Stretch Goal Achieved – The Bounty System
Thank you so very much for helping us unlock the Bounty System as our latest stretch goal for Camelot Unchained™! We believe that the Bounty System for our game will lend both another level of immersion for our players but a fun system as well for them to take part of during the game’s lifetime. In keeping with my most recent Foundational Principle (number 15 which can be found here), our next Stretch Goal will be our last Stretch Goal for a while that is focused on a game feature that requires programmer, art and design support for launch. We will continue to be transparent with both our Backers as we as potential future Backers about our development process, especially when it comes to adding features that could delay the game’s launch date. While we could certainly gain additional donations by upping the sexiness of our SGs and promising them for launch we are not going to go down that path just as I pledged we wouldn’t do.
Our next Stretch Goal is both fun and adds to immersion and one that requires a small amount of programmer time but is much heavier on the art and design side. To accomplish this SG and stay within our goals, we plan on outsourcing some of the art work. Fortunately, we have experience in doing that and our Producer and turtle-baron, Tyler, has a lot of recent experience with doing so which is why we are confident in presenting this SG. Here’s the description of our current Stretch Goal:
Engraving and Reaction System – E.A.R.S
This system is an enhanced gameplay item for both Crafters and Combatants that is intended to be implemented for launch. Our Crafters will have greater control of what they can engrave into items, especially armor and weapons. These engravings are more than mere aesthetics, however: they will also be used for enhancements such as elemental and physical resists to attacks in Camelot Unchained. For our combatants this system will really “light up,” so that when an item is struck by an attack that the item’s protection has been enhanced against, the runes on the item will visibly activate. This will allow anyone who is looking at the target to see the type of resist(s) that the target has had engraved on his item(s). Since one of our stated goals is to limit the amount of information that is displayed via traditional and highly tropish “con ” systems, this is a necessary addition to our game. This is far from the only visual clue our players will see in the game, nor is this the only system we have planned to enhance the immersive atmosphere of combat in Camelot Unchained—but it is an important one!
As always, we thank you for your support!