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<blockquote data-quote="infernogott" data-source="post: 171658" data-attributes="member: 298"><p>Explanation from the Kickstarter Comments:</p><p></p><p>"Thanks for the comments everyone. I'll do my best to explain why things have taken so much longer than we initially anticipated. </p><p></p><p>The delays primarily stem from the techniques we are using to create the new dynamic graphics. These techniques, to the best of our knowledge, have not been used in any game before, which have led to a number of unforeseen complications.</p><p></p><p>The time needed to set up individual renders was a lot longer than expected, which delayed working on other parts of the game. The price of EC2 servers went very high during the end of 2013 - start of 2014, which meant we were doing most of the rendering using just our office machines. When it came to putting the renders into the game, there was a lot of expected manual work needed, most of which was working around rendering problems due to the rendering algorithm itself and also meant re-rendering images that were unusable.</p><p></p><p>We are currently the process of rendering more views and optimising the graphics to run on a wide range of iOS hardware. We hope to share the iOS version with our backer testers very soon.</p><p></p><p>We've learnt a lot along the way, and it will be quicker to do future views/tables going forward. Having been through the process for one view, I’d like to think that any future estimates we make will be much more accurate. </p><p></p><p>I’m sorry it has taken such a long time, but I'm confident that the final result will be worth the wait. Thanks as ever for your understanding.</p><p></p><p>Ade."</p></blockquote><p></p>
[QUOTE="infernogott, post: 171658, member: 298"] Explanation from the Kickstarter Comments: "Thanks for the comments everyone. I'll do my best to explain why things have taken so much longer than we initially anticipated. The delays primarily stem from the techniques we are using to create the new dynamic graphics. These techniques, to the best of our knowledge, have not been used in any game before, which have led to a number of unforeseen complications. The time needed to set up individual renders was a lot longer than expected, which delayed working on other parts of the game. The price of EC2 servers went very high during the end of 2013 - start of 2014, which meant we were doing most of the rendering using just our office machines. When it came to putting the renders into the game, there was a lot of expected manual work needed, most of which was working around rendering problems due to the rendering algorithm itself and also meant re-rendering images that were unusable. We are currently the process of rendering more views and optimising the graphics to run on a wide range of iOS hardware. We hope to share the iOS version with our backer testers very soon. We've learnt a lot along the way, and it will be quicker to do future views/tables going forward. Having been through the process for one view, I’d like to think that any future estimates we make will be much more accurate. I’m sorry it has taken such a long time, but I'm confident that the final result will be worth the wait. Thanks as ever for your understanding. Ade." [/QUOTE]
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