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crowdfunding discussion


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azurezero

azurezero

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Re: crowdfunding discussion

I also want to make such games, not because of money though but because I want to satisfy my curiosities and ideas. Every time I walk outside, I randomly would thought 'I could make a game out of this' and then think up all the possible mechanics, art and plot. Then when I come back home I just sit at my chair and thought to myself 'Where should I start' for 2 hours then gave up my idea.

Sorry for my rant.
Anyway, I'll just say its hard to make a living out of indie games, think of it as a hobby first. Why not make games because you want to, people tend to improve very much if they like what they are doing. Then you would realize later while making another game 'Hey! I could make money out of this very high quality game!'. Still there are a lot of high quality free games everywhere. Like in this . Well, the only thing I can see from DLsite that seems to sell is hentai even if the gameplay is crappy like hell. Man is so foolish to pay for porn when girls are everywhere. *buys another game from dlsite*

Anyway, sorry for my rant again.
you should probably just hit the ground running, even if you get stuck you'll have learned something to have a better go next time
 

Papanomics

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Re: crowdfunding discussion

I like you Azure, but I'm not really prepared to offer monies for the development of one of your games. I don't want to be rude, and I do appreciate what you try to do. Don't give up and grow as a developer, MoGi blew my mind and attracted me immediately. I pledged without hesitation. That demo was enough to give me something to invest in, and I was happy to oblige.
 

Ericridge

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Re: crowdfunding discussion

I only spend money on hentai games if I think I can fap to it or it's really fun to play. Most of times I manage to spend my money correctly, although I've been mistaken few times. Oh and I didn't spend money on Mogi, I just can't fap to girls in it.
 
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CDom

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Re: crowdfunding discussion

I also want to make such games, not because of money though but because I want to satisfy my curiosities and ideas. Every time I walk outside, I randomly would thought 'I could make a game out of this' and then think up all the possible mechanics, art and plot. Then when I come back home I just sit at my chair and thought to myself 'Where should I start' for 2 hours then gave up my idea.

Sorry for my rant.
Anyway, I'll just say its hard to make a living out of indie games, think of it as a hobby first. Why not make games because you want to, people tend to improve very much if they like what they are doing. Then you would realize later while making another game 'Hey! I could make money out of this very high quality game!'. Still there are a lot of high quality free games everywhere. Like in this . Well, the only thing I can see from DLsite that seems to sell is hentai even if the gameplay is crappy like hell. Man is so foolish to pay for porn when girls are everywhere. *buys another game from dlsite*

Anyway, sorry for my rant again.

If I may... I'd suggest you start by making just a basic set of sprites, even just a box with an arrow on it and maybe different colors. These will be your place holders. Once you've done that, I'd seriously recommend working extensively on your coding. You can find others who can do the art for free or with an investment from your end or someone else's. The coding, however, is vital. Focus on making the basics of the game engine, maybe even make one good one you can constantly come back to for an even good level of quality that you may be able to improve on. Then, from there, add the other elements over time.

The basics are important, but when it comes to gaming, the coding has always been the most important part of any game. Pong didn't have stunning 3D artwork and outstanding sound effects or music... It was just a bunch of code with the bare minimum graphics. There's a lot of people who are still massively addicted to the original.

In otherwords, my personal suggestion is, get your code on. Code the shit out of it, then code it some more. Get some massive coding experience. Once you think you're done coding, code some more. Refine the shit out of your coding, get it to the point where you can write amazing codes easily.

Once you've got that done, you can easily start working on the rest on your own, or find someone else to supply it for you.

Not sure where to start on your coding? What is a hit box? a collision box? how do they work? have you ever implemented one? Then let's say you want to work on a platformer - can you make the platforms, and make stuff walk and/or jump. If you can't answer any of that within reason, then that's where you might want to start.

The absolute bottom line: What azure said. Hit the ground running and see what you can pick up as you go - you may be surprised, or you may be disappointed. You won't know if you don't try.
 

ombre vengeresse

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Re: crowdfunding discussion

azurezero I think everything is already said before, I advise you to improve your art especially in the game Some beautiful games and drawn as "witch girl" or "parasite city" a great success even though their gameplay are not top. beautiful designs you will interest many more people because they are the first things that we see your games. Fenoxo with 0 video gameplay with just beautiful drawings had success on "offbeart".
 

omp1234

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Re: crowdfunding discussion

Hey I don't have an idea for a game yet, I just want to know if it will make me a lot of money up front first.
 

ombre vengeresse

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Re: crowdfunding discussion

It's good to start thinking about the choices and tastes of buyers H-games :D.
 

Paladox

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Re: crowdfunding discussion

I noticed some discussions on coding. I just want to comment that I could not code my way out of a paper bag. xD I tried a programming course in college and just barely passed because "it wasn't what I actually wanted to do".

So I want to point out to prospective game makers that if you have a strong tendency towards game design but not-so-much the desire to program you can still make games. RPG Maker VX is the best balance of user-friendly / versatility IMO. I'm sure VX Pro is more versatile but it seems as different to VX as VX is to XP.

