you put up on rpgcodex. I hope to see it through to completion- whether it takes 3, 5 or 10 years. I've got other kickstarter projects I've donated to that have been going on for much longer with much less to show for it. Just keep up the work and don't get too discouraged and I'll feel like I got my money's worth.
I don't want the money back. I hope you can work on the project when you want and have time, to see more progress. ;)
Anyway, if you open your code maybe people can contribute using github or something.
Good luck Gavan!
@Hanspeter - thank you, I will keep the updates coming!
@Marco - thanks. I at least intend to get that, but the option is there for those who want it. :)
Hi, I'm not interested in refund. Thanks for the offer. It was and is an interesting jorniy to follow you on the road.
Please only keep me in the mail loop of you progress
Hi Gavan. While I understand you are trying to do what feels right towards us backers I, as one of them, don't think you should return money: it's the nature of backing a kickstarter.
You invested in it time, sweat and resources. It's not like you didn't do anything all this time and just spent the money on something else.
In fact you wrote yourself in the compaign description: "The funding goal I have set is small but it will get the game to public alpha" so that's all you "owe" us, do that eventually and all will be fine.
@D Morgan - thanks! Would be happy to help Josh any way possible. Our community manager Talvieno, Josh, and the rest of the Limit Theory community are a large part of why the VQ campaign succeeded. I have toyed with the idea of tower defense, worms, and other things that would take advantage of building and destruction - I'm sure many of those concepts will make it into the game somehow.
Between you and josh Parnell of limit theory, you should make a solo developer club, your both bright as hell, maybe a kind of club to support one man development teams? it must be allot of pressure you guys put on yourselves, catapult / castle defense could be cool in this engine, with resource extraction growing . brilliant work, maybe have a chat with josh I think he needs another solo developer to talk about the trials and tribulations of such development.
@Ryan - still working on getting them out - obvious way, way late but I am working on it. First keys should go out in a few months, fingers crossed. Progress continues at a steady pace - see twitter.com/voxelquest for the most frequent updates.
Have the Alpha keys gone out yet? Because Last time anyone questioned it was on May. And going through things I'm waiting for on KS I realized I haven't yet gotten an alpha key.
@Alvl88pikachu -- see reponse I wrote to MACattackROGI below. Additionally, there is quite a bit of restructuring going on right now to ensure that the engine runs smoothly on almost all computers. You can see an early peak at the new improvements in the link below, more info to come soon.
@Marvin Bentley II - it will definitely launch on Steam (as mentioned, I have been Greenlit already). Steam launch might be slightly later than initial launch though.
Love the progress that's taking place - can't wait to get my keys!
That said, I LOVE your intention to keep the game DRM free, but I have drank the Steam koolaid. Is there any chance that you could offer it to us via the Humble Store and also include a Steam key that way? Many MANY Humble store games ALSO have Steam keys, and to my mind that would work well here.
I just really enjoy the aspect of keeping all of my games in Steam. It's like an apt repo, but for DRM'd games. :) It's a shame Steam doesn't offer creators a non-DRM option, as that would (in my mind) be ideal.
Thanks so much for all the hard work! Can't wait to get a HMD and this!!! :D
@DaveKap - thanks! Yes, I originally put that the alpha would be out in January, but this was not well projected, or I forgot to update the date (the KS page was drafted in March of last year and had numerous areas I forgot to update when I finally did launch in Oct/Nov). :) Anyhow, working hard to get out the alpha ASAP.
I just wanted to be encouraging and let you know, Gavan, that I appreciate the update! I was about to ask about the alpha (I recalled the description claiming January) and came here to ask only to see it's already been answered. Keep up the good work and keep the updates coming, I look forward to breaking your alpha! :)
@MACattackROGI -
All alpha keys go out at the same time and you will be emailed your key or a notification that your key is ready when that time comes (requires no other effort on your part). The projected date for alpha release was originally March (at least, by most recent discussions in the forums). However, as with any software project or game, the estimated release date is difficult to pin down accurately as tasks tend to take longer than planned. For now, I am going to leave it at the alpha will be released when it is in a decently fun/stable state, which should be relatively soon. The next update is coming this week which will shed some more light on what I have been working on the past month (also info on this can be found in the forums and on the twitch stream).
