Y'all mother truckers take this ONLINE crap/fight/discussion/disagreement too #)$*^&#*^ seriously. Anyone noticed the " " at the end of my comment? No? Then STFU.
No idea what was said in the vid but is a team of 5 really all that's needed to make an RTS video game? Where does most of the $675k go to besides hours logged programming? What's the process behind creating artificial intelligence? Do you source out some work or is everything done in house?
Outsourcing and the team Will be 10 when funds are raised, we are doing a sequelbso building off initial code base. First game cost $7 million, we already have over $1 million in this one already. DD
So the production costs, ie your salary, are based on industry standards for game programmers or is there some other overhead that I'm missing. I have good intentions.
Salaries and outsourcing costs of art etc, everyone taking lowe than avg salaries to get it done, more a labor of love honestly. DD
First game sold 300k units at avg of $40 per unit, we are going straight digital and lowering price to $30 upon launch, but kickstarters can get it for half of that by pledging early. DD
Backed the project. Although I admit I've never gotten around to playing the original, despite all the positive praise I've seen for it. DaDakota, is it available anywhere via digital distribution? Would be nice to check it out while waiting for the sequel. Actually, would be a nice reward tier too (pledge $xx, get the game + the original game + whatever). Though might have to pester Ubisoft or whoever owns the distribution rights (I know that can be ridiculously complicated...think I saw some insurance company owns the rights to System Shock 2). I've liked how some devs have thrown in design documents and stuff like that from their previous games. I will say that the funding goal is very ambitious. Seems like one of the higher ones I've seen...but then again, I've been surprised how low the goals for a lot of these projects have been. I know some work has already been done, some self-funding already included, etc., for these projects, but still not easy to make games on that little money. Hopes everything works out. Some recent projects have surprised me with how much they raised, so maybe this one will too. Out of the 300K sold, were those all US sales or worldwide (was the original even distributed globally?)? I'm sure you've seen this, but I know some Kickstarter projects also accepted Paypal pledges for fans outside of the country. Not sure how big of a fanbase Conquest had in the US vs other regions (I'd guess Europe would have loved the game).
World Wide RC, and the problem with PayPal is that most of the other projects do it after they received funding, I am afraid if we don't make it, that I would have no way to refund the money, and I don't want to take people's money for nothing. As for the original, we own the rghts, Ubisoft's ran out in 2008, that is why you don't see it digitally anywhere. We are actually planning on re-releasing it during the making of the 2nd one, as a way to drive some revenue ($5-9 per copyish).....to give us a chance to make other versions like iOS and Android. Now, we may end up just releasing it on Steam, having our lead programmer look at that now.... Thanks for backing.....we were not picked up by any major news sources, yet we are still pounding em. DD
Yeah, I thought the same about PayPal, although I could have sworn some projects were doing it long before they achieved their funding goal (and even if they were at it, pledges certainly could have been taken back to take them back under). I probably would lean against using it if possible, but then again, it wouldn't be too different from other non-Kickstarter sites I believe. Pretty sure there are some out there that have goals like Kickstarter, but the devs still get whatever was raised (even if you can't make a game for $50K or whatever). I do prefer the Kickstarter model though, and I think it is a more "honest" approach to projects like this, for the very reason you mentioned. Along the same lines, I think Double Fine mentioned some non-Paypal solution for European fans. Think it was a way of using some kind of credit card that would be accepted by Kickstarter. Surprised I haven't seen that more, instead of PayPal...though I'm guessing it is much more complicated to use, so that's probably why. Thanks, I'm looking forward to seeing it available. Also, not sure if you already considered it, but I'd look at putting it up at GOG too. Conquest might fit better there than Steam IMO (it is a Good Old Game after all). Maybe can see if they'd help promote the sequel too (I know they did a developer Q&A with Jane Jensen after she started her Kickstarter project). No idea how Steam's requirements compare to GOG's requirements (and whether the payoff would be worth it), but just thought I'd throw that out there. Yeah, I think the flurry of Kickstarter projects have overwhelmed the news outlets a bit. Seen at least a few promising projects (with media, tech demos, info, etc., all ready) that are being ignored by them.
Ok, new update, we got some fan vids, and chose one to highlight...since the success will be driven by the fans, we thought it might be fun to let them speak. This one is from Israel ! DD
Hey DD, I write for a small gaming website (vividgamer.com), and I can talk to the people that run the site to give your project some exposure. Anyways, good luck reaching your goal and hope the game comes out great!
I watched the whole video waiting for the big "CYAHHH" at the end All the best to you anyway fellow clutchfan.
Good luck DD. I would donate but you support trying to kills video game resale by 3rd party vendors and that's the only way my son can afford the games he wants. You support this due to developers greed and yet you are here asking support from the very people who would be negatively effected if there were no more old game resellers. Seems like you want your cake and to eat it too. A very 1% point of view. Good luck sir.
Nice, may I ask how much of the 5 million difference became actual profit? Did you have recurring revenue in form of virtual items or subscription models?
Not true - resellers sell this game for $50 or more, we have a price point of $30 on the final game, but if you buy it on Kickstarter you get it for $15 - all you are doing is paying the developers directly and allowing us to use that pre-buy money to fund the project. So the end user gets a less expensive game, and the developers get to make the game they want, it is a win win model. DD