Tinfoilhatsron
Banned
Nice, more youtube exposure is surely a positive. Also I liked that TBFP video.
I guess I'll try to sum it up:
He then goes on to explain why having gotten 505 Games to agree to pitch in the last $2.5 million if the game gets successfully funded doesn't mean they have a publisher that will get the game made no matter what. Afterwards he addresses the "they should be happy they get to work on the game at all" mentality. I'll leave those for someone else to summarize.
- Mike uses $20,000 a year as baseline and picks Super Metroid because it's an old game (and one he likes).
- Using the credits of the game, he singles out 23 people as being the core team behind the Super Metroid.
- So $460,000 to pay the team for 1 year.
- He continues by saying that Super Metroid was in pre-production/approval for 1 year and then production for 2 more years (he cites wikipedia).
- So $1,380,000 to pay just those 23 people for three years. At basically poverty levels.
- So not including devkits, marketing, localization, office space, etc.
- He then ups the pay to $40k a year as something most Americans can agree on not being completely terrible pay.
- So $2,760,000 to pay just the team of 23 for three years. Foodstamps avoided.
- He says thanks to Skullgirls they have a pretty good idea of how many people they'll need to make Indivisble in this timeframe they want, and it'll be more than 23. A lot of art contractors will be needed, says they had something like 70~ contractors for Skullgirls, will need more core staff, etc.
- He goes on that all that + all the expenses he glosses over, they arrived at $3.5 million if they want to get the game out in two years instead of three since it means upping their staff.
- $3.5 million is the real budget that they came up with and not inflated just because.
Yes, but those people are still working there even if they aren't on the project yet. Seems reasonable to include them. As for the bolded, he touches on that in the video and singles out 23 from all the other names in the credits. It might be a bit long, but give the video a watch. Or just listen to it, since the video has nothing to do with the audio really.Pre-production is going to have a much smaller staff than actual production, plus not everyone that shows up on the credits is going to have worked on the game for the entire time. On the other hand, $40k/year is probably less than what people were making at Nintendo, even accounting for inflation.
Pre-production is going to have a much smaller staff than actual production, plus not everyone that shows up on the credits is going to have worked on the game for the entire time. On the other hand, $40k/year is probably less than what people were making at Nintendo, even accounting for inflation.
Yes, but those people are still working there even if they aren't on the project yet. Seems reasonable to include them.
He said he accounted for people in the credits that would not be part of the dev staff. Even so with pre-production being smaller actual working team you still have to pay for staff.
Yes, you still have to pay them, but that budget would go towards the project they were actively working on at the time. That's why big companies like Nintendo are better equipped to handle mid & large-sized projects - they can have somebody that's highly specialized like a concept artist or a full-time writer and have them jump between projects when they're needed. Smaller teams generally have people with multiple roles as full-time staff and hire contractors if they need someone more specialized who doesn't need to be working on the project for the entire of its development.
You're getting a little lost in the weeds here.
It was a general example to give some budgetary context and show that $1.5M or $3.5M is not really that much when it comes to game development in reality.
If we did what Mike was proposing for our game, the budget would be more like $4.4M using the general $10,000/man-month metric. But we were able to get it down to $3.5M because of pre-production, ramping staff, etc.
$3.5 million is reasonable (or if anything on the low side) for what's being proposed here. Have you considered lowering the scope at all? 10 hour game instead of 20-30 hour game, Vanillaware style art and animation rather than fighting game animation, that sort of thing? Could drastically lower the required budget while still keeping the essence of the gameplay intact.
So, perhaps this is asking too much, but are you guys going to be okay if this doesn't fund?
Not to be too negative, but since there appears to be a non-zero chance of that happening, it'd be a shame if that caused things to implode.
We'll probably go dormant for a bit, at the very least, while we try to get something else going.
What happens from there is hard to know? Our guys are in demand for freelance work, so a lot of them could probably hang on with that, but if it does on too long people will need to start looking for other work.
Aren't you guys also working on Skullgirls Vita as well?
Only thing that wasn't up to snuff though is the music.
We're probably going to record a more "official" version of this, so it's not just random Salty chatter.
But the information will probably be mostly the same.
I'm guessing the short answer to those questions is that Skullgirls had publisher problems so they didn't want to be fully attached to a publisher for their new game. But on the other hand, there are only 5 projects that I know of that have raised over $3.5 million and all of them had big developers behind them doing spiritual revivals of their old work so asking for $3.5 million outright via crowdfunding was unlikely to go well.
Mike Z says the crowdfunding well has been poisoned by big publishers/devs who've used crowdfunding campaigns as an "interest check" or a glorified marketing drive, even though they could easily afford to make the game with resources they already have
How is Indivisible any different?
Finished it yesterday and I can say it is easily the best LP for this prototype. They showed some competence regarding the battle system, talked about some inspirations/influences (Ajna the avatar? Amazing) and balanced it with the laughs excellently. It's nice that someone else also recognized the lighting system and how much it adds to the mood and handrawn models. We even got to see Mike Z's indivisible cat haha.SuperBestFriendsPlay: Woolie and Pat play Indivisible Prototype.
