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super long mega friendship post
- TFT
- 10/17/2012 07:45 PM
- 26237 views
Greetings friends, RMN users, robots and RTP users.
tl;dr version
started a kickstarter
rn:libra will still be free to the rm community
you still need to donate, because i know ur all wips
Kickstarter- -Dev Blog--Paypal
Rainbow Nightmare has made the stressful and skeptical jump to Kickstarter. I would like to take a moment to talk about this, the situation, and overall exhausting experience so far.
First I want to say RN: Libra will not be the next revolutionary game ever to exist on the indie scene. It's purpose is to entertain people for a while. That's it.
I don't want people to think that I am above anyone else or I'm better than anyone not doing this. I'm not. The game isn't any better than anyone elses game. I do think it's a unique experience and I want to be able to share that with other people beyond the scope of the small pond.
I would really like to see a game stand on it's two feet and do well, that came from the RM community. No pre-designed material used, just a totally unique experience. Game that has a lot of work and detail. I want a good reflection off the rm community. I want people beyond the rm scene to know we're capable of creating enjoyable content. On a serious level.
I hope as a community you can come together and support this project, because I think a victory for RN: Libra is a victory for the rm community. To have a decent game be out there that is not the "aveyond" effect. I think it's time.
If you're still skeptical, I am TFT/Audiomew and I've been in the rm scene since 2004. I've released a few conceptual demo ideas, won a few misaos. I even won worst mod award on GW. Something not easy to accomplish. I don't work with large teams. I use an artistic perspective on things first, and game design secondly. Both are equally important.
Now, I'm going to explain this as best I can. I have to prototype everything in rm2k3, it's what I feel comfortable with. With that being said, RN: Libra will be released on Rm2k3 for free. It's going to be made either way, the only
problem is, it's going to be like, half a game, it can't be polished as I want it to be. But it will be available for people to enjoy regardless. And if they like they might get the improved version.
I really-really wanted to produce a demo first, but certain events take place and you have to make rough choices and I'm going to have to wait on the demo to get much needed feedback. What's great is, if the kickstarted succeeds, I'll
be able to actually release a very good polished demo for people to check out.
It's important that I get feedback from the RM community through the demo to see what needs to be fixed, improved, or polished on.
I have a friend who has a functional engine currently, and the game will be essencially transferred into it. What that means, is I'll be able to have a killer battle system, 8 directional movement, platforming, really good
controls, snake arms basically. Barkley originted from rm2k3 and was later transferred to gm. So I plan on doing something similar. Even ACE is a viable option.
So the basic goal is 9k. Which is the lowest I could factor in everything, what I'm hoping is when go out and advertising. I'll be able to at least push it to the 15k stretch goal(doubt it). I work by myself. I produce my own work, I get stuff done because I have control. The funds used wont be going to hiring 100 people for absolutely nothing I don't need a billion humans.
If I can my full stretch goal, which is iffy. I'll be able to work on the game full time. I will be getting outsource help, but they won't have a real say in the production. It comes down to time a lot, I want to add a ton of details, within my own abilities. You need to have a nice medium visually in order to produce a lot of content.
-compensate the composer to finish the soundtrack and add more rockin' jams
-provide the coder with additional funding to implement and port the game. aka putting it on mac, linux, etc.
-hire another artist to relieve some of the visual animations so a lot of scenes will look a lot more fluid
-produce a proper website for all RN updates and content.
Now as far as swag and perks are concerned. If you're an rmn browser or an rm user, idk, and if you see this and you donate and you be a cool dude about it, and you would like something specific, just email me man and we can talk. If you want to see your character in the game from yours, a crossover, your game on a billboard, all that good stuff. it just takes an email. If an rmn user donates I would like to compensate you as much as I can. What's cool is I can talk to people more personally here, vs Kickstarter.
If I don't get back to you asap, it is probably because I'm going to be hoofing it around the internet for 30 days
trying to push this thing. Which I hate, but marketing is marketing, unfortunately.
