Well, his last power pledge initiative netted it several thousand dollars---and in the week or so since then he was unable to log into IndieGoGo to manage, update it, or read messages left to him until just a day or so ago. If he can manage about the same sort of performance on the KS for the second month as he did the first, the numbers should pretty much make it, a new interim release should help a bit versus the "he'll never release ANYTHING" detractors not unlike how a new ADOM II release should help via general audience spillover as well as a bit of proof that he can deal with both projects in tandem. The funding amount would be a bit "premium"(Ie you still get to be poor as shit after the processors and IGG get their cut by a country mile) by most standards for a solo operation, but given there is essentially 4 guys involved? Not so much.
In terms to time to set up a campaign, eh, it is more of a living animal I'd reckon. You can plan out duration, and tiers to large degree, but time and again many Kickstarters and whatnot spiral out strangely one way or another and you'd best be able to react to them swiftly and deftly---even if he couldn't log in this past week to do just that he'd have been far better served to keep it going on the official ADOM blog as if he'd not had interrupted service and then catch up the IGG page ASAP. Time in terms of work done is also a bit off in this case, as he is using an entirely different design and language paradigm this time around for ADOM II's "hobby work" versus ADOM's ungodly mess of 150K lines of incredibly hacked together old C code----even my own programming ignorance that persists knows to cringe when I see mention of " tons of hacked old C code".
So much so does this complicate matters:
Sometimes conference talks really are fun. The next one that is going to be big fun is my talk about
Event driven architectures and concern driven programming in roguelike computer gaming
at the ICT Innovations Conference 2012. Here's the abstract and the keywords:
Abstract. Roguelike games are challenging single player games driven by a multi-agent environment. The game complexity stems from a mostly randomly generated world interacting with potentially thousands of independent agents trying to simulate a believable world. Traditionally roguelike games use REPL (read-evaluate-print-loops) as the standard architecture in order to handle the turn-based game approach.
This practice talk shows how the combination of event driven architectures with a variant of aspect oriented programming (called concern driven programming) simplify the architecture and allows to reduce many complex programming challenges to very simple and locally manageable tasks. This allows for much more complex game designs and reduces maintenance costs. The talk will illustrate the concepts with examples using two real world game designs that highlight the different architectural approaches (the hugely successful game ADOM using the REPL-approach and its successor ADOM II using a much more efficient event driven architecture).
Keywords: event driven architecture, aspect oriented programming, EDA, AOP, concern driven programming, roguelike, ADOM, ADOM II, software engineering
It's from 12-15 of September in the beautiful town of Ohrid in Macedonia. If you by chance happen to be there I'll be happy to meet with you.
Sometimes you are lucky when submitting conference papers and this time I'm very much looking forward to preparing the slides :-)