Notably they are the most hyped about this game, Woolie even goes into details about the mechanics, the characters and the secrets in the prototype.
Welcome to gaf. It's nice to see more IRC folk here.I'm really impressed at how in depth he played / researched the game here. Having one player know a ton about the game, and the other not is a really nice setup for a video like this.
Secret Baz Incarnation Room when?
This was a good video. I like that 505's involvement simplified the crowdfund budget by eating up a bunch of extra costs like backer rewards, testing, localizations (and maybe porting?) and such. Yet people still find a way to complain.Turns out I've had an account for a year that I completely forgot about. So much wasted lurking time when I could have been bothering y'all.
Also, here's a video of Mike explaining the 1.5 million cost, etc : https://www.youtube.com/watch?v=vfFq2OcHTJw
I feel that might be worth its own thread on Gaf? It's a pretty big topic that plagues a lot of under funded / estimated crowdfunds.
Yeah, text is more digestible and easier to share. It would be greatly appreciated.We're probably going to record a more "official" version of this, so it's not just random Salty chatter.
But the information will probably be mostly the same.
Kushi and Razmi are easily the top two incarnations right now. I like that they don't have to be sexy in the least to be this popular too.For me the bar to pass is Kushi.
Using Cutout/Skeletal animation is a stylistic choice. At the end of the day, it's won't save any real money. Animation is hard and time consuming no matter the style you choose. To make C/O animation look as good as a Vanillaware game takes a lot of hard work.
IIRC animation was only about 30% of the total cost of making a character in Skullgirls. Though I'm not sure how tied staff salaries are to the amount of animation that needs to be done.
Well, that's just for the contracting to finalize things.
We still do all the pre-production and design work in-house, and we still do a fair amount of final animation and clean-up in-house.
For example, on Skullgirls, the animations you see all the time like walks, idles, intros, outros, etc. are usually done completely in-house to set the tone for all the contractors.
I see. So that would mean that animation constitutes ~ 50 to 60% on a given character.
It is still pretty crazy that as laborious as animation is, it is still only around half the cost of the entire process. Making video games that don't look like cheap flash knockoffs is expensive.And design. Because in a fighting game, the design is reliant on the animation and vice-versa.
So Mike plans out the poses, angles, etc. and then animation creates the keyframes. Mike puts them into the game to time them out and figure out how many between frames that move, etc. needs.
Because attacks for an RPG don't need to be so meticulously timed, the design/animation iteration time is much, much faster. Definitely wouldn't have been able to do as much as we did in the Indivisible prototype if every frame required the amount of design thought as a fighting game.
Design-wise, I dig her hair especially, though the shoes I am, uh, less convinced about.
The shoes will make more sense after Alex posts some of the concept groundwork stuff, I think.
She was born without them and abandoned for it, going by the character bio.Is she suppose to have arms? Because I can't see any arms.
The shoes will make more sense after Alex posts some of the concept groundwork stuff, I think.
YepI love her design - the palette, hair, overall silhouette; everything works really well. Though I'm not much of a fan of the shoes, either. Some mutilated ballerina feet would have been much more memorable.
They can do those one a time after all the incarnations are revealed. They gotta leave some stuff for the latter part of the campaign.My opinion but remember when the vote for SG characters happened? When Alex posted concept art of moves for some characters, they raised in the polls and people talked a lot about them. Maybe posting both the art and the concepts would help raise interest as it helps to see how a character moves.
All legs? All right
Seriously, I'm a big fan of leggy ladies and she's got them in spades. I bet the shoes give her some insane lift or vertical action that I look forward to in battle. The incarnations that aren't fully colored yet look very very nice with some actual color on them now too. If this were a fighting game it'd be a damn strong cast so far.
Yep
If there is one thing Lab Zero does right it is making characters interesting enough that you can even recognize them by silhouette instantly.
They can do those one a time after all the incarnations are revealed. They gotta leave some stuff for the latter part of the campaign.
Here's the new Incarnation: Yan!
Once you realise the secret reason for her clothing, you will feel ashamed of your words and deeds?
I know a lot of people hate on Tumblr and the groups that make it up, but given the diversity levels of the roster, I could see Indivisible going over really well with them. Could be a nice source of money.
What a superb design. Video-games really lack "handi-capable" characters that are badass as well, so it's really great to see Yan added to this already really diverse roster.
I know a lot of people hate on Tumblr and the groups that make it up, but given the diversity levels of the roster, I could see Indivisible going over really well with them. Could be a nice source of money.
I don't intend to instrumentalize the political struggle of marginalized identities in gaming culture, but have you reached out to the platforms promoting diversity? Platforms like FemFrequency, Ineeddiversegames, Invisibility Blues, Not Your Mama's Gamer, Justice Points, SpawnOnMe podcast, stuff like that? Just getting them to talk about the game/prototype might boost funding. The game has some great diversity that needs support, I think.
Incarnation Chart from the latest update:
Incarnation Chart from the latest update:
Gotta figure out a way to do it in a non-cynical way fashion though.
All of the incarnations so far have been ones usable in battle, right? Because I would hate not being able to use that big ass falcon.