several questions. answer at your own discretion, if you are unable/unwilling to i understand and can inquire further in personal messages. many of these are questions that publishers, backers and investors prefer to hear answers to. if you haven't asked yourself or answered any of these questions yet during your development, it wouldn't hurt to. please answer truthfully and realistically, nobody likes to work with someone who overestimates their abilities and overpromises, or underestimates themselves.
1) what programming language(s) are brown bricks written in? have you, are you currently, or do you plan on moving brown bricks to a different language or game engine?
2) how is your content pipeline laid out? what filetypes are used to make content for brown bricks (ie audio: wav vs ogg, mesh: dae vs obj)? do you plan on making your own filetypes or custom content pipeline? is all the content hardcoded/baked into the release or do you have/plan on making a mod api or interface? if you don't have a content pipeline yet, what is your plan for how your team's content creators will add new content to the game nondestructively? does your pipeline support runtime data changes, or is it compilation only?
3) will brown bricks' engine use any sort of reflection /delegates/assembly manipulation? if not, how do you plan to allow mod creators to overwrite/hook/callback brown bricks' engine functionality? if so, how do you plan on handling security and controlling how much mod creators can change (ie backdoor viruses, malicious code in mods)
4) how do you plan to target low-spec operating systems? what is your plan for rendering millions of meshes? are you working with serialized objects, or a shader/compute shader? if working with serialized objects (ie gameobjects or other assets that cannot be rendered in large quantities) how do you plan on culling unseen objects or rendering distant objects that do not require high detail or cpu/gpu usage?
5) do you have any roadmaps/graphical charts/research and development or tech showcases? how do you, as the lead developer, clarify and convey design plans to your team?
6) outside of blockland's community, who is your demographic and how do you plan on reaching them and giving them a game they can enjoy? what planned or current features, mechanics or ethos sets brown bricks apart from competitors? what features are similar to competitors and immediately recognizable to your demographic so they won't have to relearn new and potentially confusing mechanics? (ie pickaxe for mining, right click to plant blocks, etc)
7) what are some design challenges and limitations that you and your team are excited to tackle and solve? what limitations have you and your team been unable to bypass thus far? do you plan on working within these limitations or exceeding them?
8) what is your target revenue for brown bricks on launch month? what is your target price for the sale of a copy of brown bricks? do you feel like your projected/targeted sales are too ambitious or not ambitious enough? are you considering outsourcing some of the development to third-party companies such as publishers, art firms, localization teams or advertising agencies? if not, how do you plan on funding or distributing income to brown bricks and it's development team pre and post-launch?