So TLDR, if FBS is wildly successful, I hire extra hands. Resulting in increased review scores and sales. It will also fix many big and little problems in the game that I couldn't justify doing for free anymore. After expenses (~$9,000 for transaction fees and artwork), it would be about a 10-20% income boost over our typically yearly sales. That would take about 1-2 months of my time and keep MrX_ua fully employed by me (so other projects/teams don't steal him). Ideally, I would like to see 2-3 FBS updates per year (~$12,000). Sadly, GC's income doesn't justify the labor for a US-based C/C++ programmer with 15+ years of experience. I am only working on AeroMogul instead of getting a job because I've been saying for the last decade I would. I would argue that the FBS will actually help AeroMogul's development, as it gives additional sources of income, so I don't have to get a real job to make ends meet. ![]() In which case, it will be generating enough income that I can hire additional help. If we're lucky enough to meet that goal, it'll be what? 1-2 updates a year? The FBS won't measurably delay AeroMogul's release unless the community funds FBS milestones frequently (6+ a year). The FBS currently is on its way to missing its milestone goal, meaning there will be only 1 update. This first update is likely to be time-consuming, but subsequent FBS milestones will have artwork that will reduce the funds used to purchase programming bounties, meaning they'll take me away from AeroMogul less.Įither way, AeroMogul will take 3-5 years to complete. If/When the community funds an FBS milestone, I will pause working on AeroMogul and complete the FBS update. Once I finish GearCity documentation, Mondays will go to AeroMogul. Once documentation for FBS is complete (around 100 more entries remain), those two days will go to working on AeroMogul. Otherwise, I take half a day off, and the other half I work on side projects. ![]() Sunday: Aux day if I had to change the schedule above because of family-related matters. Thursday, Friday, and Saturday: Work on AeroMogul Tuesday & Wednesday: FBS Documentation (Adding all the bounties) Monday: GearCity Documation (Game Mechanics section of the manual ) ![]() My current work schedule looks like this: Originally posted by FreeCoffee:What implication does FBS have on the development of Aeromogul? Think 2028.įeel free to ask if you have any questions. Updates won't be accessible for non-contributors until several FBS updates are funded OR several years have passed. [Contributing is the only way you'll get access to FBS updates. We support both Patreon and Paypal: FBS Contribution Page. If you haven't already, please consider contributing. We are guaranteed to have one update for contributors! We need those who haven't contributed help to make that two updates! As of this writing, there are 468 bounties. You can also find more details on our FBS page: Ĭlick here [for the current list of bounties in the system. We have a lovely infographic [that shows how it works. Once I finish the update, contributors get exclusive access to the update for an extended period of time. At that point, contributors with voting points cast their votes for what gets added to the game. When we reach a funds milestone, we'll hold a vote. Users can purchase voting points that they can use to vote on what features get added to the game. ![]() What is the Feature Bounty System (FBS)? The FBS is a development as a service platform for the continued development of GearCity. I'm pleased to announce our Feature Bounty System [is now live.
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