My apologies for putting any dates out, I should have left the release date a bit more nebulous as these types of things tend to go overtime. That said, I think (at least according to accounts from other developers) no one is disappointed by a late release in the long run, but people are disappointed when something is released prematurely and is buggy / not fun. I am trying to get the game into this state ASAP so that I can get a product into your hands to test / play. Patience is appreciated and I hope you will enjoy the game once it is released! Until then, please follow the updates and twitch streams - you can play the game "vicariously" in the twitch stream by asking me to do stuff or show any given aspect of the game. :)
@Vinny Garcia - I am unsure of the exact requirements as there is still much room for optimization, and I have only tested on a very small range of hardware, but - any modern CPU should work (say, made within past 8 years), as long as it is an x64 processor (not ARM). 6 GB of RAM should work, 8 GB is recommended. Most important thing is the video card - the more GPU memory and horsepower you have, the better the game will look/perform, but it could theoretically run on a pretty low-end card with settings cranked down. I will have to test on more hardware to see. On first release, it probably will not be well tuned to lower-end systems, but it will get to that point eventually.
So what are you expecting to be the recommended setup for this game?
Can/will a 2.0 ghz dualcore with 6gb of RAM handle it comfortably? And a 1gb graphics card?
Just watched all the video Gavan, looking really amazing. We'd really love to experiment with the procedural generation isometrics you've created with our own game ideas, so I'd love it if you could get the possibility of modding right there from the start, build up a support of a community like that. You're creating something that I really think is going to be something unique and special people could use for building imaginative worlds with very simple yet powerful tools.
Glad to hear all of this, especially how invested you are. My friends thought your game was great, but that it wouldn't get funded. Fa! Fa, I say!
On the Baron, that's pretty good advice. The fact that your AI will be capable of taking love into account is a testament to your skill as a programmer. You can bet I'll be reading through the forums later. I love AI, and read as much as I can on the subject, so your forum should be a gold mine. Who knows, maybe I'll be able to provide some insight into an Advanced Emergent AI (Which, as an acronym, sounds like a battle cry and Old Macdonald had a baby.) or something... Probably not, but one can never rule out the importance of three years' worth of studying animal behaviors...
I guess I'll need to spend the next three years studying the behavior most dangerous game of all...
@Dan Riehl - yes, the procedural methods exist to put a world in place, and many sandbox methods are there to edit the world.
Emergent AI: characters will act in accordance with their role based on whatever rules you give them and whatever rules exist in the current world. So, you might define the Baron to be extremely in love with his wife, which will give him high motivation (i.e. a high score) for keeping her safe (the relationship between these two would probably not be explicitly defined, but a result of logical inference/deduction).
I'm invested in this project (more emotionally than financially), so my skin only grows thicker with each day. That said - even the strongest critics can be turned into fans (I've done it in the past). If any of your friends ever have doubts, send them my way and I will see if I can address any of their concerns. :) Nonetheless, thank you for being a crusader! :)
Just to clear something up, the maps are both randomly procedurally generated and able to be edited, right? i.e. I can let it make a city, but change buildings any way from re-purposing it into a pub to turning it into a castle. You are, at least, planning to incorporate this editing feature into Voxel Quest before you put down your pen and declare it finished, right?
Also, this emergent AI has me all pumped. Would I be able to make NPCs act to fill a certain role? i.e. I want the PCs to have to deal with a Baron that will do anything to get his wife back, even if he has to give up his fair reputation with his peoples, and the PCs have to help him by both making sure he doesn't do anything rash and also searching the city for clues that will lead to the Baroness. If so, you will be my new favorite developer. I'm excited that they'll be able to use human-like actions like stealing, lying, etc., so you'll probably still be my favorite. (Plus, I'll just procedurally generate the world and the NPCs until I find one that fits the role I have, drag it back to the city I found that matches the one I need as well as I can, and trap it in place somehow. I'm sure I'll feel bad about it the first few times, though.)
Congratulations again on getting funded. I tried to get my friends to pledge, but most of them were of little faith. I guess I'll just have to force them to buy keys as soon as possible. Not without a little gloating, mind you. :D
Also, remember your priorities. Development should not be priority number one, no matter how much hate the haters will throw your way. Just know that for every hater that shouts poison at you, there are at least ten silent fans cheering you on, three crusaders that verbally beat the hater to a figurative death, and one person that will not shut up about how brilliant your game is. I've known plenty of developers fall under the pressure of a spite-filled community, myself being one of them (Though I was developing a pen-and-paper RPG. But that is in the past.), and I don't want to see that happen to you. Thus, you can count on me to be both a crusader and that guy that sings your praises where ever I go. Of course, I've known plenty of developers that leave a project for myriad other reasons, and all of them legitimate, so if you get to a point down the road where you make a decision like that, it's a given that I'll stand behind you one-hundred percent. I've got nothing but support for you.
