All buildings in the game now have doors. It was not the most pleasant job to do, making a clickable door slide open is easy enough, its integration into the multi-threaded pathfinding system that causes all the hassle. I've now got to integrate the AI with it, but that shouldn't be too hard.
Why so much work just for doors? Because it means when you buy a building it becomes a safe haven. It won't be in the first update, but you will be able to hide safely in your building and lock the door. Enemies will try to smash it in while you can poke swords through or fire arrows from the roof. When the game gets a night-day cycle the shops will all lock up for the night and you can pick the locks and steal things. It also allows for town gates and prison camps later on.
So this next update will just add the doors in, with a few performance improvements and bugfixes too. In the meantime I'm still working on building ownership. Building stuff is now functional but there is still a lot of work to do, so I will probably start off by allowing you to buy certain existing buildings in towns, and then add basic facilities you can add like storage and beds.
In other news, my IndieGoGo campaign has run a little dry. It doesn't help that the major crowdfunding site Kickstarter gets all the traffic but only allows American projects, so I can't use it, or even list my game on kickingitforward.org. There's way too much discrimination going on for non-kickstarters, its not good. Anyway its not that bad, my new aim is to get enough from it to license an audio engine Wwise. I'm up to $1500 so far, thats enough for the $600 basic license, if I can get another $4100 I can get the Soundseed add-on which makes dynamic sound variation for things like footsteps and sword impacts, as well as generating wind effects (which I will need a lot of).
Door update is coming within a week, more fun stuff after that.
I am glad things are progressing well. Hopefully the crowdfunding will pick up as time goes on.
Once the game is closer to Beta, more people will get interested in Kenshi. After that, word of mouth should take care of the rest.
Have great hopes for this game!
Awesome, hope the indiegogo picks up some more momentum and you get a lot more money
I'm afraid your incorrect you can use kickstarted out of the states there is a company called sauropod studio making a good looking rts game called castle story working out of Canada who blogged about it.
'We have found a solution to our legal obstacles preventing us from running a Kickstarter from Canada. It is perfectly legal, rather inexpensive and setting it up went faster than we expected. I won’t go into the details of it right now, because I’d rather prove that it works by running the Kickstarter. After that we’ll be comfortable talking about it.'
Sauropodstudio.com
Thanks for the info, I'll see if they will tell me anything.
It really saddens me to see how little attention there is for Indiegogo. I made a Let's Play of Kenshi, and a Facebook-shout, linking to the crowdfunding page, but I still think that most of the peeps just grab your game directly via Desura, rather than donating by crowdfunding.
Hey, I don't know about the amercian only kickstarter as xenonauts has recently been put up on kickstarter and its primarily britsih with some programmers worldwide.
Maybe you should have another look as you say, Kickstarter is where all the gamers are at.
Good luck.
Hi. Hopefully we can help with some nifty hints to raise the profile of your funding campaign, or even offer our site as another crowd funding option (with a fresh, braod base, but without so many projects where yours gets lost). Check out our guides and our site at iPledg - www ipledg com
If I had money, I'd put it into the fund.
Of course if I had money, I wouldn't be looking for cheap indie games to begin with.
Try and get a big youtuber or someone like GamersDisssent (Etaly) to do a review that should get u a bit more money