Lastly
I mean, I want to bring something to the table that people can play and have it stand on it's own two feet. I think if this succeeds, it will open doors for other people to follow suit. you know? It will set a standard. So if you have a buck, every dollar helps, man. Like, post on your facebook, your blog, re-blogs are awesome, you know it's getting people to see the project is the hardest part, and it's the most important. So I need to rely and hope people can get the word out.
It would be really cool if you could do that. And it would be really great at the end of it all, a really fun game came out of it, and people can say "yeah that came from rmn, they must know something". I mean do you really want games like aveyond to represent your community?
I'm not a company, I'm just one person who thinks what he's made can be enjoyable to other people beyond rm communities can enjoy. it's everything, it's my art, it's my ideas, and to share that with more people.
tl;dr version
started a kickstarter
rn:libra will still be free to the rm community
you still need to donate, because i know ur all wips
Kickstarter- -Dev Blog--Paypal
Rainbow Nightmare has made the stressful and skeptical jump to Kickstarter. I would like to take a moment to talk about this, the situation, and overall exhausting experience so far.
First I want to say RN: Libra will not be the next revolutionary game ever to exist on the indie scene. It's purpose is to entertain people for a while. That's it.
I don't want people to think that I am above anyone else or I'm better than anyone not doing this. I'm not. The game isn't any better than anyone elses game. I do think it's a unique experience and I want to be able to share that with other people beyond the scope of the small pond.
I would really like to see a game stand on it's two feet and do well, that came from the RM community. No pre-designed material used, just a totally unique experience. Game that has a lot of work and detail. I want a good reflection off the rm community. I want people beyond the rm scene to know we're capable of creating enjoyable content. On a serious level.
I hope as a community you can come together and support this project, because I think a victory for RN: Libra is a victory for the rm community. To have a decent game be out there that is not the "aveyond" effect. I think it's time.
If you're still skeptical, I am TFT/Audiomew and I've been in the rm scene since 2004. I've released a few conceptual demo ideas, won a few misaos. I even won worst mod award on GW. Something not easy to accomplish. I don't work with large teams. I use an artistic perspective on things first, and game design secondly. Both are equally important.
Now, I'm going to explain this as best I can. I have to prototype everything in rm2k3, it's what I feel comfortable with. With that being said, RN: Libra will be released on Rm2k3 for free. It's going to be made either way, the only
problem is, it's going to be like, half a game, it can't be polished as I want it to be. But it will be available for people to enjoy regardless. And if they like they might get the improved version.
I really-really wanted to produce a demo first, but certain events take place and you have to make rough choices and I'm going to have to wait on the demo to get much needed feedback. What's great is, if the kickstarted succeeds, I'll
be able to actually release a very good polished demo for people to check out.
It's important that I get feedback from the RM community through the demo to see what needs to be fixed, improved, or polished on.
I have a friend who has a functional engine currently, and the game will be essencially transferred into it. What that means, is I'll be able to have a killer battle system, 8 directional movement, platforming, really good
controls, snake arms basically. Barkley originted from rm2k3 and was later transferred to gm. So I plan on doing something similar. Even ACE is a viable option.
So the basic goal is 9k. Which is the lowest I could factor in everything, what I'm hoping is when go out and advertising. I'll be able to at least push it to the 15k stretch goal(doubt it). I work by myself. I produce my own work, I get stuff done because I have control. The funds used wont be going to hiring 100 people for absolutely nothing I don't need a billion humans.
If I can my full stretch goal, which is iffy. I'll be able to work on the game full time. I will be getting outsource help, but they won't have a real say in the production. It comes down to time a lot, I want to add a ton of details, within my own abilities. You need to have a nice medium visually in order to produce a lot of content.
-compensate the composer to finish the soundtrack and add more rockin' jams
-provide the coder with additional funding to implement and port the game. aka putting it on mac, linux, etc.
-hire another artist to relieve some of the visual animations so a lot of scenes will look a lot more fluid
-produce a proper website for all RN updates and content.
