Risks and challenges
This section shows potential features that have been flagged as a risk, due to the size of our crew, and also due to our "bare bones" funding philosophy.
(Known Hardware Crashes)
Our current demo has problems loading on Mobility Radeon graphics cards. Please be advised.
(Low Risk - Networked Game Engine)
We're developing every facet of the game from the lens of a single player environment. As a solution; our networked environment will be derived from the single player experience, except with more players and a higher pace for difficulty.
By following this simple design path, we avoid unnecessary feature creep, and preserve the game at its core. This also allows us to avoid bugs that will adversely affect the nature of the game.
(Low Risk - One Man Coding Crew)
Even though we have only one person on our engine team, we have several part-time coding supporters. We have enough contacts in our network who can help us out with their spare time.
Slade, our Principal Engineer, has experience developing on multiple platforms. He has commercial and academic work in Microsofts XNA SDK, the Playstation 3 SDK, iOS/OSX, Linux and Windows and even the Flash/Facebook domains. He focuses on C, C++ and Lua as primary languages. He also leads teams of programmers and artists on numerous professional and academic projects.
He has over 10 years experience in team management, encompassing multiple enterprises; military (Corporal, USMC), academic (UC Santa Cruz, PS3 Academic Program) and commercial (Mercenary Games LLC).
(High Risk - Massive Scale)
We will attempt to fit as many players as we can, and hopefully, our multiplayer capability will reach numbers approaching an MMO raid environment. This requires us to find a huge player base who will be interested in testing this with experimental software.
We say this is high risk since we've never tried it before. :)
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