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Demigod tentative schedule

By Posted July 10, 2008 22:02:03

image Greetings!  With the release of Beta 1 starting to get closer (August) to all those who pre-order the game, we're starting to put together a tentative schedule.

Those of you who have been through other Stardock betas know how these things go. Below is what you can expect:

August. Beta 1. This will not be a "fun" beta. It's a stress test of the engine. Those of you who were in the Sins of a Solar Empire beta or the GalCiv betas know we're not kidding. There will be very little balancing in this version. It will also be multiplayer-only at this stage.

October. Beta 2.  This beta won't be that fun either but it'll be better than Beta 1. THIS is the key beta in which players give us their ideas and suggestions.  The beta process isn't just to find bugs but to let players suggestion changes to the game.  There will be a series of Betas 2 (2A, 2B, 2C, etc.) that will be released in which we begin incorporating player suggestions. These will happen quite rapidly thanks to Impulse.

December. Beta 3. This may or may not be a public beta depending on how things go.  What we have done in the past is give players who have been particularly helpful access to late betas so that we can keep tweaking and enhancing with their feedback.

January. Gammas (release candidates).

February. Tentative release date at worldwide retail in multiple languages.

We do plan for the game to be available at stores roughly the same time in North America, Europe, Russia, and Australia/NZ at the very least.

Users who are part of the beta will be getting something special but I am not at liberty to talk about it yet.

0 Karma 32 Replies 34 Referrals
July 13, 2008 21:02:30
looking forward to helping polish such an awesome game!
July 14, 2008 12:51:53
Can't wait its been a long wait since the Pre-order see ya in the arena next month
July 15, 2008 11:03:18
I was just fooling around, I do know what betas are about and if balance is done last traditionally no wonder most games are massively imbalanced on release, I am glad you work on it for so long already

Actually, you kind of have to put balance in last. To take Starcraft as an example, how would you work balance out if you didn't have air units implemented yet? As soon as you added Battlecruisers, Wraiths, and Science Vessels to the terran side, they'd play completely differently -- with brand new balance requirements. And the same thing applies to Zerg and Protoss!

I don't know what features have yet to be put in, but you really can't fine-tune balance until everything is in place.

July 15, 2008 13:34:10
Something like air units seems a little too important to leave out of the betas ??.
July 17, 2008 11:02:25
Something like air units seems a little too important to leave out of the betas  .

The principle -- and the point behind it -- is the same, however. Until every single feature is in the game, you can't do much more than rough balancing, because the fine balancing is going to be deranged every time you change anything.
July 17, 2008 11:19:23
adding all the broodwar units worked pretty well though
July 17, 2008 12:41:24
adding all the broodwar units worked pretty well though

Given that broodwar was an expansion to an existing game, you can bet that most of the production time was spent balancing those new units. So it's not like they threw them in and did the balance overnight.
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