Now as far as swag and perks are concerned. If you're an rmn browser or an rm user, idk, and if you see this and you donate and you be a cool dude about it, and you would like something specific, just email me man and we can talk. If you want to see your character in the game from yours, a crossover, your game on a billboard, all that good stuff. it just takes an email. If an rmn user donates I would like to compensate you as much as I can. What's cool is I can talk to people more personally here, vs Kickstarter.
If I don't get back to you asap, it is probably because I'm going to be hoofing it around the internet for 30 days
trying to push this thing. Which I hate, but marketing is marketing, unfortunately.
Lastly
I mean, I want to bring something to the table that people can play and have it stand on it's own two feet. I think if this succeeds, it will open doors for other people to follow suit. you know? It will set a standard. So if you have a buck, every dollar helps, man. Like, post on your facebook, your blog, re-blogs are awesome, you know it's getting people to see the project is the hardest part, and it's the most important. So I need to rely and hope people can get the word out.
It would be really cool if you could do that. And it would be really great at the end of it all, a really fun game came out of it, and people can say "yeah that came from rmn, they must know something". I mean do you really want games like aveyond to represent your community?
I'm not a company, I'm just one person who thinks what he's made can be enjoyable to other people beyond rm communities can enjoy. it's everything, it's my art, it's my ideas, and to share that with more people.
Posts
tell yo friends tell yo wife.
no seriously dude, if you know wip, show him that. i know that dude has an endless wallet.
no seriously dude, if you know wip, show him that. i know that dude has an endless wallet.
tell yo friends tell yo wife.
no seriously dude, if you know wip, show him that. i know that dude has an endless wallet.
no seriously dude, if you know wip, show him that. i know that dude has an endless wallet.
Threw in a few bucks. I've seen a lot of versions of RN, and this definitely seems like that most focused. Here's hoping you get what you need~
I tried to, but there is no way to use paypal for this (and I don't feel like explaining to my wife "rainbow nightmare" on our credit card statement (if we even have a credit card that isn't maxed (my credit sucks))). I tried pledging, but it took me to Amazon, and the only options were credit cards.
This looks amazing, I really wish I could spare something right now. Have always been a fan of you're game TFT but all my spare cash goes towards my parents to help them out.
it's okay dude. i appreciate it. spreading the word is just as powerful as donating.
speaking of that, yeah spending the whole day emailing big dev sites in hopes they put it up on their sites is pretty crazy.
advertising is arguably the worst thing to do, and i can totally see why people get mountains of money to do that. it's awful.
speaking of that, yeah spending the whole day emailing big dev sites in hopes they put it up on their sites is pretty crazy.
advertising is arguably the worst thing to do, and i can totally see why people get mountains of money to do that. it's awful.
Huzzah! You've finally taken the dive! My british sterling will make all other donations look pathetic in comparison :>
Do you actually have a working prototype? A lot of investors look for that, to make sure you actually already have a product and are looking for funds to pay artists/composers/whatever to polish for a commercial release. Basically they'd rather fund a game that already exists, as opposed to funding some guy who wants to make a game and they have no idea if he'll finish or not.
I know a couple people addicted to Kickstarter and they say they always gravitate towards funding projects which already have products completed. That way they'll know the people are serious and they'll actually see a completed project. Your trailer does a great job of showcasing your art, but its a lot of panning shots, a lot of people running, and a lot of people talking, and not so much actual game. These are things an investor might see as conceptual, rather than concrete. Keep releasing more trailers to highlight everything in your game that works and show people what you've made.
Good luck with this.
I know a couple people addicted to Kickstarter and they say they always gravitate towards funding projects which already have products completed. That way they'll know the people are serious and they'll actually see a completed project. Your trailer does a great job of showcasing your art, but its a lot of panning shots, a lot of people running, and a lot of people talking, and not so much actual game. These are things an investor might see as conceptual, rather than concrete. Keep releasing more trailers to highlight everything in your game that works and show people what you've made.
Good luck with this.
Yeah. I mean, there are plenty of things I can showcase. It's unfortunate I couldn't simply produce a demo before hand.
I've debated with many people over the trailer, and it's incredibly subjective. Like, it's really really difficult to pin point what works.
