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Barkley 2 Kickstarter

author=dark_gammer
author=StarSkipping
Too much jargon and not enough information on where the money is going. $35,000 is very excessive for a game made in gamemaker.
author=Stew
I second the sentiment that 35K is asking too much.
IIRC, Barkley 1 took about a year of development and involved about 4-8 people (probably more), and considering how this a step up from Barkley 1 I'd say the $35k is more than justified.

In fact, I'd ask for something like $200k if I were them, which would be just enough to support a development team and pay for miscellaneous development costs.

$35k / 8 team members = $4375 / 12 months = $364 per month and team member.

My point isn't that what he's asking for is inaccurate in regards to how much the game will cost, it's that they might have a hard time actually getting funded if they ask for this much.

Other independently developed games have pulled off miracles (FTL), but it's not uncommon to see indie projects with "large" budgets fail while those asking for less succeed or even exceed their goals. People just seem to want to give you more when you ask for less.

I could be wrong, of course. You do need to factor in marketing efforts, established fan bases and whims of the universe, but it's just generally smart to look at your budget and see if there's anywhere you can excise some fat.

You might also want to try multiple crowdfunding sites. Kickstarter is the biggest name of course but there are tons of other venues where you could post your project. In fact, if you were to break up your goal across several sites you might be able to trick people into thinking you have that smaller budget I've been talking about. Granted, that feels a bit unsavory, but hey, it worked for Chris Roberts! Half on Kickstarter, half on his own site and now we're getting Star Citizen.

Barkley 2 Kickstarter

author=StarSkipping
Too much jargon and not enough information on where the money is going. $35,000 is very excessive for a game made in gamemaker. Don't get me wrong, it does look awesome but I'll wait for a few updates before deciding to back it or not.


I second the sentiment that 35K is asking too much. Maybe it's how much you project the game actually costing, but I follow Kickstarter avidly and can tell you that a lot of people are going to scoff at that price tag, especially when it's attached to an engine like Gamemaker, which carries (unfairly) a bit of an amateur stigma. I actually helped a friend with his Kickstarter and while it managed to raise more than 40K, it was close. You really need to look at your project and ask if there are any ways you could stretch resources to keep costs down, because the less you ask for the more inclined many will be to give.

[Scripting] Programmer looking for a team

Interested in chatting with you, but sleepy. I'll send you a PM tomorrow! :)

Have a concern about my art assets and could use an opinion.

Not entirely sure I did that right... You just compress the game data, yes?

Have a concern about my art assets and could use an opinion.

The demo is in my Locker: http://rpgmaker.net/users/Stew/locker/

It is very much a work in progress but there should be custom art and music in it. I am also aware of how awful the overworld map looks. I need to work on that.

When you enter the forest just follow it to the cave at its end. All the enemies are underpowered to make it an easy run. There will be a few sections where I've adjusted the screen tone to be a bit gloomier. Any impressions on how well that works as compare to the standard screen tone would be appreciated!

Thanks!

Have a concern about my art assets and could use an opinion.

Not a bad idea! I'll throw one together.

Have a concern about my art assets and could use an opinion.

Many thanks for all the input (spoken in the voice Johnny 5)!

Ha, I can keep the snakes off the plains. I have only a few enemy types as of this point though so I might try and finagle a way to make them work. It's important to me to have as much original stuff as possible, but my budget is a minute one I fear.

Have a concern about my art assets and could use an opinion.

I tried going back to the original painting and stretching out the bottom section. It's not perfect but it's a bit better I think.


My artist also sent me a final version of the forest background that I modified a bit differently than the first. I like this version and the green version both but I trust your opinion!


author=LockeZ
Well, you've got all those enemies flying the middle of the air. Which seems like an extremely simple problem to fix - just move them down, right? - except that on your second battle background, even at the very bottom, there's no section of ground for the monsters to stand. If you put those snakes at the bottom, their tails will be like fifty feet behind their heads. If you put the wolves down there, the ones on the right side of the screen will be ten feet tall - while the ones on the left side will be only as tall as the grass. A good battle background has a large flat area that's all approximately the same distance from the camera, where the enemies can stand. Your forest one does, but your plains one does not. The second battle background, while really pretty, is just clearly not made for use in RPGs. (Is there more drawing behind the menu? Maybe the part where the monsters are supposed to stand is being hidden by the menu, and you could move the image up to make it work?)

That said, I don't think the art style clash is a problem at all. I think the first battle background was fine before you darkened it. Tons and tons of games - including the RTP - have pixel art for the maps and really nice drawings for the battles. Change the first battle background back to what it was before, since the colors matched the map's tileset better. That forest is green, not brown.

Have a concern about my art assets and could use an opinion.

I edited the coloring of the forest battle scene to be a bit more consistent? Does this help?


Also, here's another one of my battle backgrounds. Does it have a similar problem?


I also fixed the battlers to remove the white outline!

Have a concern about my art assets and could use an opinion.

Crap... That's what I was afraid of. Is there anything anyone can think of to fix that? I considered maybe experimenting with hand drawn sprites and tilesets, but I searched for and couldn't really find many good examples of it being done.