EXODE is recruiting three front developers, and will now aim for the skies!

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(Edited)

Wow, ok, we know that's quite one of these special things to say!

Alpha players know how we are, and they also know what we mean here.

They know how diverse and deep our world of 2325 is and why we need to 'propel it further' and also faster.

They know we need to assume our potential.
Today we are doing just that.

Recently we shared concepts about our additional game loop to be proposed to all new players and familiarize them with our world. We will now share more about "our tools to break the skies".

And these tools are of course, an expanded team ; all at the service of EXODE vision.


THE BIGGEST DECISION ON EXODE SO FAR, and how it came to happen


Recently we have dedicated many hours to job interviews.
This has cost us some time but I believe this is a time well spent.

I hereby confirm that we are recruiting several front developers.
We may confirm as many as three new developers.
We will know exactly how many in the days to come.

We are speaking here of fast gamejam-experienced coders or people up-to-date with front techniques. They will be directed with high motivation spirit, high inspiration from EXODE content and a will to deliver the vision and dream throughout all this year.

As you understand this process will dramatically increase our reach, development speed and front-scene capability.

Despite the announcement please note people will come in at different times, are restricted to 35 hours / w of course (unlike me) and may need some time before having their output directly come into the build you play. Some will be interns before being recruited longterm, and others not.

We will also need to make more structure and framework and talks than before just like I had to do this week.


Why this was not possible before


Before this time scenes could still change a lot. And switching to a team would of course mean a lot of framework coding, exchange documents and financial pressure brought too early whereas we are into prototyping and testing.

This would have pressured us into selling while I wanted to preserve player value.

I also still remember a time before releasing the scanning gameplay when I tried to deploy a new framework ; in the end this paused EXODE development for a few weeks and I felt this was too much, so I reused only part of this immense endeavour.

Also, I always need to be reassured on the "human" part of a person I recruit, and not only the technical part, so all depends on finding the right person!

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Why this is now possible


I think I have proven that protecting player value was always a fundamental to us.

I believe I can continue doing that now thanks to our past experience.

EXODE has set its own objectives and has now enough maturity, if even only by looking at how other games evolve in their assets value.

Every layer in EXODE has proven so far how we are "different" than many other crypto games ; such as how we separate collection and ingame characters, or how we see every resource as necessarily being "something unique".

We know where our weakness can be, where our strengths are and where we want to head and why.

Now I want to prove that we can increase the utility of your assets faster.

We know we always aimed for the skies and beyond. This is something literally possibly thanks to the size and inspiration of our 2325 universe.

So I am making "this big leap" in recruitment to address one of our weaknesses to better allow that.


What this means


The intensive recruitment process cost some short-term days too but it will mean a big turn for EXODE. I think you'll see the new speed coming up full as soon as somewhere in late March.

There will be some time required before the team makes its "big output" as we'll work a lot more into screen design and framework at first.

We are working toward making a dream come true here but this requires sacrifice and commitment.

We will get some more financial pressure of course.
We expect solutions to that.

First thanks to shorter game loops proposed closer to our "entry doors" of 2325.

There will be some monetization associated with F2P content of course when Evacuation Missions will be ready for or "closer" to the quality required. We will always keep the words "fair", "optional", "fun" and "unique" to everything we do there too, and protect alpha/colonization players from it ; our main goal remains to bring utility to the existing collection thanks to these added features.

Also, we will continue to ping gameplay, content and ideas to our community and check what they think about it.


What is next?


Now that the recruitement process is almost over I am getting back over the next few days to all other objectives in our Evacuation Missions gameplay.

We'll work with our front developer on the release of the playable version of our "game screens", but before that we'll share with you how they will look.

On the screen design process we have made some progress along with the new DA person. I can't wait to share with you all our new screens!


That's all pilots!

EXODE can be accessed and played from its website at:
https://exode.io.

Don't forget also to join our discord!



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4 comments
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Wow what a huge milestone. Super exciting

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