Comments 6

Re: Ambitious Open-World RPG Skyclimbers Is Coming To Switch, Subject To Crowdfunding Success

Paratope

@Rhaoulos You have a great point!

Nostos, Decay of Logos, Windbound, the list goes on and on of unsuccessful or completely abandoned "BoTW Inspired games" however the key difference here is that other than visual style, musical choice, and open-world nature our game is completely different.

In fact, at its core Skyclimbers is a city-building multiplayer experience, with other elements scattered into the mix which makes it distinct from any other "BoTW inspired games" to date, and will allow it to distinguish itself from BoTW side by side with ease.

Kickstarter is a valuable tool for indie developers to avoid publisher and investor interest. Would you rather us go to a private investor who may require us to ship an unfinished game in order to satisfy shareholders? While not perfect, Kickstarter does allow developers to make products directly for the communities they serve, rather than making a profit for an uninvolved third party.

And the big one, procedural generation, which as you may already know is a core part of modern AAA development. Even a game like BoTW uses proc gen systems to generate grass or terrain before designers adjust it to their liking.

The decision to use Proc gen was made in order to increase the amount of content and scale the game could handle with limited team size.

No DLC or Microtransactions are planned, and Nintendo doesn't have a patent on rugged wooden archer tower designs. 😏

All that said, we hope to break this trend and do right by the community by providing a long term roadmap for gameplay at no additional cost, while also delivering a playable product early, and not running away with peoples money for 5 years like many other Kickstarter games.

Hopefully, this gives you some insight as to why certain decisions were made.

Re: Ambitious Open-World RPG Skyclimbers Is Coming To Switch, Subject To Crowdfunding Success

Paratope

Hey guys, developer here.

Sorry for all the confusion, we really didn't expect this kind of coverage just yet and our website is currently under construction.

To clear some things up right off the bat: @jipiboily

  • BoTW was not the first game to utilize Gothic cathedrals and large green landscapes @Clyde_Radcliffe
  • The engines entire code base has been pre-screened for android APK and we are targeting Switch / Mobile regardless of crowdfunding.
  • Therefore any claims that we will be using Kickstarter to leverage money towards the Switch are not validated, and in fact Switch isn't even one of our stretch goals.@Bunkerneath
  • As VR only experiment, we did launch and update an Early access version of the game to positive reviews on Steam consistently for over 3 years. However, we decided to instead move forward with third person as it makes the development process much faster.
  • Only certain game modes will make use of the proc gen engine, other game modes will allow players to experience a linear story with finite world boundaries, hand placed story features, and set characters. @Captain_Toad
  • Other than visual style, musical choice, and open world traversal "climb anything go anywhere" we have a very different core game that is built around city building and simulation. @nhSnork
  • The "unfinished buggy mess" was a by product of accommodating multiple VR platforms with a small development team while also pushing the boundaries in terms of player movement, physics, and world scale. Not a reflection of the teams ability. Despite these issues, the original builds still hold up with a 80% positive review rating.
  • As a development team we have learned from our mistakes, and will NEVER release a product again before it is ready, which is precisely why we have chosen to go down the route of Kickstarter / closed Pre-alpha instead of using Steams Early Access program as a paid tester scam like so many developers and publishers continue to do today. @OorWullie