When it's something like an RPG, it's difficult to keep people interested. I tried to cut out a lot of scenes that had to do with text, just to get people interested.
I mean, I understand where you're coming from. It's a really good suggestion. I'll probably do a couple play through videos, but I mean, the content is so clunky, and it can't be polished until later. I'm a big presentation person.
I mean, it's a slippery slope, because an RPG is exploration and text. And unfortunately it's hard to wrap people into that. RPG gameplay is basically move char for 20 minutes.
But thanks for the suggestion. I'll be sure to see if I can squeeze something in. What's terrible is, you won't do everything right. It's like, you want to produce a game, but you have to be an advertising expert, know people in high places, etc.
But yeah dude, thanks.
I've debated with many people over the trailer, and it's incredibly subjective. Like, it's really really difficult to pin point what works.
When it's something like an RPG, it's difficult to keep people interested. I tried to cut out a lot of scenes that had to do with text, just to get people interested.
I mean, I understand where you're coming from. It's a really good suggestion. I'll probably do a couple play through videos, but I mean, the content is so clunky, and it can't be polished until later. I'm a big presentation person.
I mean, it's a slippery slope, because an RPG is exploration and text. And unfortunately it's hard to wrap people into that. RPG gameplay is basically move char for 20 minutes.
But thanks for the suggestion. I'll be sure to see if I can squeeze something in. What's terrible is, you won't do everything right. It's like, you want to produce a game, but you have to be an advertising expert, know people in high places, etc.
But yeah dude, thanks.
Solitayre, that trailer shows... a lot. In my opinion, of course. A lot of it seemed like obvious gameplay to me? Lots of quirky story progression minigames and action scenes. The emphasis in the trailer was definitely "ROBOTS AND EXPLORATION," but, like... idk. I'm pretty critical when it comes to RM* devs showing off fluff and I didn't get a single fluff vibe from the trailer.
Threw a few bucks your way. I find it funny that you went to Kickstarter after your big spiel a while back. Granted, your project asks for quite a bit less and most everything (if not everything) seems to be custom.
LOVE the music so far! So... refreshing? Not the best word to describe how I feel about it, but I love chiptunes!
The video did show quite a bit, but a short gameplay video may help like Solitayre said. Is there anything unique about the battle system/leveling system/"other gameplay element" you could show off? I'm not an expert by any means on any of this stuff, but it's just a thought.
Either way, good luck!
LOVE the music so far! So... refreshing? Not the best word to describe how I feel about it, but I love chiptunes!
The video did show quite a bit, but a short gameplay video may help like Solitayre said. Is there anything unique about the battle system/leveling system/"other gameplay element" you could show off? I'm not an expert by any means on any of this stuff, but it's just a thought.
Either way, good luck!
Thanks bro. I really appreciate it. Yeah, everything is custom so far. The music guy evan, he does great work man. I had a friend show me his stuff and I was like, this is vurry good. Hopefully if this succeeds we'll have a really nice soundtrack available for people to have.
Yeah, I've been getting a lot of emails about the battle system. Hopefully by tomorrow I can address that in a video. As we all know as RM designers, battle mechanics alone are a totally different game scope.
The battles are really clunky, I didn't show them because it's not fluid at all right now. We have RM designers here who focus on their whole game experience on balancing battle mechanics.
Battle mechanics are core gameplay mechanics in an RPG. It's something that I don't exactly want to dive into and bounce back and fourth with. But, hopefully I'll address the battle mechanics possibly later tonight or when I wake up.
Thanks for your post, dude. Like really.
Yeah, I've been getting a lot of emails about the battle system. Hopefully by tomorrow I can address that in a video. As we all know as RM designers, battle mechanics alone are a totally different game scope.
The battles are really clunky, I didn't show them because it's not fluid at all right now. We have RM designers here who focus on their whole game experience on balancing battle mechanics.
Battle mechanics are core gameplay mechanics in an RPG. It's something that I don't exactly want to dive into and bounce back and fourth with. But, hopefully I'll address the battle mechanics possibly later tonight or when I wake up.
Thanks for your post, dude. Like really.
When the shit did this come back?