e70_dinorun2_roadmap({"milestones":[{"amount":10000,"title":"Foundations","version":0.01000000000000000020816681711721685132943093776702880859375,"short":"Laying the groundwork for the long road ahead. Prototypes & experiments...","long":"A game of this size can't just be jumped into. The very beginning is a critical time for proper decisions to be made: the best engine, libraries and plugins to use, the best way to handle the camera and physics, and how the dinos move and interact with their environment.
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\nSky's the limit
\n\nThis is when we figure that out. We have thought about it quite a bit and have already made an entire game based on these concepts (Dino Run DX), but to truly bring it to the next level, we need to lay the proper foundations.
\n\nWe have already done the following work:
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\n\n\nDELIVERABLES (What funders get):
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\nOne of the many screen chunks from the original game
\n\nIn the original version it was pretty simple - we had a series of screen \"chunks\" that were semi-randomly put together to make each level. This worked fine, but the terrains in Dino Run 2 need to be more than a simple grid, and with the addition of a modern 2D physics engine, special care needs to be taken to make sure combinations of physics elements (teeter totter, huge boulders, destructible terrain, dominos, etc) are combined in ways that encourage fun and don't accidentally block progress or dampen excitement.
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\nPhysics events need to be combined for MAX EFFECT
\n\nAnd of course, the dinos all need to move smoothly through these levels. But first, we start with the humble Stego, or more specifically, the Stegoball. We'll first roll a simple ball down an arrangement of terrain chunks, and then go from there.
\n\nDELIVERABLES:
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