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Indie Game Development Discussion Thread | Of Being Professionally Poor

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Feep

Banned
I don't want to be that guy, but I guess it needs to be said. I'm sure most users here will gladly give you pointers and help but it seems like you want someone to do all the work for you.

Do some research, you can start by reading the OP then post your specific doubts.
This.
 

motorsep

Neo Member
Everything written and show here is just for the purpose of programming cool
video games for the masses. Going deeper is what pushes me forward. And I hope
you guys and gals try to do the same. Don't give up!

What the heck are you working on?! o_O

Cool stuff though, looks like some MIT post-graduate research rather than a video game :)
 

-COOLIO-

The Everyman
Hello, my name is Elijah! I have this thing called senior project coming up for school and I wanted to build a video game. I need a mentor who will help me develop the game. Would anyone be willing to help me? Here is my email if you want to contact me: elijah_k_hines@yahoo.com

I want to develop a small indie game for an ipad or pc

this is for a high school project? use adobe flash and air. it's very easy (comparatively speaking) to make a game for both the ipad and pc that way, it just has sucky performance right out of the box but if we're talking ipad 3 and later you should be able to go pretty wild..
 

missile

Member
Have refined the drag computation, looks much smoother now;

ZZhbGbL.gif



Edit:
kxaGvTW.gif

Here is a pretty good example why you better put fins aft on a rocket to pull
the center of pressure down making the rocket stable. The rocket to the right
has its center of pressure above the center of mass and is as such unstable
during ascend. The fuel burn moves the center of mass towards and even above
the center of pressure for the right rocket but all a little too late. The
rocket is already out of control. Lift-off pitch attitude: 35 degrees.
 

Hinomura

Member
Hello,

got back to work with XNA in Visual Studio Express 2010 just to discover the horror message while compiling: "csc.exe not found or .NET framework 4.0 not installed", very probably caused by .NET FW updates. The solution? Installing VSE2012 and manually adding XNA to it. In the case anybody is in a similar situation (or just wants to use XNA with VSE2012), please follow these steps:

1. If you haven't already done, install XNA Game Studio 4.0 from here: http://www.microsoft.com/en-us/download/details.aspx?id=23714

2. If you haven't already installed, install Visual Express Studios 2012 http://www.microsoft.com/en-us/download/details.aspx?id=34673

3. Copy the XNA extension from VSE 2010 to VSE 2012 via command prompt (run it as administrator)
Code:
xcopy /e "C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\Extensions\Microsoft\XNA Game Studio 4.0" "C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\WDExpressExtensions\Microsoft\XNA Game Studio 4.0"
When prompted (File or Directory?), press D

4. Update the XNA extensions, locating the directory you've just created and editing the file "extension.vsixmanifest":
- Change <VisualStudio Version="10.0"> to <VisualStudio Version="11.0">
- Add this new line below: <Edition>WDExpress</Edition>
- Save the updated file!

5. Clear VSE2012 extensions cache you find here: %LocalAppData%\Microsoft\WDExpress\11.0\Extensions deleting the files "extensionSdks.*.cache" and "extensions.*.cache" where * stands for localization acronym (ie "en-US", "it-IT", ...)

6. Install XNA extension (command prompt run as administrator):
Code:
"C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\WDExpress.exe" /setup

That's it! Enjoy your VSE 2012 with XNA extension :)


Note: if you're using Visual Studio 2012 (not Express), you've to change the 3rd, 4th and 6th step as follow:
3. Copy the XNA extension from VSE 2010 to VSE 2012 via command prompt (run it as administrator)
Code:
xcopy /e "C:\Program Files (x86)\Microsoft Visual Studio 10.0\Common7\IDE\Extensions\Microsoft\XNA Game Studio 4.0" "C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\Extensions\Microsoft\XNA Game Studio 4.0"
When prompted (File or Directory?), press D

4. Update the XNA extensions, locating the directory you've just created and editing the file "extension.vsixmanifest":
- Change <VisualStudio Version="10.0"> to <VisualStudio Version="11.0">
- Save the updated file!

...

