Progress update, openGL, where we are at, and where things are headed.
Hey everyone, Ino here! It's been quite some time since I was able to personally post something to you guys on a formal channel. What can I say? It's been a crazy year... crazy, but great.
As some of you may be aware by now, we successfully raised another $8.5 million to expand on TUG, move into openGL, and put a lot more emphasis on tools and modding bits. Our team is expanding, and we are doing even more rad stuff with tech, art, and design.
We also pushed an update out to TUG on steam just prior to the holiday break, which helped a great deal with stability across the board. If it's borked for ANYONE, please email firstname.lastname@example.org so we can start digging into details to understand some of the problem, and see if we can get hot fixes out for some of these issues.
OpenGL is currently in development, and we are preparing the team to move away from the current DX11 engine, over to OpenGL, this also means that we likely won't get another major content update out to current TUG (tug 1.0?) for some time... almost a YEAR! This sounds rough, but after a lot of thinking, we know this is what is going to be best overall for our community, the project, and the future of this Nerd Kingdom. Still, we will do some other interesting things with the current version of TUG with mod jams and some interesting research projects, that will allow us to leverage our shiny new mod distribution system that is nearing completion.
Additionally, and this is potentially a HUGE change... we are seriously considering making TUG a free game... and I say this knowing FULL well that we already have people who have committed their own earned money to help us. So we are not taking this thinking lightly, and its going to take a lot of dialog and thought into what it will take to make this work. I go into detail of why I personally, and we as a team, think this is important. But the short of it being, we want to get this in the hands of as many people as possible, modders, researchers, players, and builders.
The great thing about solid financial support, is we have some freedom to build something great, and not have to worry about "monetization schemes". To be clear, how we will monetize is unclear, but we have a bit of time, and a few ideas to think through. With this said, any "monetization" we apply to TUG, wont impact any of our backers ability to play. You all believed in us, and have been nothing but supportive... it's not our intent to drain anyone of all the moneys. Treating TUG as a platform, as its intended, means we have a lot to consider.
We are also working on getting backer physical rewards taken care of. But if any of you are interested in digital bits instead of physical ones, we will make that an option when we send out backerkit stuff.
I go a tad into detail on some of the above thinking on my vlog here, in case you were interested: https://www.youtube.com/watch?v=XDOr8EtGSvg
(edit: anyone who absolutely hates this and has lost interest in what we are doing as a whole because any of these topics, please email me directly email@example.com, and i'll do what I can to make this right with you.
For technical issues regarding the current version of TUG, email firstname.lastname@example.org
If you wanna follow along in the stuff we do, feel free to follow me @inoritewtf or @nerdkingdom. And if you want to send me a much more personal message of your love and or hate of what is going on, my personal email is email@example.com