Quote:
Originally Posted by vakladros
Taking a look at your fund raising page objectively, I'll make a few comments, which you are of course free to ignore.
-The information you've posted on the page tells me remarkably little about the game. You've provided a rough outline of two different styles of play, but I'm still largely in the dark about the content. You mention romance. Does the game have adult themes?
-What's the timeline for the game's release assuming that you are successfully funded? Are you planning on supporting the game after release? What artists have agreed to work on your project, assuming you get the funding? (Presumably you've interviewed some because otherwise where are you getting your numbers for the total budget from?) What writers? What musicians?
-What incentive do I have to buy now, rather than let others shoulder the risk and then buy when the project is finished? Typically this would be the promise that the price will be higher after the game's release then it is now.
-On a normal kickstarter, I wouldn't ask this, but since you're using a funding method where you get the funds regardless it rings a few alarm bells. What's the breakdown of how the money will be used. For instance, what percentage will you be spending on art, etc. What kind of milestones can we expect? A game that makes only a 1000 Euro would look like what, exactly? 3000? etc.
-The page provides very little information about you. Why should I believe that you're capable of carrying such a project through to completion? What previous work have you done?
-Similarly, you've put your name on this, and the point of such campaigns is to get viral buzz. From your previous comments I understand that you're still in University. Is this a project you'll want to show up when a prospective employer does a web search on your name?
-You've made several announcements regarding your plans for the game on these forums, which I haven't seen reflected on your indiegogo page. The more information you provide the more likely prospective funders are to take a chance on your project.
-If I were in your shoes, I would spend some time polishing your existing alpha game and then publicly link that. I might go so far as to work in some ads for your funding campaign into the alpha itself. Say after you had completed the main alpha gameplay a splash screen detailing your funding effort, etc. That way, if your alpha gets propagated on a site like 4chan or some such, it still serves to advertise your campaign. This also serves to inform potential funders of what kind of game you hope to build, as well as to prove that you have the technical chops to deliver something like the game you're promising.
Just my two cents.
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All input is great. I'd never ignore it.
-I should add more detail. Its all in my head or in the code, and its kinda hard to put it down to paper. However I'll readjust it and correct the flaws!
I'm also going to put up the promo video soon (oh god I hope I can get it today). It should explain a lot.
-Planned project time is 3 months. I get the money at the start of November at the latest, so it should be done by the end of January.
7500 - 25% from taxes is 5600 euros. which is again, about 7500$. The artist in mind is Zdemian (already talked to him). You can see his comissioning prices on his page, which serves as a guideline to the quality I'm looking for. A full pinup is 60$, which is one cow. Considering I'm going to need a lot of "cow pieces" for the cow-generator, here is a rough calculation:
30 different "sets" of pieces. Hair, eye shapes, lip shapes, build, etc. Enough to make them variable enough. 30 piece-sets, 30 comissions, 30*60 = 1800
Writers are another issue. Generally, 10-20$ is the amount asked for a chapter (~7-10 Word pages.). A whole questline in the way I envision it should be a complete, interesting story, which will cost me ~50-100$, lets say its 75$, as average, considering as well that the questlines depend on each other an on your previous in-game desicions, which again, needs coding.
The NPCs that have been planned in now are:
Neighbours: Comma D'Aifen, Ceddy Ylle, and three more.
Chruch: Mary Fleuron, Official Church, Damian
Obelus Corporation, Prime Enterprises, etc: 8 companies, enough to cover the game's assests. Each will have an "official" mail you will have to haggle and quest with, and two workers who are "normal folks" who you can befriend and have a more informal relationship with, and not necesarily closely knit to the company they work for.
8(Non-corp)+8*3(Corp)=32; 32*75 = 2400$
Additionally, aside from quests, I need the cowgirl reactions/ministories that will be interpolated into their regular activities and everyday lives. This is a hard part since most of it is going to be context-free grammar, which will then be procedually filled with the information necesary (i.e. "[[Hirasawas/Cowname]] [
huge/bustsisedescriptor] breasts [
bounced energetically/additional_info] as she walked down the valley...")
This isn't easy. Not only does it need to be coded it, it needs to make sense amongst its myraid of combinations.
Since the cows are going to be as interesting and in-depth as the human NPCs, there are 2400$ going in there too.
2400*2+1800=6600. The other 900$ are going to myself to pay for coding, software, and coordinating the whole project during development.
Music will be free, taken from
http://freemusicarchive.org/
- Perks, and a better price now than later.
- I'll add that to the main page too.
- I've completed a another, similar (in technical difficulty) game engine for Gurochan (S.L.U.T. in my head), also coded in Ren'Py/Python like CGF is. I've also worked on other Ren'Py projects, such as Choun Yurr Own adventure (on Chounyuu.com)
- Not necesarily. There are a lot of David Backlunds out there, and I'm really not worried one way or another.
- That's going to be fixed right away.
- That's actually quite a good idea. I'll give it a thought
Thanks for your input! It helps me out a lot.