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Help with my indiegogo project

Discussion in 'General Discussion' started by felipedec, Jun 22, 2014.

  1. felipedec

    felipedec

    Joined:
    Nov 20, 2012
    Posts:
    12
  2. TheSniperFan

    TheSniperFan

    Joined:
    Jul 18, 2013
    Posts:
    712
    You have a small typo on your image.
    "1% Coffe"

    Besides that you really should go more into detail.
    • FPS is not a feature, it's a genre
    • "Graphics focused on realism" is no features but a hint on your priorities
    • "War simulator" could mean everything from pieces of S*** like BF4 and MoH Warfighter to gems like Spec Ops: The Line.
    • "Many Game modes". Ahhh, here you're talking features. It's just that they're absolutely generic. Pretty much every single shooter has those. It's like listing "Has guns" as a feature.
    • "Ranked Matches" Another generic feature.
    • "Level system" And a slightly less generic feature.
    You come across as really, really unprofessional. Spelling mistakes aside, the real problem is that I read through your "description" and still don't know what you're planning.

    As far as your game goes: Am I interested? Let's see.
    "FPS". Well, it's one of my favorite genres. "Graphics focused on realism". Lost 95% of my interest right there. "War simulator". Lost all interest.
    It sounds like any other of the countless boring """""realistic""""" shooters of the last years, just with an infinitely smaller budget.

    On top of that I think you're completely underestimating the amount of work required for development. You want 3.5k$, and yet want to have "realistic graphics" which puts you into a category of games with millions of funding and entire armies of 3d artists.

    I also think there's no audience for your game. People that are into those shooters buy CoD/BF or whatever mainstream title has the most hype at the moment, while people that are into indies are fed up with all those uncreative CoD4 clones.

    Just my opinion...
     
  3. SunnyChow

    SunnyChow

    Joined:
    Jun 6, 2013
    Posts:
    360
    "The fastest way to do a game"
    when i see this title, i thought it's a game tool, develop kit or game develop tutorial

    Do you even have completed plan? I don't think people will donate your project
     
  4. angrypenguin

    angrypenguin

    Joined:
    Dec 29, 2011
    Posts:
    15,500
    So... basically... you want other people to pay for you to buy assets so you can use them in a game?

    That's potentially quite fair enough, but I'd want way more detail before I thought it worth my attention, let alone my investment. (Edit: I know that sounds harsh, but it's important to know what does and does not get someone's attention. If you don't have our attention there's no way you'll get our money.) For starters I'd want to see an achievable game design and a specific list of assets you want to purchase with the funding and what you plan to do with them. Ideally, I also want to see a playable prototype that demonstrate that you can indeed make a game and all you need to finish it off is access to the art assets you otherwise can't afford.

    For what it's worth, I'm currently making a game following a very similar principle*, so I see nothing wrong with it at its core. Having said that, it restricts you a lot because relying on pre-existing stuff does cramp your potential creative style, and the quality of what is available does vary dramatically. Secondly, I don't think it's going to get you 99% there... I think more like 80%, and that's assuming there's plenty of stuff available that fits your desired style/specs/requirements and that you've crafted your design to maximise use of available resources. If you're going to fill the remaining gap with "programmer art" that's ok, but you want to show in your design how you're going to account for that and/or show that you've got at least passable design and technical art skills in the gap areas (things like HUD and GUI design).

    * The main difference is that I'm finding it via my day job instead of asking others to pitch in. I see nothing wrong with asking for investment in this manner, but I wouldn't do it at this stage of a project.
     
    Last edited: Jun 24, 2014
  5. TheRaider

    TheRaider

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    Dec 5, 2010
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    2,245
    Agreed that seems like all buy me assets and I will make something with no substance of any sort. Hard to see a reason for someone to back.
     
  6. Murgilod

    Murgilod

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    Nov 12, 2013
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    9,716
    Have you ever even made a game before?
     
    TheSniperFan and SunnyChow like this.
  7. shaderop

    shaderop

    Joined:
    Nov 24, 2010
    Posts:
    942
    That's pretty much it I think.

    @felipedec, I think you might do a lot better if you were to retreat, regroup, and make a prototype using programmer art and whatever code you can write on your own. A funding campaign with a prototype might have a fighting chance.

