Nothing really, they just had a representative of some sort who wanted to speak with us over Skype. We had so many e-mails from "interested investors" back in 2011 it was easy to dismiss, but it was still enough to give us pause from spilling the beans on unique capabilities. We've already seen what happens when even a AA shares a few similarities with BR. @Bladecatcher
Re: Next Founder's Build
We wanted to make sure you could place blocks in space again, and in multiplayer before doing the next engine update in the Founder's Club. Otherwise it'd just be more "menus", which I'm sure everyone's had enough of.
I'm sure that sounds like something that should be painfully easy to do here in 2014, but the difference now is we've made some 'special modifications' to nail that Kessel run in less than twelve parsecs. This time around, there's an underlying base of a modding API and entity/object system that puts the game as close to "Open Source" as we can make it, while also making the mods very accessible (in multiplayer
, no less). It's worth all the hard months of work to us since it's the future of Blockade Runner!
The big sweeping change has already taken place, we're just connecting all the loose ends. Zack's got to finish up some of the connection between CS-Script and the Artemis entity system (which has been working beautifully) so Nathan can place blocks through the "proper channels". Once that's in operation and we've got movement/placing blocks, we're back in business and can do the regular engine updates from there. I won't put a time frame on it, but you can follow the Twitter feed below to see how close it is.
There's a lot of optimization to go from there, however, and we're placing voxel optimization finally as a high priority. For the next six months, expect the majority of interesting gameplay to come from the Unity standalones while the engine grows in strength behind it.Edit:
I just noticed you said "public build", when I thought you meant Founder's Build
. More or less same answer as some of the above for the 'public build', only some of the root mechanics will have been cemented in by then and hopefully everything's running smoothly with the new engine. We're more interested in the Blockade Runner platform
for the next year. This might include systems like warp, ship systems, oxygen etc, only it'll be in raw and unbalanced form since each of those systems will be implemented with modding in mind, and only after they're vetted via the Unity standalones. I'd make no assumption in a fine gaming experience during this period, just growth.