Project
A1 : No. Dreambound is it's own unique IP with unique characters, features, and mechanics. That said, it does focus heavily on lore/world-building as a gameplay drive and heavily divergent designs from other games in the genre.
A2 : Absolutely. This is a big part of why we're building in-house tools. The idea is to have a framework/editor suite for building/maintaining MOBA.
A3 : The initial demo was estimated to require 3500-4000 manhours. Exact time to completion depends on the number of volunteers and hours contributed. With four full-time (40 hour week) programmers working on a fixed schedule, this would take roughly 6 months. Unfortunately, this level of staffing has not been attainable. As of right now, most volunteers are working in spare time at an average of 5-8 hours a week.
Internal
A1 :
- ⧉ Wayfinder. Individuals who run the business, legal, financial/fundraising, marketing, and (formerly) community communication.
- Developers. Those contracted by Wayfinder to build assets, tools, and code for the project. This represent active individuals (currently volunteers) who work weekly.
- Contributors. Former active Developers or those that have provided one-off services/work in the past.
A2 : Click each header in the full timeline.
Other
A1 : Yes.