6. Install XNA extension (command prompt run as administrator):
Code:
"C:\Program Files (x86)\Microsoft Visual Studio 11.0\Common7\IDE\devenv.exe" /setup
 

Jobbs

Banned
It will reach it's goal, I would be pretty sad if such an amazing looking game doesn't hit it's goal. My money is ready to be pledged as soon as it goes up :D.

I appreciate the thought but honestly I have no idea! and I'm not just saying that. I hear a lot about how you have to do X Y Z to get eyeballs on the thing, and I'm still a little cloudy on the details. This will be my first KS experience. We'll see what happens!
 

missile

Member
^ I hope everything will turn the way it should be, since your game seems to
be one of a kind if done the way you want it to be. Good luck, mate!
 
I don't know how in the hell did I not see this thread in the past.

So like most people who are into gaming, I've that this dream of making a video game. That dream was one of the main reasons I studied Computer Engineering. However, for some reason I never really sat down and said "let's finish a game" until a couple of weeks ago. It was always an internal struggle trying to decide which language, API, framework to use. I would get started in one, work on it a couple of weeks, and then find another one that supposedly was better, so I would drop the one I was working on, and focus on the new one. Rinse and repeat for years.

A couple of weeks ago, I stumbled across MonoGame and so far I've made more progress with it than in any of my previous attempts. My plan is to learn the framework by re-making some of the classics like pong, asteroids, Tetris. After I'm done with those I'll start implementing the games ideas I have in my head.

Any words of advice as I embark in this exciting adventure? So far, the part that terrifies me is how I'm going to create the art assets. This area is completely new for me.
 

JulianImp

Member
Any words of advice as I embark in this exciting adventure? So far, the part that terrifies me is how I'm going to create the art assets. This area is completely new for me.

You should try to live with programmer art while you learn how to do the art yourself or find a good artist that wants to lend you a hand. Don't worry about making color-swapped stickmen and lots of rudimentary objects, since you can either go ahead and use a minimalistic approach to your art assets (ie: Thomas Was Alone) or get a decent artist to flesh out the sprites/models once you've got the basic coding and design in place.
 
How many weekly hours do you think it's best to get going with Unity? I don't have much free time, and most of it is spent with my family, but I'd like to use an hour or two some days to start a project and see how it goes.
 

Servbot24

Banned
How many weekly hours do you think it's best to get going with Unity? I don't have much free time, and most of it is spent with my family, but I'd like to use an hour or two some days to start a project and see how it goes.
Fundamentally it's a fairly easy program. Get a tutorial and just spend an hour or two a day following along. In a month you'll feel confident using it.


Lasthope, I would suggest building your programming skills as much as possible and either keep the art very simple or find someone who wants to do it for you. You want to focus on the strengths that you can bring to a project, and minimize time spent on other areas (though it doesn't hurt to be familiar with the basics of the people you'll someday be working with).
 

razu

Member
Variable center of pressure.

SKk8xmv.gif

The blue dot indictes the center of pressure. At lift-off the rocket is
pitched by just a 1/1000th degrees simulating sort of a disturbance. The pitch
leads the rocket to be slightly unsymmetrical around its flight path. Upon
reaching maximum height, the center of pressure is below the center of mass
(small moving point slightly below the center of pressure during the first two
seconds at lift-off). After reaching maximum height, the rocket will start to
descend due to gravity and will start to flip over due to the aerodynamic
forces (lift and drag, drag only in this example) acting on the rocket. The
point of action of these aerodynamical forces can be thought off as acting
through the center of pressure. With respect to the given example here, the
drag force pulls at the center of pressure while the rocket is descending at a
slight angle. This, essentially, produces a torque around the center of mass
leading the rocket to flip over. Note: The strong oscillatory motion will be
damped by a lifting force, which isn't implemented yet. And for the sake of
completeness, the rocket burns fuel out of the lower section and as such loses
mass making the lower stage much lighter then the upper stage, as one can see
by the moving center of mass. So it becomes way easy for the drag force to
flip the lower stage over.