Sure I sometimes need a custom script code but I can ask in a forum how to do that, someone tells me the solution, and I can simply copy/paste it into my game. The RPG Maker community is very friendly and helpful.

I can't program. I can't draw. I'm not even a team player. xP
I won't ever let those things stop me though. I feel like I'm always learning and improving. Sure it might take me longer to get something done, but it will get done. So if you lack a particular skill that seems necessary then don't let that stop you. I can actually make animated sprites now (as far as RMVX is concerned), which is something I had no idea how to do a couple years ago.

Yeah... That was all probably a bit off topic, but I just had to point out that you don't have to immediately have every skillset needed to make a game.




Something else I want to point out. If we mainly do this as a hobby then why do we post our games for others to play and try out? This is very important. Feedback.

Feedback. Feedback. Feedback.

If you're playing your game and it's not really that fun, and you're also not sure what to do with it then feedback can very well save your project. You can't afford to think you know better than your playtesters. Feedback is also crucial to finding bugs and glitches you may never have noticed yourself.

I wish I had more feedback, but I realize this is my own fault for not uploading updates more often. xP
 

Cypress_z

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Re: crowdfunding discussion

I only just saw this thread, so I figured I should weigh in since I'm making a game that is crowdfunded and met all the important goals a while ago.

1: Get a successful basic game or two under your belt before tackling a major game. This will prove to both you and your audience that you can succeed at completing projects at all. Note that the important thing here is FINISHED. It also helps you figure out exactly what you'd need to do to make a major project. It doesn't have to be good or perfect, but it does need to have a clear beginning and ending.

2: Make sure you know what you're doing and develop a clear plan before you start designing your game. Lay it all out in black and white on paper. Not rambling plot points, but bullet-point objectives in a step-by-step guide to building the game.

3: Put some sort of pressure on yourself to get it done. Set aside a regular time to work on it or else set deadlines.

4: Don't just present people with a blank page. I didn't even begin to accept donations until I had several missions done and funded a few commissions for art with my own cash. It proved to be a very solid proof-of-concept to sell people on your game.

5: Network. Crowdfunded games live or die by whether or not people will give you money, so as many people as possible need to know about your game. Talk everywhere you can.

6: Listen to feedback. Taking criticism can be harsh, but you've got to man or woman up and deal with valid criticism. "Fuck off" is not valid criticism and can be safely ignored. "You've got a ton of bugs and here they are" is valid criticism. "Why after you do X does Y not happen" is valid criticism. You don't always have to accept suggestions but you should always listen. People pay you to make a game. Bad community management is a fast ticket to killing any hope of getting more cash.

I made some blog posts about writing for games; I also have a resource thread on another forum for RPG Maker games. I haven't read through the whole thread so I don't know what you're doing. I'll send that link if you want.

I never got around to writing part three of this because I got caught up in working on the game, but the first two parts are (hopefully) pretty useful.



 
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azurezero

azurezero

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Re: crowdfunding discussion

I only just saw this thread, so I figured I should weigh in since I'm making a game that is crowdfunded and met all the important goals a while ago.

1: Get a successful basic game or two under your belt before tackling a major game. This will prove to both you and your audience that you can succeed at completing projects at all. Note that the important thing here is FINISHED. It also helps you figure out exactly what you'd need to do to make a major project. It doesn't have to be good or perfect, but it does need to have a clear beginning and ending.

2: Make sure you know what you're doing and develop a clear plan before you start designing your game. Lay it all out in black and white on paper. Not rambling plot points, but bullet-point objectives in a step-by-step guide to building the game.

3: Put some sort of pressure on yourself to get it done. Set aside a regular time to work on it or else set deadlines.

4: Don't just present people with a blank page. I didn't even begin to accept donations until I had several missions done and funded a few commissions for art with my own cash. It proved to be a very solid proof-of-concept to sell people on your game.

5: Network. Crowdfunded games live or die by whether or not people will give you money, so as many people as possible need to know about your game. Talk everywhere you can.

6: Listen to feedback. Taking criticism can be harsh, but you've got to man or woman up and deal with valid criticism. "Fuck off" is not valid criticism and can be safely ignored. "You've got a ton of bugs and here they are" is valid criticism. "Why after you do X does Y not happen" is valid criticism. You don't always have to accept suggestions but you should always listen. People pay you to make a game. Bad community management is a fast ticket to killing any hope of getting more cash.

I made some blog posts about writing for games; I also have a resource thread on another forum for RPG Maker games. I haven't read through the whole thread so I don't know what you're doing. I'll send that link if you want.

I never got around to writing part three of this because I got caught up in working on the game, but the first two parts are (hopefully) pretty useful.



glad some one with a decent crowdfunding project showed up...
 

FruitSmoothie

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Re: crowdfunding discussion

glad some one with a decent crowdfunding project showed up...
unfortunately i only have the less successful ones in my skype list, kyrieru doesnt even think my games are good enough to warrant a link on his blog

still, chesshire cat, wolfenstahl, kajio... i do ask them for advice on programming and things when i get stuck
These types of comments you've made in this thread and other threads make it seem like you have a pretty poor attitude. Nobody here had to take the time out of their day to give you their perspectives. You asked for them and people here tried to assist you, now you're making it sound like you don't appreciate their input or only accept criticism from "elites".