Sorry about being a bit long winded. Had a lot of thoughts I wanted to convey. It got a bit mushy at the end, and I'm not very good at mushy. Kinda surprised myself, really. Well, that's all I have. Can't wait for release.
Yay! Congratulations, Gavan! The twitch streams were interesting by themselves, so I can't wait to actually get my hands all over those sweet, sweet voxels.
@Sébastien Orban - thanks! lets bring back some of that KS faith now. :)
@Pablo Cabrera Alonso - BILLIONS of voxels, c'mon now ;)
@Matthew Davis - See above comment ;) ;)
@D Morgan - Voxel Field? https://www.kickstarter.com/projects/1534173570/voxelfield-the-moba-where-you-can-destroy-everythi @Taren Skie - Thanks so much for being an early believer!
@Jeremy Banks - thanks, just wanted to thank you again - your contributions were critical to the success of this campaign.
@Dimiter Stanev - Thanks! :)
@Morten Kjærgaard Tellefsen - I'm looking forward to realizing it with you all :)
WOOH! Congratulations aon making it, I can't wait to see where this game takes you and maybe even parts of the industry. It has great potential and I know you'll keep taking it to new heights. :)
Now that the development of voxelquest's development is safe, Theyres another voxel based game in gavans picks he's backed that looks worth checking out.
Thank you all! I'm taking tomorrow off mostly, or else my wife will probably take a sledge hammer to my computer. ;) I will provide a recap and thank you video from yours truly as soon as possible. :)
An dieser Stelle kannst du dem Projektgründer gutes Gelingen wünschen, Fragen stellen und dich mit anderen Unterstützern austauschen. Wir bitten darum, den Austausch stets respektvoll und höflich zu halten! Danke!
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Ältere Kommentare anzeigenLuke Miller am July 12
I thought that the 35k in Kickstarter funds were raised to fund about 6 months of development.
I think this project has received significantly more effort than that, and I am amazed by the engine capabilities demonstrated in the development updates. I can't imagine accepting any kind of refund, as this project has already delivered far beyond the expectations set by the funding amount.
I do look forward to the code becoming available under the MIT license, I am still optimistic about this triggering a bloom of other projects derived or inspired by the Voxel Quest engine.
Have fun at OpenAI! You crazy techno-optimists are the dreamers and heroes the world needs!
John Pappas am June 18
Wanted to let you know that I am super impressed with what you've done already, and am especially thankful that you are releasing the source under the MIT license. Please keep my money. You've definitely earned it. Thanks a lot, Gavan!
Seag am June 6
I'm a little late after the announcement, but please keep my money too! I've already gotten at least that value out of the videos you have released detailing your progress. Looking forward to the next chapter :-)
Ngurah Bagus am May 22
I didn't know there was an option for a refund. Now that I know, I find that I don't want one. In fact, I'm with the others in saying that we'll wait, for however long you need.
smileyninja am May 11
Like all the others, I don't expect/need a refund on this project. I put in my $50 based on what you put up on rpgcodex. I hope to see it through to completion- whether it takes 3, 5 or 10 years. I've got other kickstarter projects I've donated to that have been going on for much longer with much less to show for it. Just keep up the work and don't get too discouraged and I'll feel like I got my money's worth.
Gavan Woolery Projektgründer am May 11
@Ivan - I plan to put it up on Github soon, and thank you for your support :)
@Karsten - Thank you :)
Ivan Gonzalez am May 11
I don't want the money back. I hope you can work on the project when you want and have time, to see more progress. ;)
Anyway, if you open your code maybe people can contribute using github or something.
Good luck Gavan!
Karsten Rohweder am May 11
As far as I'm concerned, no refund please. Keep it as a donation, you already made it well worth. Glad you got to work on your dream for a while!
Gavan Woolery Projektgründer am May 10
@Hanspeter - thank you, I will keep the updates coming!
@Marco - thanks. I at least intend to get that, but the option is there for those who want it. :)
Hanspeter Jochmann am May 10
Hi, I'm not interested in refund. Thanks for the offer. It was and is an interesting jorniy to follow you on the road.
