So I sent out a survey to the early Sprite Lamp backers, asking about what kinds of features they’d find useful, and got a pretty extensive and pretty quick response. So without further ado, I present to you Sprite Lamp’s stretch goals.
There are more details available on the Kickstarter page itself – scroll all the way to the bottom (almost). These stretch goals are bigger than the original goal by such a margin because they represent new features that I have to build from the ground up, now – the original goal represented remaining costs of a significantly pre-developed project.
Other things I learnt are that Sprite Lamp backers are pretty tech-savvy, with 24% saying they’re completely confident they can make their own shaders, and only 5% saying they have no chance of doing so. 24% are rolling their own game engine, and an impressive 70% knew what I was talking about in the question about anisotropy maps. I also learnt that almost half of the backers were planning on using Unity in conjunction with Sprite Lamp, which isn’t all that surprising, that TextureMapper is an overwhelmingly popular atlas tool, and that Spine appears to be the 2D skelmesh software of choice. Finally, I learnt that pretty much everyone is at least intrigued in trying out the palettisation tech that I have in mind.
Thanks to everyone who helped me out by responding to the survey!