Backdraft: For those who are more technically interested.
Due to an ingenious thought I had, objects are now able to rotate solely by
aerodynamic forces applied to them. I finally found a way to approximate the
pressure around an object and was able to compute the center of pressure from
it where the lift and drag forces are (better; should in general be) applied.
And since the center of pressure is usually at a distance to the center of
mass, a torque will be generated making objects start rotate about its center
of mass.

QZFMqHS.gif

The classic parabolic flight path of a rocket. The rotation of the rocket is
solely due to drag with respect to the (moving) center of mass.

Well, it is virtually impossible without doing a proper fluid simulation to
get the pressure distribution around any objects for many different attitudes
-- that's why we have lift and drag coefficients to begin with. If we would
have this distribution, we could actually compute lift and drag from it. Of
course, the pressure distribution around an object can be computed by doing a
full fluid simulation, but to get the same lift and drag data from such a
computation compared to the lift and drag data from, for example, a NACA
airfoil would require a very accurate simulation, which would take hours to
compute to yield the pressure field. Having the pressure around an object is
one thing. Computing lift, drag, and the center of pressure is another one.

Now lets say we got lift and drag from somewhere. The most important question
is; where do we apply these forces? These forces can be thought of as acting
through just one point, i.e. the center of pressure. But where to get this
center from when there is no pressure distribution we can compute it from?
Engineers have circumvented this problem for airfoils by having found a point
similar to the center of pressure which doesn't change like the center of
pressure does (which changes with the angles of attack, usually). And this
point is known as the aerodynamic center which usually doesn't coincide with
the center of pressure. But the difference is accounted for by including
another datum within the lift and drag data charts, i.e. the momentum
coefficient accounting for the pitching moment an airfoil experiences due to
the difference in pressure distribution below and above the airfoil.

(As you can see, I've made some progress towards the wings! ;))

Hence, having lift, drag, and the pitching moment, one doesn't need a pressure
distribution. But now guess you don't have any airfoil with known data.
Instead you may have kind of a different object. Now where do we apply the
(possibly user created) lift and drag forces? At the center of mass? Well, you
can do it that way, but your objects won't start to rotate, since, usually,
the center of pressure is at a distance (> 0) to the center of mass. And any
force acting through the center of pressure in a line different than the one
connecting these two centers will start to produce a torque making the object
rotate, which is way cool -- and gives my expensive angular momentum equation
something to shine through! ;)

One solution would be to manually set the center of pressure for each object.
If chosen wisely, one can get good results this way. However, this will be
sort of a trail and error approach and you will need a good understanding of
some aerodynamics nevertheless. And once you change the geometry, everything
will be off.

And we would still have to consider that the center of pressure moves while
an object moves through the air, i.e. changes its attitude. So usually we
have to account for this as well, which is impossible until the pressure
distribution is trivial or you get it from a fluid simulation.

However, I drew a pretty good conclusion from a fundamental observation, i.e.
all aerodynamic forces (and as such the pressure) are proportional to the area
of a surface.

That means, if we change the surface area the pressure will change as well,
and with it the center of pressure of the whole body. Hence, the center of
pressure is dependent on the surface area, of course. Given the pressure it
would be possible to compute the center of pressure with respect to the
surface area. But we don't have the pressure.

Here is how I solved this problem; I did a very rude approximation of the
pressure around the rocket and have integrate it around the surface area of
the rocket leading to a, well, center of pressure! Well, it was a lil more
difficult as these lines here say.

The approximation can be improved by inputting a better pressure distribution.
It's an idea of mine to use my oncoming fluid simulator to compute a very
rough pressure distribution in realtime, or, if this isn't possible, to
compute some fixed pressure distributions and use interpolation in-between.
Would be quite a novelty if that is going to work, yielding some awesome
dynamics. Anyhow. Now someone could than say; given this rough approximation,
why not also compute lift an drag from it? Well the problem is, one would
get very bad lift and drag values for the object at hand. The simulation needs
to be very detailed to get good values. However, with respect to the center of
pressure we just need a rough location which can be off by some margin.