Please only keep me in the mail loop of you progress
Marco Abis am May 10
Hi Gavan. While I understand you are trying to do what feels right towards us backers I, as one of them, don't think you should return money: it's the nature of backing a kickstarter.
You invested in it time, sweat and resources. It's not like you didn't do anything all this time and just spent the money on something else.
In fact you wrote yourself in the compaign description: "The funding goal I have set is small but it will get the game to public alpha" so that's all you "owe" us, do that eventually and all will be fine.
Gavan Woolery Projektgründer am February 18, 2016
@D Morgan - thanks! Would be happy to help Josh any way possible. Our community manager Talvieno, Josh, and the rest of the Limit Theory community are a large part of why the VQ campaign succeeded. I have toyed with the idea of tower defense, worms, and other things that would take advantage of building and destruction - I'm sure many of those concepts will make it into the game somehow.
D Morgan am February 18, 2016
Between you and josh Parnell of limit theory, you should make a solo developer club, your both bright as hell, maybe a kind of club to support one man development teams? it must be allot of pressure you guys put on yourselves, catapult / castle defense could be cool in this engine, with resource extraction growing . brilliant work, maybe have a chat with josh I think he needs another solo developer to talk about the trials and tribulations of such development.
Tkane21 am December 25, 2015
Merry Christmas and a Happy New Year! Everyone have a safe and Happy Holiday.
Gavan Woolery Projektgründer am October 30, 2015
@Ryan - still working on getting them out - obvious way, way late but I am working on it. First keys should go out in a few months, fingers crossed. Progress continues at a steady pace - see twitter.com/voxelquest for the most frequent updates.
Ryan am October 30, 2015
Have the Alpha keys gone out yet? Because Last time anyone questioned it was on May. And going through things I'm waiting for on KS I realized I haven't yet gotten an alpha key.
Gavan Woolery Projektgründer am May 9, 2015
@Alvl88pikachu -- see reponse I wrote to MACattackROGI below. Additionally, there is quite a bit of restructuring going on right now to ensure that the engine runs smoothly on almost all computers. You can see an early peak at the new improvements in the link below, more info to come soon.
http://voxelquest.vanillaforums.com/discussion/122/no-stream-today-small-preview-if-you-missed-it-though#latest
Alvl88pikachu am May 9, 2015
When do alpha codes go out?
Gavan Woolery Projektgründer am March 20, 2015
@Marvin Bentley II - it will definitely launch on Steam (as mentioned, I have been Greenlit already). Steam launch might be slightly later than initial launch though.
Marvin Bentley II am March 20, 2015
@Gavan Wollery:
Love the progress that's taking place - can't wait to get my keys!
That said, I LOVE your intention to keep the game DRM free, but I have drank the Steam koolaid. Is there any chance that you could offer it to us via the Humble Store and also include a Steam key that way? Many MANY Humble store games ALSO have Steam keys, and to my mind that would work well here.
I just really enjoy the aspect of keeping all of my games in Steam. It's like an apt repo, but for DRM'd games. :) It's a shame Steam doesn't offer creators a non-DRM option, as that would (in my mind) be ideal.
Thanks so much for all the hard work! Can't wait to get a HMD and this!!! :D
Gavan Woolery Projektgründer am March 12, 2015
@DaveKap - thanks! Yes, I originally put that the alpha would be out in January, but this was not well projected, or I forgot to update the date (the KS page was drafted in March of last year and had numerous areas I forgot to update when I finally did launch in Oct/Nov). :) Anyhow, working hard to get out the alpha ASAP.
DaveKap am March 12, 2015
I just wanted to be encouraging and let you know, Gavan, that I appreciate the update! I was about to ask about the alpha (I recalled the description claiming January) and came here to ask only to see it's already been answered. Keep up the good work and keep the updates coming, I look forward to breaking your alpha! :)
Gavan Woolery Projektgründer am March 9, 2015
@MACattackROGI -
All alpha keys go out at the same time and you will be emailed your key or a notification that your key is ready when that time comes (requires no other effort on your part). The projected date for alpha release was originally March (at least, by most recent discussions in the forums). However, as with any software project or game, the estimated release date is difficult to pin down accurately as tasks tend to take longer than planned. For now, I am going to leave it at the alpha will be released when it is in a decently fun/stable state, which should be relatively soon. The next update is coming this week which will shed some more light on what I have been working on the past month (also info on this can be found in the forums and on the twitch stream).