    Also, US$350 for coffee is a lot of lattes. Get yourself a coffee maker and an economy-sized tub of Maxwell's :)
     
    randomperson42 and Whippets like this.
  8. TylerPerry

    TylerPerry

    Joined:
    May 29, 2011
    Posts:
    5,577
    1% of $3500 is $35, which is far to little if I do say so myself. I'd use at least $100 to spend on coffee.
     
  9. shaderop

    shaderop

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    Nov 24, 2010
    Posts:
    942
    Don't let math get in the way of a good joke, youngling.
     
    TylerPerry likes this.
  10. zDemonhunter99

    zDemonhunter99

    Joined:
    Apr 23, 2014
    Posts:
    478
    A few paragraphs won't get your game funded... Especially when you don't even have a plan of action...
     
  11. Devil_Inside

    Devil_Inside

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    Nov 19, 2012
    Posts:
    1,117
    So you say that all you need are "assets" to make an "FPS war simulator with realistic graphics". Is this a joke?
    I don't think you ever made a game and I don't think you can make one right away.
    Also, you're asking for any amount of money (flexible funding), so what happens if you only get half the money? You'll make a half-assed game?
    My personal opinion is that once you get the money, no game is going to be made.
    If I'm wrong, and that's not your intention, then you should at least show that you have experience, a prototype, a link to your previous projects, a plan at least, anything..
     
  12. Yukichu

    Yukichu

    Joined:
    Apr 2, 2013
    Posts:
    420
    I think there should be higher tiers, such as:

    $200 "I'll make a video of me drinking coffee"
    $500 "I'll actually name the game"
    $1000 "You can enjoy knowing your money will pay my rent"
    $2000 "I'll use spell-check"
    $5000 "You can watch me wipe my face with your $100 bills"
    $10000 "You can fund my first year of college"
     
  13. TheRaider

    TheRaider

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    Dec 5, 2010
    Posts:
    2,245
    $10000 should be I will enter a major poker tournament and if I win I will acknowledge each of my backers in an acceptance speech. College is so responsible and well thought out.
     
  14. JamesLeeNZ

    JamesLeeNZ

    Joined:
    Nov 15, 2011
    Posts:
    5,616
    *to the tune of row row row your boat*

    troll troll troll your bloat,
    living in a dream,
    throw your requirements overboard,
    tossing money at the screen



    you sang it in your head didnt you.
     
  15. KheltonHeadley

    KheltonHeadley

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    Oct 19, 2010
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    1,685
    Worst idea for an Indiegogo.
     
  16. sc3

    sc3

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    Nov 2, 2010
    Posts:
    103
    This ain't gonna happen.

    First of all, only big AAA games are $75 or over, and you want people to spend that much for BETA access to a game of which there is no:
    - Video
    - Screenshots
    - Concept art
    - Explanation apart from the veryyyy basics
    - Evidence of your experience and overall ability to even make a simple game
    - Explanation of why you need assets from the Asset Store

    This is basically someone who no-one knows, going "give me a lot of money to make my own game, I haven't planned anything out but I know it's going to be an FPS, I'm not going to tell you about myself and my game development experience though". I wouldn't contribute $1 to it. I could spend more time explaining why but it'd be a waste.

    Not sure if trolling or serious. Quite surprised that IndieGoGo doesn't have some sort of QA process to ensure projects are up-to-standard though.
     
  17. JamesLeeNZ

    JamesLeeNZ

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    5,616
    Technically they do. People decide with their wallets
     
  18. JamesArndt

    JamesArndt

    Unity Technologies

    Joined:
    Dec 1, 2009
    Posts:
    2,912
    Ouch. Well I took a look at your campaign, thinking it was possible maybe folks were being too harsh. What were you thinking? Tell me this isn't a serious pursuit? Sorry, I know I should be constructive, but where in the heck would I begin?
     
  19. Ricks

    Ricks

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    Jun 17, 2010
    Posts:
    650
    Funding should be a piece of cake with ~600 Facebook friends... oh wait...
     
  20. landon912

    landon912

    Joined:
    Nov 8, 2011
    Posts:
    1,579
    So for the $25 dollar tier, I gain a special weapon in a game that I don't even get. I would have to buy the game later to enjoy my special weapon? Wut?
     
  21. Elzean

    Elzean

    Joined:
    Nov 25, 2011
    Posts:
    584
    Yeah no one get the realeased game actually XD

    You should just make the game with the free assets and then ask for money. At least a prototype...

    I didnt count but i dont think there is 3000$ (i try to cut indiegogo fees and your coffee) worth of assets for "Graphics focused on realism" within the Unity asset store.