![]() ![]() We thought we could do it, but we found out later it was totally impossible. “It wasn’t until December of 2013, after months of development, that we realized, ‘Oh no.’ It was our first game. “We were definitely on the left side of that curve,” Dee said, laughing. She compares the experience to a graph of the Dunning-Kruger effect, a now-famous psychological phenomenon that states that those of humble ability have a tendency to severely overestimate their competence when compared to the average. Now, five years past that initial pitch, with active development on “Stonehearth” winding to a somewhat-unexpected halt, while Dee and her peers at Radiant Entertainment remain proud of the game that a half-decade of deep exertion wrung out, she said that making their dream game proved to be a lot more arduous than they expected. However, some of us are more primed for opportunity than others: in 2013, when Bay Area software engineer Stephanie Dee saw that a few acquaintances of hers were Kickstarting a hugely-ambitious simulation game called “ Stonehearth” that aimed to redefine the boundaries of the genre, she left behind a decade-long career in the cloud-computing sector to chase her lifelong dream of becoming a game developer. Unfortunately, once the euphoric rush of the initial breakthrough has passed, and the frantic note-taking and frenzied discussion of early days gives way to a thicket of seeming-insurmountable obstacles – usually an existing career, a lack of industry connections, or a complete dearth of programming knowledge – most of us shove our Great Ideas in a drawer someplace and let them gather dust as greater concerns colonize our time. Additionally, it's on Steam Greenlight, too.Many people who play video games have a brief interval in their lives where they’re struck by a sudden jolt of inspiration, where they pinpoint a scrap of fertile land in an ever-tilled genre, and an idea for a hit game blooms. The Stonehearth Kickstarter is currently at $139,941, surpassing its $120,000 goal with 27 days to go before its 30th May deadline. Those who pledge $15 towards Stonehearth will receive a digital download of it upon its estimated September 2014 release while $30 will guarantee two copies of the game and early beta access later this year. Speaking of stretch goals, Stonehearth is slated for a PC release, but if it hits $200K then Mac and Linux versions will be in order. Stonehearth is being pitched as a single-player game, but the Cannon brothers' studio Radiant Entertainment noted that it would like to add co-op and competitive multiplayer modes as future stretch goals. Additionally, players will be able to design their own modules ala LittleBigPlanet, so there will essentially be unlimited missions. Throughout the campaign players will encounter situations called "modules." These are authored challenges, but which modules you encounter will be random. To see this content please enable targeting cookies. With granular detail comes granular responsibly, I suppose. This aspect of the game is meant to be more deliberately paced than other RTS games, probably to make up for Stonehearth's inherent complexity. There will be an RTS component to the game as well, as players will have to do battle with enemy armies and monstrous bosses. Crafting and building will be key, but players will also get to assign jobs to their settlers and level them up, giving the whole thing an RPG flavour. You guide a group of settlers as they build a civilization upon a randomly generated world map. Stonehearth is closer to say, Dwarf Fortress. ![]() Given the Cannon bros.' pedigree, you might expect the duo to be making a fighting game, but you'd be wrong. Shoryuken founder Tom Cannon and his twin brother, Evolution fighting game tournament co-founder Tony Cannon, have announced their upcoming Kickstarter project Stonehearth (not to be confused with Hearthstone, a Blizzard virtual card combat game).
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