by Pyrodactyl Games
Correction to my previous post: Once a MONTH, heavy on content. Not once a week. Thanks.
Twice per month is best, and please keep them KS, all of them. With over 80 projects backed I am not going to be able to follow each project on their own websites with own login etc...
Thanks a LOT for the PDF compilation! Much appreciated :)
Thanks for the feedback everyone! We'll probably go with one KS update + one livestream per month route, which should make it two updates per month in total.
I prefer an update every couple weeks, but at least once a month so we know you're still out there.
I don't care how often you update -- but keep it fast and light. I have enough Kickstarter games sending me giant updates about the minutiae of their development process. Tell me something cool you've got working, or a new screenshot, or something just to let me know you aren't dead and I'll be happy.
I'd prefer the less-frequent, content-heavy updates.
Remember that you guys were planning to do a monthly stream get-together to talk about the project too. So bimonthly updates (including the stream) would be fine - one update written up in detail, followed by one light one a few days before the stream which includes the stream link and when you'll be streaming (because you can always elaborate more on the stream itself).
I prefer more frequent updates.
Though I understand your enthusiasm, once in a month is more than enough, in my opinion.
I like the idea of updates once or twice a month; I would much rather have the ones rich in content.
I will also agree with what Wouter said on the 'save' and 'cancel' buttons. When I was playing an older game, the quick save button was F5 and the quick load was F6. Having them right next each other irritated me sometimes because I often pressed the wrong button. Oops. Nowadays the quick load is usually placed at F9. While it may not be a problem on the screen, it's always good to consider what could happen placing those right next to each other.
I prefer the more frequent updates!
And thank you for the PDF!! I love having PDF versions of things. I'm going to print this and bind it into a little novella. :)
Once a month is fine for me. If you feel you really want to talk about something you're working on, I'd love to see an update about it, but I don't mind waiting if it takes time away from actual development or becomes a chore.
Less frequent updates. Once a month.
Make a survey for this question.
I'd prefer once a week updates, but if that takes away from the work too much, once or twice a month is fine. I agree with what a lot of other people said, I just like to know you're still there, and if there aren't updates for a while, I get nervous.
Twice each month feels about right to me. Hooray, Pyrodactyl!
I'd prefer once a week, short messages. I tend to scan really long e-mails and sometimes miss things, so I'd prefer to see something short and to the point every Thursday or something like that.
Thanks for asking!
I'd prefer less frequent updates too, my smartphone keeps ringing with all your mails!!! :))
I would like less frequent updates.
I don't see anything wrong with what's in the picture.
Once or twice a month is best (more toward once). Updating too often can be distracting from the actual development work.
I've got no problems with Save and Cancel being next to each other--they usually are, it's pretty standard layout.
Updates: I'm for once or twice a month whenever there's real news. I trust you guys to keep steaming ahead and too many updates will just waste time you could be spending on the game.
Resolutions: Consider supporting 2560x1600 resolution. It's already available on laptop screens, e.g., the Retina MacBook Pro, and is probably going to get much more common in the next few years as prices drop. Your game will look stunning for the foreseeable future even on high-end displays.
Once a week for updates would be great!
Oh my god, I just noticed that my last post is full of sppelling errorz! X-)
As for the update frequency, I think the minimum would be once a month. And weekly would probably be too much.
Less frequent and people might start to worry or loose interest.
Too frequent and the team might struggle to find and show interesting content. Updates every week might put extra workload on the team, better if they spend that work on the game. I agree with Scharz's on how this could be done.
As for the interface: I always recommend testing with 'actual' users (not the developers) in the most early phase possible. In that stage, it's a lot easier to correct problems and make adaptions. Plus those users might consider possibilities or options that the team had not even considered.
And as far as descriptive toolstips go: most people know what full screen does, V-sync I'm not so sure. Full-screen, of course, makes your entire screen black so that you have your entire screen 'available'. ;-) Or perhaps it puts the screen 'full of monkey's ??
I would vote for as frequent as possible (it doesn't need to be regular, but I want to know what's going on with projects I back), but if you least update every month, it is ok (if there are no updates for over one month I start to get bad feelings).
I have the opinion that there's no such thing as too frequent update.
Once a month is fine for regular updates.
I think the Double Fine model works pretty well, i.e., a periodical update (say once a month) with all the progress you've had in that time on various fronts, and specific, deeper-but-more-focused updates when you have something interesting or special to share.
Same for me, less often but packed with goodies and tales from the northern seas and krakens on crack would be best !
Twice a month is the best option...thanks!
I'd rather have you post an update as soon as some awesome or significant progress has been made. Make my day, but only once in a while.
Interface: Looking really good!! I agree with separation of "Save" and "Cancel". Kinda disagree with descriptive tooltips (or status description) on every technical option (e.g. V-Sync). People either know what it is or they'll leave it alone (many of my games have a V-Sync option) and you could simply put a link on that page to go out to a help file.
Updates: Twice monthly at maximum. Once monthly at minimum. Varying between those may be done. when it makes sense to do so (e.g., accumulating enough content vs. needing regular feedback) for sake of convenience.
Journal: Thanks!!! Sharing this with my loved ones has been challenging; this greatly simplifies things.
@Wouter: I'll take that feedback into account!
Looking good there!
I'd be careful with the placement of the 'cancel' button. Maybe it will turn out it's not a problem, but it's possible that a number of people will intend to click on 'save', then click on 'cancel' instead. In that case, 'Save' could be moved to another location.
Also, I doubt many people know what 'V-sync' is. Perhaps a small explanation would be useful. Yes I know, I know, a lot of games use this setting and not a single one explains it X-)
I prefer occasional updates with more meat. Heavy content is much more exciting to read.
Once month would be more than enough.
Once a month would be ideal for me.
Once a week might actually get annoying with all the projects I backed.
You having the time you need to develop the game is what's important to me. Updates once or twice a month is more than sufficient to that end.
I prefer updates to be once every two weeks or once a week.
Occasional content-heavy updates, thanks! The campaign is over, and now it's time to concentrate on making the game.
Once a week, light on content
Every 2 weeks is about right for me.
Updates once a week, heavy on content.