The cool thing with this model is that I don't have to set the center of
pressure by trail and error. And best of all, the center of pressure will
move with respect to the surface area, since it depends on it. Hence, objects
can change their shape and will as such change the position of the center of
pressure as well -- influencing the objects behavior through the air.

For the games I have in mind this means that I can for example add retractable
or extendible surfaces to a craft to change the crafts center of pressure
modifying its racing characteristics. Possibly at runtime.

Well, I essentially came to this idea of approximating the center of pressure
while looking at the (crisscross) fins of a standard rocket. I knew they are
used for stabilization. But I didn't knew how by just looking at the
aerodynamic forces like lift and drag they generate. But I knew also that a
usual engineer won't knew about the exact aerodynamics of the fins at all, yet
he places some of them aft the rocket. So I skipped lift and drag and
considered the pressure from which these quantities are generated. And than it
become clear to me; by enlarging the aft section of the rocket in area with
the help of the fins, there will be more area exposed to the air, which will
ultimately influence the pressure of the entire rocket, esp. at the aft
section, producing a larger area where pressure forces can act. This,
essentially, pulls the center of pressure towards the aft section of the
rocket! Hence, increasing the fins will pull the center of pressure down. Why
is that important? Because the center of pressure needs to be below the center
of mass to make the rocket stable during ascend. So either one rises the
center of mass, which is may more complicated due to design considerations, or
one puts larger fins aft the rocket to make it more stable. That's the deal
with all the fins! But one can use them also to navigate/trim the rocket as
well.

So even while you don't know anything about the pressure distribution around
a rocket, you can add some fins aft to it and it will become more stable
during ascend. By understanding why this mechanism works out of the box
without killing the rockets aerodynamics, I was able to implement a model for
approximating the center of pressure for a given object.

For my rockets this means that they will now start to turn solely by the
aerodynamic forces. To make it clear, I don't have to rotate the rocket
myself (the nozzle is held fixed in all the animations). The aerodynamic
forces will do the job.

Currently, I have only a drag model implemented, lift will follow soon, but
drag is already enough to make the rocket turn over while the center of
pressure is below the center of mass and the rocket is slightly tilt to the
flight path descending downwards. This, essentially, is an instable
configuration;


ZK7wSwW.gif

The rocket to the right has more surface area (fins not shown) attached to the
lower stage pulling the center of pressure more downwards.


2NI1wkR.gif

The rocket to the left has the same amount of surface area attached to the
upper stage as the one to the right has on its lower stage. Both rockets are
pitched by 10 degrees at lift-off. As one can see, the drag force pulls the
rockets in quite different directions.


6NRCoff.gif

Same as above, different perspective.


This model here is currently in an early stage of development, but even at
this stage it's already quite useful and delivers rather good results.

Everything written and show here is just for the purpose of programming cool
video games for the masses. Going deeper is what pushes me forward. And I hope
you guys and gals try to do the same. Don't give up!


I for one, completely understood all that... 0.o
 

razu

Member
I don't know how in the hell did I not see this thread in the past.

So like most people who are into gaming, I've that this dream of making a video game. That dream was one of the main reasons I studied Computer Engineering. However, for some reason I never really sat down and said "let's finish a game" until a couple of weeks ago. It was always an internal struggle trying to decide which language, API, framework to use. I would get started in one, work on it a couple of weeks, and then find another one that supposedly was better, so I would drop the one I was working on, and focus on the new one. Rinse and repeat for years.

A couple of weeks ago, I stumbled across MonoGame and so far I've made more progress with it than in any of my previous attempts. My plan is to learn the framework by re-making some of the classics like pong, asteroids, Tetris. After I'm done with those I'll start implementing the games ideas I have in my head.

Any words of advice as I embark in this exciting adventure? So far, the part that terrifies me is how I'm going to create the art assets. This area is completely new for me.

I would suggest you get the core gameplay in first, and build outwards, aiming for the 'minimum viable game': the least amount of game that still amounts to a full video game. Then, iterate until happy.

Recreating existing games is a great idea, as you're taking away the "Is it fun?" element.

Making graphical elements is just a matter of studying and practicing. Same as music and sound effects. Don't fool yourself into thinking you're not 'arty', or 'music-y'. Everyone can do everything. I made all of my game, and I'm just a coder.

