hey guys -- I just got done being passed out for a few hours. I'm getting caught up on stuff now. as always, I thank you guys for all the kind things you're saying and to anyone who has backed.
Well since this looks like it will be backed, lets all think of creative ways to get more funding. In turn, creative ways of spending that extra income would have be created, especially if its the dev's desire to keep it a two-man team. Maybe money on a composer? Or a sound library or something...Maybe art outsourcing. Kinda tricky when i think about it. lulz.
Actually maybe buying better hardware and drinking fine wine every night could go a long way.
Ideal stretch goals would be more platforms. Find out how much it would take to publish on PS3, WiiU, and XBLA for starters and use that as a guide.
For stretch goals, one thing I want to do is offer an "Overtime mode" -- credits roll, suddenly you're in the shoes of another character, seeing some things from a new point of view.
Obviously, I want to nail down a number for Wii U version. It's becoming clear that Wii U support is fairly realistic, it's just a matter of determing what the number is where we could safely claim to do it.
Pretty sure you spelled PS4 wrong. Probably just a mistake
Thanks Zeliard
This is really really hard, I was told that there's not final information yet on what a unity license will cost, and if it's like ps360 it's ludicrously expensive. Because I don't know what the costs are, it's hard to talk PS4.
Your product is exuding a certain quality that is going to cause people to very casually expect this to be on their favorite platform and be great. I think focusing on making the core game as wonderful as possible will open all the doors eventually.
Thanks Zeliard
This is really really hard, I was told that there's not final information yet on what a unity license will cost, and if it's like ps360 it's ludicrously expensive. Because I don't know what the costs are, it's hard to talk PS4.
Thanks Zeliard
This is really really hard, I was told that there's not final information yet on what a unity license will cost, and if it's like ps360 it's ludicrously expensive. Because I don't know what the costs are, it's hard to talk PS4.
Both Sony and Nintendo have their own indie relations guy. I can't recall their names but you should talk to them about it and see the costs.
On that topic -- another idea I'm toying with involves the floating pet. There's a pet you get, early in the game, named Dizzy (Saymund loans him to you). Way way long time ago, I planned a whole system for this thing where it would feed and evolve down different paths depending on what you do and what it feeds on (it was partly inspired by the MAGs in PSO) This was actually one of the central pillars of the design early on. I eventually cut this -- well, cut it to a bare minimum - because I realized I was getting too ambitious and needed to stay focused. I may be able to add something like this back in if we get more time/resources to work on it than expected.
Adam Boyes is the guy to get a hold of for Sony. I know he has been working with a lot of Indie teams!
https://twitter.com/amboyes
EDIT: Also it was mentioned this game's prototype was playable in flash form. Is there any place we can see this?
Hell yeah! I'll give him a tweet too letting him know how excited GAF is for this game.So I should just tweet at him stating my intentions?
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This is technically possible, but I'm not sure right now if I want to do this because the flash game that exists now won't be continued -- it's going to be rebuilt in Unity. I feel very protective/controlling of the game, while I believe in the product 110%, I'm very cautious about exposing unfinished bits in broad daylight and am not sure if there's a lot to be gained from it
On that topic -- another idea I'm toying with involves the floating pet. There's a pet you get, early in the game, named Dizzy (Saymund loans him to you). Way way long time ago, I planned a whole system for this thing where it would feed and evolve down different paths depending on what you do and what it feeds on (it was partly inspired by the MAGs in PSO) This was actually one of the central pillars of the design early on. I eventually cut this -- well, cut it to a bare minimum - because I realized I was getting too ambitious and needed to stay focused. I may be able to add something like this back in if we get more time/resources to work on it than expected.
That's pretty cool.Well game got posted on: http://www.destructoid.com/ghost-song-is-like-super-metroid-but-with-ghosts-259498.phtml awesome.
Well game got posted on: http://www.destructoid.com/ghost-song-is-like-super-metroid-but-with-ghosts-259498.phtml awesome.
That's pretty cool.
The "A Journey of Hope" tagline is probably the thing I like least about this entire game.
It's so hokey.
Some of them are less friendly with the Metroid look of the game than neogaf is. But that's okay, I expected a certain degree of this going in.
Congrats, Jobbs. Game has been looking great and I really look forward to playing it. Making Indie Game Dev-GAF proud!hey guys -- I just got done being passed out for a few hours. I'm getting caught up on stuff now. as always, I thank you guys for all the kind things you're saying and to anyone who has backed.
I emailed Adelman telling him about my desire to offer a Wii U stretch goal, and attempt to get more information -- I REALLY want to do this (I love Nintendo, I love Wii U) but I also am loathe to promise something unless I know I can deliver on it. I want stretch goals, and I need them --- But I also need them to be reality based! I'm trying hard to keep myself out of trouble.