The Indie Game Magazine November 2014 | Issue 43 | Page 14

at Pulsetense going about fulfilling that promise? What are your goals in terms of AI sophistication? Pulsetense: Solarix’s proof of concept demo was available as early as 2011. This was before any story or character concept was worked on, as it’s very hard to pin down the aesthetic and feel for the game. Our AI programming was the focus, because we knew it was the most technically difficult task to accomplish, and we knew how robust we wanted the AI to be. Technically speaking, the Solarix AI has been in development since before the actual development of the game started; we spent a year working on it. We are very proud of the time and effort we‘ve put into our system, and we hope this shows when the game releases. In the coming months, we’ll be releasing videos to showcase the AI systems in place. Our AI can really see and hear just like a real human being, and by playing with those motor-sense(s), we’ll adjust different difficulty types for replayability. To increase “randomness,” some of our AI will see less, hear more, be more persistent when chasing the player, more paranoid but reluctant to search for the player, or simply be more paranoid and more anxious to hunt down the player. We believe these are real “human behavioral patterns,” and our AI archetypes have already been implemented with these in mind. IGM: You guys had a rough go of crowdfunding during the Solarix campaign. Can you talk a little bit about your experience and what went wrong? Pulsetense: In a nutshell, what didn’t go wrong? Poor marketing and planning, a disjointed message about what Solarix actually is, and how close to completion it was were probably our major downfalls. What we failed to get across is that the game was technically complete, and we required the Kickstarter funds to pay for VO, improve our current animations, and sound design. A lack of contacts within the press didn’t help, as we struggled to spread the word across the internet about Solarix; if it wasn’t for sites like IGM, then it could have ended a lot worse for us. For those people who did back the game, we want to thank you; and be sure to check your email for the latest update from the team. IGM: What sort of advice would you offer to indie developers who are preparing to try their hand at crowdfunding? Pulsetense: Do your research on the market and how to present your game, make contacts within the press, make sure your message is clear about what you want and why you need it, and don’t take anything for granted. Preparation is everything. 14 The Indie Game Magazine