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Re: Kickstarter.... Would you. [Re: ] #432235
11/03/13 01:19
11/03/13 01:19
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
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Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Yes indeed, what I thought was for example but not limited to the following:

You could create your first Kickstarter for a new project where you add higher tiers (above the initial pledge goal) for more content, features and the like. Now, when you for example reach the pledge goal but not the higher tiers, you can create the basic game first and meanwhile ask once or multiple times for additional money again, showing your progress of the game so far and maybe even release it already to the initial backers (which may then back your game again too).


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Kickstarter.... Would you. [Re: Superku] #432237
11/03/13 01:46
11/03/13 01:46

M
Malice
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Malice
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M



I haven't got an email back but when I do I will post and also fallow up with them with the newest version of the question.(Though my email is very close to this)

[My understanding] I believe the idea is to ask for all you think you will need to complete one project in one post, then repost if you fail to meet. The segmented method you propose is open to exploitation, because there is never a real stated goal -> one could ask for money forever and never release a product. As a backer I would invest in a game but not part of one that may never get funding for the rest of the parts. But this is not unlike what game publisher do with 'mile stone funding' - meet a milestone to get the next chuck of funding.


Last edited by Malice; 11/03/13 01:49.
Re: Kickstarter.... Would you. [Re: ] #432284
11/04/13 09:55
11/04/13 09:55
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
...I wonder how much investment is required to fulfill a successfull kickstarter campaign... what target amount to select, when to start it (game completeness percent), and how to make your project widely known as an indie developer... maybe there are suggestions somewhere...


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: Kickstarter.... Would you. [Re: sivan] #432301
11/04/13 15:59
11/04/13 15:59

M
Malice
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Malice
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M



From what I understand the goal you set is totally up to you. For a game project I would take the time you need to sit down and do a real budget. Maybe connect any for-hire artist and specialist and get soft-contracts and a good idea of a price point for services in their field. You might want to think about ask for enough money for a conservative build of the game but also over ask as you might fail and because fees for things can shift. At the heart kickstarter(like the name suggest) is a get-you-started point. If you raise $100,000 USD (but need $5000,000) even for a big game project, you should be able to create a build with it that you can shop to publishers. As for getting the word out and keeping the the word going - for this I can think of no reason why you should have a professional publicist handling. If after all a lot of you fund for the game are going to come from kickstarter then maybe raise so in-home money for a mouth-piece before posting a campaign is the best idea.

I will spend some time looking at services that do marketing for KS campaigns and see if I can get some links posted and maybe some price quotes.

Re: Kickstarter.... Would you. [Re: ] #432312
11/04/13 18:22
11/04/13 18:22
Joined: Oct 2007
Posts: 5,210
Ä°stanbul, Turkey
Quad Offline
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Quad  Offline
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Posts: 5,210
Ä°stanbul, Turkey
What people generally do is, after reaching initial goal, and setting higher tier goals in project description, if you successfully get the initial goal and do not reach the other tiers, things generally move out of kickstarter. Successful funding means you probably already built a fan-base, and put a donation/pledge button to your site from that point on, and if you reach the goals you deliver.


3333333333
Kickstart OFFICIAL REPLY TO EMAILs [Re: Quad] #432337
11/04/13 23:05
11/04/13 23:05

M
Malice
Unregistered
Malice
Unregistered
M



Quote:
Hi [Removed],

Thanks for writing in. Project creators can raise funding in stages. It's a popular method of funding in the film category, for example.

And while we hope that everyone uses Kickstarter in good faith, we examine projects—active and those still in process—when we accept projects. We also hope that backers will do their due diligence and check on a creator's progress with other projects before backing a new one.

Best,
Luke


So @Superku and others Yes tier fund raise is ok.