Good luck!
 

JulianImp

Member
I would suggest you get the core gameplay in first, and build outwards, aiming for the 'minimum viable game': the least amount of game that still amounts to a full video game. Then, iterate until happy.

Recreating existing games is a great idea, as you're taking away the "Is it fun?" element.

Making graphical elements is just a matter of studying and practicing. Same as music and sound effects. Don't fool yourself into thinking you're not 'arty', or 'music-y'. Everyone can do everything. I made all of my game, and I'm just a coder.

Good luck!

Yeah. Learning how to code shaders is also a great way to make 3D things look cool just by leveraging your programming knowledge, and you can always show screenshots to other people (like in this thread) to see how others react to it, and iterate accordingly.

Recreating games is a good idea for learning how different kinds of games work, but you should try coming up with something once you've practiced a bit, since knowing some things about game design is a greatplus to make sure you understand what works and what doesn't in your (or others') games and why.
 

desu

Member
I appreciate the thought but honestly I have no idea! and I'm not just saying that. I hear a lot about how you have to do X Y Z to get eyeballs on the thing, and I'm still a little cloudy on the details. This will be my first KS experience. We'll see what happens!

How long until it will go live? I am so ready to pledge :D!
 

Duderino

Member
I appreciate the thought but honestly I have no idea! and I'm not just saying that. I hear a lot about how you have to do X Y Z to get eyeballs on the thing, and I'm still a little cloudy on the details. This will be my first KS experience. We'll see what happens!

I'm new to running a Kickstarter campaign myself, but my team has been prepping for it. We actually challenged ourselves a little while back to grow our following at the same rate as a few active KS projects. I don't think there's necessarily a right or wrong approach but here are a few things I would recommend:


  1. Get a Facebook page in addition to your Twitter. Most indie projects I check up on tend to have a larger Twitter following, but there are some added opportunities for outreach with Facebook that can go a very long way. The big one is Facebook's communities, for instance posting here when you launch could equal an additional 5,000+ eyes on your project. If people like what they see on Facebook, there's also the possibility they'll post about it in other FB communities as well. Think that's the reason our Facebook page has far surpassed our Twitter page.

  2. Consider the already existing communities you can reach that may help spread the word about your game. That came naturally for us with the Smash Bros community. In your case, I think you could gain a lot of support by reaching out to the Metroid fans of the SpeedRun community.

  3. Leverage Twitch.tv and Lets Plays if you can. Giving a couple speed runners an early build to stream could mean thousands more eyes on your game.

This is all of course in addition to what you've likely read already about reaching out through more traditional means.
 

Jobbs

Banned
How long until it will go live? I am so ready to pledge :D!

real soon! before 8pm EDT.

I'm new to running a Kickstarter campaign myself, but my team has been prepping for it. We actually challenged ourselves a little while back to grow our following at the same rate as a few active KS projects. I don't think there's necessarily a right or wrong approach but here are a few things I would recommend:


  1. Get a Facebook page in addition to your Twitter. Most indie projects I check up on tend to have a larger Twitter following, but there are some added opportunities for outreach with Facebook that can go a very long way. The big one is Facebook's communities, for instance posting here when you launch could equal an additional 5,000+ eyes on your project. If people like what they see on Facebook, there's also the possibility they'll post about it in other FB communities as well. Think that's the reason our Facebook page has far surpassed our Twitter page.

  2. Consider the already existing communities you can reach that may help spread the word about your game. That came naturally for us with the Smash Bros community. In your case, I think you could gain a lot of support by reaching out to the Metroid fans of the SpeedRun community.

  3. Leverage Twitch.tv and Lets Plays if you can. Giving a couple speed runners an early build to stream could mean thousands more eyes on your game.

This is all of course in addition to what you've likely read already about reaching out through more traditional means.

This is good stuff, I appreciate the tips. I'm gonna check out that FB group (just now joined it). I have a facebook for the game and twitter -- But I must admit that the facebook isn't as fleshed out, I don't use facebook much, never have. I do use the twitter actively.
 

missile

Member
I for one, completely understood all that... 0.o
I guess, you did. I saw your Captain Jatobe. Keeping a boat afloat and stable
is sort of a similar problem.


