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.
A4 : The features/plans for the demo have been fixed since the start. They are not negatively impacting development. The project has only a small number of active developers that have been working in a volunteer capacity since mid-2021. The rate of progress is currently dependent around those contributing their available time.
Game
A1 : The current game design goals emphasize prioritizing both micro/macro decisions as having equal (but distinct) outcomes that result in recognizable advantages. Largely, if a player is in a lane, they are there because they intend to impede a push, create one of their own, or deal with a particular one-off event/instance. While lore, match, global, player, and team objectives can provide unique and considerable benefits, their priority and significance will entirely depend on the circumstances/needs of the match.
Overall, the game isn't about requiring passive lane time sinks nor instant-win objectives. Pursuing a camp/neutral entity, supporting minions, sieging the enemy, or seeking/disrupting an objective all have different meaningful outcomes in different ways.
A2 : Player roles (in the team) are malleable. Characters have no ingrained roles inherently. Abilities have staged, contextual behaviors that are further defined by items. Every item is specifically designed with each skill in mind to ensure usability (and counterplay options). In the event that any mechanical underpinnings have unforeseen interactions, we have the tools to rapidly iterate solutions.
A3 : Items will focus purely towards augmenting how character skills (or their interactions with one another and environments) behave mechanically. These behaviours will be modular and universal, but have different nuances depending on the context of the skill's design.
Examples of behavior-based item effects would be :
- Melee skills shatter hard targets.
- Ranged skills leave a trail of tar.
- All skills now cut grass/vegetation.
- Defensive skills raise a rock wall obstacle.
- Ally-targeted skills push back the next melee attacker.
- Offensive skills create an area of inhibiting plants.
The goal is to offer mechanical divergency within the items for playstyle variability, counterplay options, and synergistic combos with your allies.
A4 : Skill characteristics come from their initial definitions. They are further augmented by items. Dreambound has a strong design push towards mechanical changes as in-match progression instead of number scaling.
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. Represents 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.