My apologies for putting any dates out, I should have left the release date a bit more nebulous as these types of things tend to go overtime. That said, I think (at least according to accounts from other developers) no one is disappointed by a late release in the long run, but people are disappointed when something is released prematurely and is buggy / not fun. I am trying to get the game into this state ASAP so that I can get a product into your hands to test / play. Patience is appreciated and I hope you will enjoy the game once it is released! Until then, please follow the updates and twitch streams - you can play the game "vicariously" in the twitch stream by asking me to do stuff or show any given aspect of the game. :)
MACattackROGI
Superbacker
am March 9, 2015
How do I get the alpha of this game? I am a backer.
Gavan Woolery Projektgründer am January 17, 2015
@Vinny Garcia - I am unsure of the exact requirements as there is still much room for optimization, and I have only tested on a very small range of hardware, but - any modern CPU should work (say, made within past 8 years), as long as it is an x64 processor (not ARM). 6 GB of RAM should work, 8 GB is recommended. Most important thing is the video card - the more GPU memory and horsepower you have, the better the game will look/perform, but it could theoretically run on a pretty low-end card with settings cranked down. I will have to test on more hardware to see. On first release, it probably will not be well tuned to lower-end systems, but it will get to that point eventually.
Vinny Garcia am January 17, 2015
So what are you expecting to be the recommended setup for this game?
Can/will a 2.0 ghz dualcore with 6gb of RAM handle it comfortably? And a 1gb graphics card?
Gavan Woolery Projektgründer am December 22, 2014
@Visa-Valtteri Pimiä thanks! Interested to see what mods you and other produce :)
Visa-Valtteri Pimiä am December 14, 2014
Just watched all the video Gavan, looking really amazing. We'd really love to experiment with the procedural generation isometrics you've created with our own game ideas, so I'd love it if you could get the possibility of modding right there from the start, build up a support of a community like that. You're creating something that I really think is going to be something unique and special people could use for building imaginative worlds with very simple yet powerful tools.
Gavan Woolery Projektgründer am November 30, 2014
@Matthew Davis - and nutritious! :)
Matthew Davis am November 28, 2014
visually delicious.
Dan Riehl am November 11, 2014
Glad to hear all of this, especially how invested you are. My friends thought your game was great, but that it wouldn't get funded. Fa! Fa, I say!
On the Baron, that's pretty good advice. The fact that your AI will be capable of taking love into account is a testament to your skill as a programmer. You can bet I'll be reading through the forums later. I love AI, and read as much as I can on the subject, so your forum should be a gold mine. Who knows, maybe I'll be able to provide some insight into an Advanced Emergent AI (Which, as an acronym, sounds like a battle cry and Old Macdonald had a baby.) or something... Probably not, but one can never rule out the importance of three years' worth of studying animal behaviors...
I guess I'll need to spend the next three years studying the behavior most dangerous game of all...
Gavan Woolery Projektgründer am November 11, 2014
@Dan Riehl - also, much more detail than I can discuss here can be found on the AI in the forums. :)
Gavan Woolery Projektgründer am November 11, 2014
@Dan Riehl - yes, the procedural methods exist to put a world in place, and many sandbox methods are there to edit the world.
Emergent AI: characters will act in accordance with their role based on whatever rules you give them and whatever rules exist in the current world. So, you might define the Baron to be extremely in love with his wife, which will give him high motivation (i.e. a high score) for keeping her safe (the relationship between these two would probably not be explicitly defined, but a result of logical inference/deduction).
I'm invested in this project (more emotionally than financially), so my skin only grows thicker with each day. That said - even the strongest critics can be turned into fans (I've done it in the past). If any of your friends ever have doubts, send them my way and I will see if I can address any of their concerns. :) Nonetheless, thank you for being a crusader! :)
Dan Riehl am November 11, 2014
Just to clear something up, the maps are both randomly procedurally generated and able to be edited, right? i.e. I can let it make a city, but change buildings any way from re-purposing it into a pub to turning it into a castle. You are, at least, planning to incorporate this editing feature into Voxel Quest before you put down your pen and declare it finished, right?