Missile I always love reading your posts. You really are a talented programmer.
Basically, I did nothing. I just reiterate what others have found out many
hundred years ago. I owe very much to those men who came up with all the
equations and principles in the first place like Gauss, Leibnitz, Newton,
Hamilton, Euler, Galilei, Navier, Stokes, and many, many others. Without their
work all of our screens would stay pitch black.

But thanks, nevertheless! Am just trying to motivate people and want to
show at times how some of the stuff works behind the curtain resp. the amount
of detail beneath so many cool things we see. Well, it's easy to just post
pictures of ones game. But most do lack any description on how they got there
or what difficulty they encountered at arriving at the current stage. That's
not me. I want people (other/new game developers) to see where all the hard
work goes into, such that they will know what's necessary to get there if they
want to do similar things. Indie game development, for me, is not just about
the final game, it's also about the process, the research done, the nights
spent, the knowledge got.
 

Chaos

Member
A couple of weeks ago, I stumbled across MonoGame and so far I've made more progress with it than in any of my previous attempts. My plan is to learn the framework by re-making some of the classics like pong, asteroids, Tetris. After I'm done with those I'll start implementing the games ideas I have in my head.

Any words of advice as I embark in this exciting adventure? So far, the part that terrifies me is how I'm going to create the art assets. This area is completely new for me.

There is a free xna course starting next month if you want to check it out -

https://www.coursera.org/course/gameprogramming

Also this guy has done a full pacman game in xna tutorial -

https://www.youtube.com/playlist?list=PLudoM3Z-LvnWUrw25hICr4FcfFZVDBomd
 
You should create a thread for you kickstarter Jobbs.

Good luck man. I pitched in a little bit and shared the kickstarter on my facebook and twitter.
 

Burt

Member
Jobbs, you should definitely PM a mod about making a thread for your Kickstarter. It looks fucking dynamite, and GAF loves gaffers making games. If nothing else, the mods should let it through just so you can get some exposure on those amazing gifs you keep coming out with. Not enough people on this forum visit this thread here to get Ghost Song the eyes it deserves.

Edit: god dammit
 

Jobbs

Banned
thanks to those who backed so far :D

You should create a thread for you kickstarter Jobbs.

Good luck man. I pitched in a little bit and shared the kickstarter on my facebook and twitter.

I'll have to ask a mod about that. I don't want to step on any feathers or ruffle feet or whatever.
 

Feep

Banned
thanks to those who backed so far :D



I'll have to ask a mod about that. I don't want to step on any feathers or ruffle feet or whatever.
Ask if you want, but the rules don't prevent any of US from making a thread. The rules only strictly prohibit self-promotion, in other words, making your own thread.

I would do it but I'm on mobile right now. Someone make a pretty OP with GIFs!
 

Jobbs

Banned
Ask if you want, but the rules don't prevent any of US from making a thread for you. The rules only strictly prohibited self-promotion, in other words, making your own thread.

I would do it but I'm on mobile right now. Someone make a pretty OP with GIFs!

Yeah I don't wanna go against any rules. Maybe someone will make one sooner or later if I'm lucky. There are some gif links in the KS listing towards the bottom if you guys want to check those out, BTW.
 

Gbraga

Member
I'm glad to say I was the first one to back it :)

Thanks to my friend that quickly warned me the Kickstarter page was up. But my mind was blown finding out all of this was done in Flash and only now you'll make it on Unity.

Really awesome, and the soundtrack will most likely be sick, I'm listening to his work right now and it's fantastic.

I wish you luck and I hope everything turns out way better than you're expecting! Do you have any stretch goals in mind?
 

Paz

Member
Good luck with Ghost Song, if I wasn't already on the edge of running out of money to finish my own game I'd donate. Lots of passion and you already did the hard work of making an interesting game before asking for money = recipe for success.
 

Paz

Member
Looks like things are going great Jobbs! Gotta admit, kinda jealous you have your own thread :p Hopefully you get to make your dream game everything it can be.

