Stretch Goals Explained
This update is both overdue and ahead of schedule. When we set out we had a plan for when we’d get to this and frankly, in our most fevered dreams we did not expect to pass the funding goal before this particular update went out, now on day twelve. Thank You!
Tonight I’m going to put up our full list, try to explain exactly what some of the goals mean (met or not), and hopefully give you a little clearer picture of our general plans. Some of these are pretty clear on first blush -- others, not so much. We hope you’ll use this as a launching pad for all your remaining Stretch Goal questions.
We’ve already blown through these, but I’m going to go ahead and backfill a little. The purpose of these two goals are to expand the initial platform offering for the first public milestone of City of Titans. We tried coming up with a catchy name but the internal shorthand has stuck: Avatar Builder.
The Avatar Builder itself will go through a few iterations after release, but the starting goal is a standalone character builder with full access to the currently released costume components. Over time that will expand to include features such as syncing/linking with your MWM account so that you can build a new costume over lunch, play around with a new character concept, or see what a cash shop costume set looks like without committing to a purchase.
As with all targets, the initial platform is the Windows based PC. We haven’t evaluated how far “back” in the Windows version history we’ll be going, but it’s a safe bet Windows 7 may be the oldest thoroughly tested.
This brings us to the next stretch goal.
First things first, we feel a MacOS port/build of the game is absolutely a must. It will happen. What this stretch goal provides is additional resource allocation so we can provide it at launch with the Windows builds. Without it, we will still get this out, as quickly as possible, but it might be an issue or two behind.
This also means the MacOS of the Avatar Builder will get a prioritization bump.
This is our first “Goodies” package. Please bear in mind that the mounts described above are essentially a platform your character may ride upon in one of a small set of poses. A travel power that allows riding a vehicle (or anything else) which has a complex shape, animation, and/or particle effects is significantly more complicated -- and another story, for another time.
What is a Wing Set? For our purposes, a wing set is a mesh, set of textures, animation cycle, and in some cases a set of auras that combine to make a number of wing costume pieces. The costume piece is an animated back piece that appears when a Flight Power is activated. Wing Set is used loosely as we’re including things from Angel and Butterfly wings to Rocket Packs to Backpack Helicopters. If it is a back-based costume piece and animates once Flight is activated, it’s a wing set.
So what sets does this include? That will be up to the community. We have our list. We know you have yours. We’ll mix and match, do a poll or two and build our priorities list from that.
We’re also going to raise the priority on the number of capes and cape textures for the stylish hero… and villain.
At launch, we’re planning on having a minimum of four power sets per Classification. We expect to roll out more as time goes on as updates occur. If we hit this target we’ll be able to move some of this activity to an earlier release.
This is the first of three “Add more costume sets at launch” stretch goals. We’re defining a costume set to be a group of thematically links costume pieces that typically have one to three pieces per location, and associated textures. For example: A costume set might have three different face masks, an alternate skirt, or two distinctly different cowboy boots.
Will these be free or cash store sets? That’s a good question. The mix should lean towards 50/50 - the business folks are still evaluating this.
This level will also allow us to bump one of the zones slated for later release forward into the launch.
This is the first of two additional texture set stretch goals. When reached, we’ll add an additional set of textures for all to use. This will expand the available pattern choices for most costume pieces, giving you more options to mix and match to your heart’s content.
Our initial release goal will have one Classification specialization with the remaining two being released in later updates. If we make this goal, you’ll have two specializations available on day one, more than doubling your creative options!
This is another first of three. When we make it here we’re going to add a nice pile of miscellaneous costume bits for everyone to use.
This is second of three additional costume sets and is as described at the $650,000 stretch. This adds a total of 4 new costume sets at launch. Also -- another zone!
This is the second of two texture set stretch goals. The description for the $700,000 applies here as well -- for a total of 20 additional texture sets.
When we reach this goal we’re going to add five active (animated!) and five passive tails to the global pool based on *your* input.
I expect you’ll have a multitude of questions here -- most of which we aren’t ready to commit answers to yet. But we’ll try.
This is the second of three accessory additions. The description above applies, bringing the total to 30 new costume pieces for everyone to use.
This is the third of three costume set additions, bringing the total to six.
This is the third of three accessory additions, bringing the total to 45!
This addition to the $550,000 stretch goal doubles the number of flight sets available at launch for a total of 8. PLUS! We’ll add more prettification options to the ones already present
This stretch goal adds an additional zone on startup *AND* an extra power set for each classification.
I think our final three pretty well explain themselves at this point - please ping us if you need more detail