Last edited by Malice; 11/04/13 23:08.
Re: Kickstart OFFICIAL REPLY TO EMAILs [Re: ] #432339
11/04/13 23:56
11/04/13 23:56
Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
Superku Offline
Senior Expert
Superku  Offline
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Joined: Sep 2003
Posts: 6,861
Kiel (Germany)
That's interesting, thank you for sharing!


"Falls das Resultat nicht einfach nur dermassen gut aussieht, sollten Sie nochmal von vorn anfangen..." - Manual

Check out my new game: Pogostuck: Rage With Your Friends
Re: Kickstart OFFICIAL REPLY TO EMAILs [Re: Superku] #432914
11/19/13 09:01
11/19/13 09:01
Joined: Sep 2005
Posts: 352
Germany
preacherX Offline
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preacherX  Offline
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Joined: Sep 2005
Posts: 352
Germany
I'm trying it again: KICK IT!

Re: Kickstart OFFICIAL REPLY TO EMAILs [Re: preacherX] #432921
11/19/13 12:57
11/19/13 12:57
Joined: May 2005
Posts: 2,713
Lübeck
Slin Offline
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Slin  Offline
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Joined: May 2005
Posts: 2,713
Lübeck
preacherX, you do realize that your new kickstarter most probably won´t do much better than the first?
I believe that just opening a kickstarter and posting on a couple of forums, doesn´t really work, instead the right way to be successfull is to get lots of press coverage on the internet, which won´t just take lots of work by finding the correct contacts and writing them, but also a project those people consider worth writing about. But that is probably not enough, so a better way to get started should be building up a community around your project, as those people discussing your project will also be interested in the kickstarter and help you spread the word. Then if you reach some more people, the press will be more interested in covering your project which will then hopefully result in a successfull kickstarter in the end.

Edit: Also if I consider backing a project, I usually don´t do it just because I like the project, but because of a really cool reward that I really want. But the only interesting reward you offer is the game itself as a digital copy, as I don´t really care about physical copies, especially if they are so much more expensive. So there is no reason to back with more than 5. I also don´t like those close backing levels up to 8, with 1 pound steps. So what I´d consider more interesting would be the level at 5 then maybe another one at 15 maybe including a poster and the next one at 20 or 25 including a t-shirt as that is something everyone has a use for, if well designed. On the higher levels one could add things like an art book, a physical soundtrack cd, ...
But your rewards seriously just suck.

Last edited by Slin; 11/19/13 13:18.
Re: Kickstart OFFICIAL REPLY TO EMAILs [Re: Slin] #432925
11/19/13 13:39
11/19/13 13:39
Joined: Apr 2007
Posts: 3,751
Canada
WretchedSid Offline
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Posts: 3,751
Canada
What Slin said. Additionally, jesus christ, that video... 2 minutes in and I still have no idea what the hell is going on there. No idea what happens in the next 6 minutes, I'm not going to watch them.

What's really bothering me though is that you seem to have no real grasp on money whatsoever. 3000 pound(!) for achievements? 10k for music (who the hell do you intend to hire for that? Fucking Hans Zimmer himself?)? 20k for translations? I mean, come on, those price tags are so out of the world for an indie developer, and I really don't understand where you got them from.

And yeah, that kickstarter campaign is, again, pretty much non-telling whatsoever. A game for true gamers that looks like it's made for my mom? Don't get me wrong, I'm not saying your game sucks, but looking at the kickstarter campaign, I don't even want to find out wether it does or not. You don't describe the gameplay in any meaningful way, your video doesn't make me want to throw money at the screen (luckily, because I only have some change left here)... The story is one giant plot hole... Apparently there is intergalactic travel but you have to save the earth? What for? Sentimental value? The dolphins?

Seriously, the game might be the best thing on earth, but you sell it astonishingly bad. That's okay, you are a programmer and not a salesmen, no harm done. But please, for the love of god, find someone to sell your shit for you. And I mean, actually find someone, not hope that someone finds you.


Shitlord by trade and passion. Graphics programmer at Laminar Research.
I write blog posts at feresignum.com
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