Speaking of which I should stop reading GAF and get back to making this level...
 
Proud to ay that I joined Kickstarter just to back Ghost Song. I pledged only $10, but it's all I have right now to spare. Hope it's enough, but if it isn't, I will up my ante. But I doubt it will be necessary.

Jobbs, do you have ideas for stretch goals once you get to $15K?
 

Jobbs

Banned
I want to make sure everyone knows I appreciate their kind words or, if they backed, I really appreciate that. I'm a bit overrun with things to reply to right now so it'd get redundant to keep replying with it. Trust that your support and kind words have been absorbed into my very body and made me stronger.

Looks like things are going great Jobbs! Gotta admit, kinda jealous you have your own thread :p Hopefully you get to make your dream game everything it can be.

Speaking of which I should stop reading GAF and get back to making this level...

Do you have a KS going? If so, start dropping hints. :)


Proud to ay that I joined Kickstarter just to back Ghost Song. I pledged only $10, but it's all I have right now to spare. Hope it's enough, but if it isn't, I will up my ante. But I doubt it will be necessary.

Jobbs, do you have ideas for stretch goals once you get to $15K?

It's enough, I appreciate it. $1 would be great if that's what someone could do.

The idea of going above $15k sounds like some distant dream right now, but I did prepare for that just in case, so I'll have new goals to keep the conversation going if this comes to pass. The core game is what it is, so I'm not divying that up -- But there are some things we could do. One idea is a section of the game that I really did cut out of my plans a long time ago because it was difficult. That may be one. If by some chance it goes quite well above the goal we could start talking Wii U version, so far I've only taken a cursory study of the details there, though. I know unity works on Wii U and Nintendo will provide the Unity license if you become a licensed nintendo developer. I'd just need to make sure I know all the details before promising that but it sounds like something we might be able to put up as a goal eventually.
 

Paz

Member
I want to make sure everyone knows I appreciate their kind words or, if they backed, I really appreciate that. I'm a bit overrun with things to reply to right now so it'd get redundant to keep replying with it. Trust that your support and kind words have been absorbed into my very body and made me stronger.



Do you have a KS going? If so, start dropping hints. :)




It's enough, I appreciate it. $1 would be great if that's what someone could do.

The idea of going above $15k sounds like some distant dream right now, but I did prepare for that just in case, so I'll have new goals to keep the conversation going if this comes to pass. The core game is what it is, so I'm not divying that up -- But there are some things we could do. One idea is a section of the game that I really did cut out of my plans a long time ago because it was difficult. That may be one. If by some chance it goes quite well above the goal we could start talking Wii U version, so far I've only taken a cursory study of the details there, though. I know unity works on Wii U and Nintendo will provide the Unity license if you become a licensed nintendo developer. I'd just need to make sure I know all the details before promising that but it sounds like something we might be able to put up as a goal eventually.


No plans right now for a kickstarter, but there are a few big ticket items like voice acting left to be paid for so you never know. We're hoping to start pre-orders soon and get some revenue in that way, and we're just using our life savings right now. Actually we have a few exciting things coming up that I can't talk about until later this month...

I suggest you do some research in to actual costs of console development before you chuck up the stretch goal's, typically dev hardware itself will be a few thousand dollars and you will need to have a company set up which costs money too (although you probably need this for other stuff anyway). And that's before you account for the actual time cost of doing the port which can be quite high depending on how much programming experience you have, platform holders are sticklers for their rules & regulations.
 

Jobbs

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I suggest you do some research in to actual costs of console development before you chuck up the stretch goal's, typically dev hardware itself will be a few thousand dollars and you will need to have a company set up which costs money too (although you probably need this for other stuff anyway). And that's before you account for the actual time cost of doing the port which can be quite high depending on how much programming experience you have, platform holders are sticklers for their rules & regulations.

Agreed, like I said, I'd never promise this unless I knew all the details. I imagine it being a rather high stretch goal and thus unlikely, but you never know.

Incidentally, roger is THE BORG at programming, that aspect won't ever be a problem. :)
 
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