November Voting results are In!! (Patreon)
Content
Results by Patreon pledge votes:
Winners of each category are detemined by votes with pledge worth.
Tutorial Votes:
As a clarification, VR got first with: 14.86%, but this is being worked on already by Bastian, so it doesn't count.
1. Better tutorial about best practices for performance: 10.81%
2. 2d game architecture practices: 9.46%
3. Mobile development workflow: 8.78%
4. Advanced 3d lighting (GI/etc): 8.11%
5. Turn-Based Tactics: 6.08%
Demo:
1. Multi Threading usages: 26.35%
2. Water Shader: 16.13%
3. 3D non-interactive cinematic scene: 8.11%
4. Grass with MultimeshInstance: 6.76%
5. Light Shaders: 5.41%
Roadmap Priority:
1. Collision avoidance in Navigation: 18.60%
2. Better support for Cycles Material Import: 13.95%
3. LOD for 3D: 13.95%
4. IK Support: 11.63%
5. Bezier for animation interpolation: 11.63%
It seems January will be a nice month work on all this and catch up :) We'll be releasing 3.0 Beta in a few days, and then spend a few more weeks fully focused on bringing 3.0 out.
Of course, this post wouldn't be complete without...
Results by Popular Vote!
While you need to pledge for your vote to actually have weight, this still allows us to better understand what most of the community needs. If you haven't pledged yet, this is a good time, as the month is nearing the end!
Tutorials:
1. Compilation of Good Practices: 12.24%
2. Good game architecture practices: 11.08%
3. Advanced 3d lighting (GI/etc): 6.71%
4. Mini-RPG: 5.69%
5. Better tutorial about best practices for performance: 5.25%
6. 2.5D Game: 4.66%
7. VR: 4.66%
Demos:
1. Multi Threading: 10.35%
2. C# Versions of demos: 9.77%
3. Mini RPG: 7.58%
4. Water Shader: 6.85%
5. Save System: 6.12%
6. Strategy (RTS): 6.12%
7. Vehicle Physics: 4.37%
Roadmap Priority:
1. Terrain Editor: 11.95%
2. 2D Skeletons: 10.50%
3. Auto Tiling Tilesets: 9.33%
4. 2D Meshes: 7.58%
5. Improve/Optimize 2D physics: 7.29%
6. Global Scene Shaders: 7.00%
7. Collision avoidance in Navigation: 6.41%
Again, thanks enormously and apologies for the delays. 3.0 will be by far our biggest release in a long time and is consuming all our time.
Afterwards, the plan is to make smaller releases and often, so it will be easier to work on the rewards sooner.