Also, this emergent AI has me all pumped. Would I be able to make NPCs act to fill a certain role? i.e. I want the PCs to have to deal with a Baron that will do anything to get his wife back, even if he has to give up his fair reputation with his peoples, and the PCs have to help him by both making sure he doesn't do anything rash and also searching the city for clues that will lead to the Baroness. If so, you will be my new favorite developer. I'm excited that they'll be able to use human-like actions like stealing, lying, etc., so you'll probably still be my favorite. (Plus, I'll just procedurally generate the world and the NPCs until I find one that fits the role I have, drag it back to the city I found that matches the one I need as well as I can, and trap it in place somehow. I'm sure I'll feel bad about it the first few times, though.)
Congratulations again on getting funded. I tried to get my friends to pledge, but most of them were of little faith. I guess I'll just have to force them to buy keys as soon as possible. Not without a little gloating, mind you. :D
Also, remember your priorities. Development should not be priority number one, no matter how much hate the haters will throw your way. Just know that for every hater that shouts poison at you, there are at least ten silent fans cheering you on, three crusaders that verbally beat the hater to a figurative death, and one person that will not shut up about how brilliant your game is. I've known plenty of developers fall under the pressure of a spite-filled community, myself being one of them (Though I was developing a pen-and-paper RPG. But that is in the past.), and I don't want to see that happen to you. Thus, you can count on me to be both a crusader and that guy that sings your praises where ever I go. Of course, I've known plenty of developers that leave a project for myriad other reasons, and all of them legitimate, so if you get to a point down the road where you make a decision like that, it's a given that I'll stand behind you one-hundred percent. I've got nothing but support for you.
Sorry about being a bit long winded. Had a lot of thoughts I wanted to convey. It got a bit mushy at the end, and I'm not very good at mushy. Kinda surprised myself, really. Well, that's all I have. Can't wait for release.
Gavan Woolery Projektgründer am November 10, 2014
@Epsilon04 - thank you :D
@John - soon! :)
@Carl - thanks!
Carl Nienaber am November 10, 2014
I'm glad this got funded. Congratulations.
John Pappas am November 10, 2014
Yay! Congratulations, Gavan! The twitch streams were interesting by themselves, so I can't wait to actually get my hands all over those sweet, sweet voxels.
Epsilon04 am November 9, 2014
Great job! Can't wait to see the finalized product!
Gavan Woolery Projektgründer am November 9, 2014
@Sébastien Orban - thanks! lets bring back some of that KS faith now. :)
@Pablo Cabrera Alonso - BILLIONS of voxels, c'mon now ;)
@Matthew Davis - See above comment ;) ;)
@D Morgan - Voxel Field? https://www.kickstarter.com/projects/1534173570/voxelfield-the-moba-where-you-can-destroy-everythi
@Taren Skie - Thanks so much for being an early believer!
@Jeremy Banks - thanks, just wanted to thank you again - your contributions were critical to the success of this campaign.
@Dimiter Stanev - Thanks! :)
@Morten Kjærgaard Tellefsen - I'm looking forward to realizing it with you all :)
Morten Kjærgaard Tellefsen am November 9, 2014
Congratulations! I am looking much forward to seeing this project realized. :D
Dimiter Stanev am November 8, 2014
Congratulations!
User am November 8, 2014
Congratulations and good luck, Gavan. I can't wait to play around with the first release. :)
Taren Skie am November 8, 2014
WOOH! Congratulations aon making it, I can't wait to see where this game takes you and maybe even parts of the industry. It has great potential and I know you'll keep taking it to new heights. :)
D Morgan am November 8, 2014
Now that the development of voxelquest's development is safe, Theyres another voxel based game in gavans picks he's backed that looks worth checking out.
Matthew Davis am November 8, 2014
Millions of voxels, voxels for me.
Millions of voxels, voxels for free!
Pablo Cabrera Alonso am November 8, 2014
Yay! Millions of voxels FTW!
Sébastien Orban am November 8, 2014
Congrats, I'm happy to support you and your very ambitious project - your project and the likes are the reason I love kickstarter :)
Gavan Woolery Projektgründer am November 8, 2014
Oh, and goodnight! I have slept 12 hours in the past 3 days, so I'm going to be hibernating for a little while. Wake me up when the snow melts. ;)
Gavan Woolery Projektgründer am November 8, 2014
Thank you all! I'm taking tomorrow off mostly, or else my wife will probably take a sledge hammer to my computer. ;) I will provide a recap and thank you video from yours truly as soon as possible. :)
Gavan Woolery Projektgründer am November 8, 2014
@Andreas - haha :) @Vincenzo - thanks! My heart is actually in a bad place, I need to do more cardio to stay alive. ;)