Planets³, an Open-World Voxel-Based rpg
thepicrain.com
thepicrain.com
The pseudonyms and cartoons for all the developers is somewhat concerning, as a naturally suspicious person. I've been happy when I funded game projects by known successful teams (UberEnt, Garriott), but I'd be reluctant to fund someone who didn't have a track record or a real identity.
(I just noticed if you dig into their FB page and such, you see stills from French TV interviews they did, so it's a bit less concerning, but still bad marketing IMO.)
I mean, WTF is this (from their Kickstarter page):
Why should you trust us? The fate of our company and
its team depends on the success of this game.
Well, of course, but that doesn't do anything to substantiate why they should trust the project owners. The project owners might be complete idiots laying their company on the line for something they can't do, what reason has been given to think they can do it?Betting on people with a track record or demonstrable ability to finish a game is only smart.
You don't have to be Richard Garriott to be credible. Why even mention the guy? The only way you can be him is if you have decades of published games, it's not useful advice for people who are relatively unknown.
I don't have a shipped-product track record, so I'm going to have a playable vertical slice--not a complete game, not narrative-based, but a demonstration that our features are already working, that our game isn't just hype, and what we need a Kickstarter for is assets and content creation. Because I understand people do and should laugh at projects that handwave this stuff.
Because of this, competition is fierce. But competition is fierce for web developers too, and we all seem to be doing OK.
Suck it up, build a playable alpha, and then look for funding.
Two: it's much harder for a game developer than a web developer. (I do both.) Game development is much, much more like doing a soup-to-nuts startup than it is "a web developer", the demand is in aggregate much lower than the supply, and with entire segments of the market you can't even seriously playtest something for viability until you've basically built the damn thing. (So if you don't care much about the social space or something easily done with a tool like Unity, I hope you like sunk costs.) I'm going to have spent over a full year building out a vertical slice of this game and I can do so because I both enjoy the genre and have that kind of time and money to throw around.
There is no good way to compare "a web developer" and an indie game developer and you should kind of be embarrassed for trying to light up the guy you replied to when you haven't the foggiest.
Purely curiosity.
Indie game development is like starting your own rock band. It's a hit-driven business. If you aren't doing it for fun then do something else. And it's easier to make games and make money from them today than at any time in the past. If you fail, it's because your game sucked or you were insufficiently lucky. The odds are against you, but hey, you can always make a living as a web developer.
I say this as someone who has developed and released multiple games soup-to-nuts and works as a web developer.
Kickstarter: https://www.kickstarter.com/projects/1247991467/planets3
Good luck though, it looks like a good idea and I like what I see thus far.
Now if this were two guys saying they could get the game rough and ready in one year, I'd be more convinced. But they have a lot of mouths to feed.
Or maybe if they're all in art school or something.
They need to be more concrete about their plan. If it's "we will make this thing or die trying, and we'll ship in one year and we're eating ramen until we ship" then it might be convincing. But it seems too polished for that, so I'm thinking this is a hobby, and they'll take the $250k and diddle around for three years.
But they're not even going to get $250k at this rate so it's all academic.
Now people will be disappointed.
So no, not disappointed at all.
Fast-forward four years and the author posts occasional Kickstarter updates about unrelated iOS games he's published and that the promised game is now "11% complete". His explanation is that the fine print of his Kickstarter proposal included "other IF work", but reading backers' comments [2] as early as 2011, you can tell that people felt mislead.
[1] https://www.kickstarter.com/projects/zarf/hadean-lands-inter...
[2] https://www.kickstarter.com/projects/zarf/hadean-lands-inter...
Lots of pretty graphics from an unknown team that hasn't been tested.
From my experience, the difference between teams like this that failed and the other newcomer teams that succeeded are that the teams that eventually delivered had a working demo or prototype that was downloadable.
Kickstarted, drip-fed games, are not my cup of tea.
I wonder what psychology is behind the seemingly guaranteed success of these games - even if it's only initial (pre-order) success; people seem to naturally want to play around with this type of stuff.
I'd like to see a game that properly develops the non-block mechanics for the world in a consistent fashion.
I think it is bad practice - users cannot type it out if needed
At the center of the planets, there is a singularity (which if you screw up the math can catapult you into space, game debugging has lots of fun to it) but is actually a non-issue because the strength of the gravity approaches zero, so the fact that it flips around in directions doesn't really matter, after you debug it.
( assuming a cube ) The gravity works orthogonal to the side you are on( 6 sides ), no matter your position. There are 4 imaginary planes for every side. You need 3 point to get a plane in 3d space. Those points for the 4 planes are made from the center of the cube and 2 points of the side you are on( the planes are rotated 45 degrees relative to the sides ). So for one plane that would be center of the cube and top-left and top-right sides. For another that would be center and top-left and bottom-left, and so on. If you cross one plane the gravity changes 90 degrees, depending which one you crossed.
There are interesting thing about this model. For instance; for larger distances, you don't fall in a straight line towards the planet, but in a sine wave like curve.
Orbits will remain circular with inclination changes, so the square orbits in the video are not physically correct.
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Also, you will not be able to reach the center of the planet. At most you will be able to reach about 80% of depth, where the cube sides are still large enough to not constantly switch directions.
Minecraft's system requirements remain low because the engine doesn't do a hell of a lot, which is good because it really...can't.
Plus in the 'Kickstarter Stretch Goals' Category you can see that they plan a Mac version before a Linux version: https://s3.amazonaws.com/ksr/assets/001/661/480/bfb68577b1e9...
https://s3.amazonaws.com/ksr/assets/001/661/480/bfb68577b1e9...
CP/M
DOS versions 1 through 7ish
Windows 16bit on top of DOS
Windows 32bit on top of DOS
OS/2
SCO UNIX
Linux
Minix
Mac OS
QNX
Windows NT
Windows 2000
Mac OSX
Windows XP
Windows Vista
Windows 7
Windows 8
All of the above run on a PC, so... Please take off your marketing hat and put on your hat that allows rational thought and answer without the smarm.
It looks like people get "wrongly" used to dev studios submitting projects nearly completed. But those are more like the exception than the rule. If look closely to the list of kickstart submission I think that's the case most of the time for software development, that is they are far from completed. And the lead developer has an idea and needs fund to work full-time on his idea and/or hire folks for helping him out. For instance: lighttable of Chris Granger. And I think that's what is thrilling about kick starter and launching a startup. That's all about taking risks.
As I noted upthread, I have a Kickstarter coming up sooner rather than later (like, May-ish) and a lot of my time right now is building out my engine to have a workable hands-on demo for people to play with. It won't be designed to be "fun" yet, but rather a synthetic demo where I can go "these features will be used for X, Y, and Z, and you can see them already basically done". I need money to pay my artists to build assets more than I need money to write the damn game.