Maybe you don't mean it or notice it, so I'm here to tell you that these kind of comments seem incredibly passive aggressive to me, and possibly other people as well. If you don't mean to come off that way, maybe you should try to watch your wording a bit more. I understand sometimes that it's difficult to remember how we may come off/seem to those around us. This has put me off some of your past projects before as well.

I can tell you that I'm more likely to support a so-so game developer and artist with a great attitude than a great game developer and artist with a poor attitude. You don't have to be a nice person to sell people things, but you have to at least ACT like one :p You're also trying to sell people yourself after all.

People here generally aren't assholes for no reason. If they say something about your game/attitude/whatever else, it's probably because they actually believe that it's true. Even if they lack game developing and art experience/knowledge, they still have the opinions/eyes of an H gamer, which is your target audience. If even the average H gamer here is noticing problems, that should tell you something, because someone with a lot of game making experience will notice even more.
 
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azurezero

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Re: crowdfunding discussion

These types of comments you've made in this thread and other threads make it seem like you have a pretty poor attitude. Nobody here had to take the time out of their day to give you their perspectives. You asked for them and people here tried to assist you, now you're making it sound like you don't appreciate their input or only accept criticism from "elites".

Maybe you don't mean it or notice it, so I'm here to tell you that these kind of comments seem incredibly passive aggressive to me, and possibly other people as well. If you don't mean to come off that way, maybe you should try to watch your wording a bit more. I understand sometimes that it's difficult to remember how we may come off/seem to those around us. This has put me off some of your past projects before as well.

I can tell you that I'm more likely to support a so-so game developer and artist with a great attitude than a great game developer and artist with a poor attitude. You don't have to be a nice person to sell people things, but you have to at least ACT like one :p You're also trying to sell people yourself after all.

People here generally aren't assholes for no reason. If they say something about your game/attitude/whatever else, it's probably because they actually believe that it's true. Even if they lack game developing and art experience/knowledge, they still have the opinions/eyes of an H gamer, which is your target audience. If even the average H gamer here is noticing problems, that should tell you something, because someone with a lot of game making experience will notice even more.
my last comment was regarding that other crowdsourcing project that just popped up... and i was glad to see someone with someone with experience with it (basically i was comparing the two)
, everyone elses advice has also been helpful
 

sgb3

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Re: crowdfunding discussion

Hgame projects in particular are infamous for disappearing or getting cancelled without notice. Someone would have to have an incredible portfolio of high quality completed games for me to consider giving them money in advance. It's also an extremely crowded market these days. You'd have to have an extremely promising concept and/or something that hits on an underused niche to get anyone's interest in the first place.
 

Assc0bar

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Re: crowdfunding discussion

If for example Eluku started to collect money for a large project, I personally would throw at him 1k bucks Futurama-style *shut up and take my money*.
Simply because I know - he can do it, with perfect results, so i'll support him. Although it could be really painful for my wallet, but I would do it :D

If it was a Toffee for example - no. He is lazy. Project will be delayed for N years, if not dead. Show me some ready developments, show me the artist and his works (no, Custom Girls screenshots not acceptable for crowdfunding) and provide a full plan of actions and costs - well, maybe.

If its unknown enthusiast - hell no. No. For any scenario.
 
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TitanAnteus

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Re: crowdfunding discussion

I'm not sure you're thinking about it the correct way.

Is the project big enough where you'll need financial assistance to complete it?

Going through the process of crowdfunding is taxing but what would be more taxing... going through it and getting X amount of a return, or just making the game as is w/o any extras...

Some projects, even if they're being made by indies, need some support.... especially if you cant do everything by yourself. I've also been programming since middle school and while I have the utmost faith in my programming capabilities, I can't draw for the LIFE of me.

Also, when it comes to game mechanics and stuff, I think you're falling into the GM rut where you're making the game as you go. Now, I don't know you so this is just a guess...

If you spend quite a bit of time on the preplanning and you don't have the skills to make the game on your own and you need financial help to get these skills than you should try and go for it.

If the crowdfunding fails then change the game to make it something more manageable or put it off until you have the resources to make it.
 
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azurezero

azurezero

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Re: crowdfunding discussion

I'm not sure you're thinking about it the correct way.

Is the project big enough where you'll need financial assistance to complete it?

Going through the process of crowdfunding is taxing but what would be more taxing... going through it and getting X amount of a return, or just making the game as is w/o any extras...

Some projects, even if they're being made by indies, need some support.... especially if you cant do everything by yourself. I've also been programming since middle school and while I have the utmost faith in my programming capabilities, I can't draw for the LIFE of me.

Also, when it comes to game mechanics and stuff, I think you're falling into the GM rut where you're making the game as you go. Now, I don't know you so this is just a guess...

If you spend quite a bit of time on the preplanning and you don't have the skills to make the game on your own and you need financial help to get these skills than you should try and go for it.

If the crowdfunding fails then change the game to make it something more manageable or put it off until you have the resources to make it.
Well said, I wouldnt crowdfund a project without needing to. the only project I considered crowdfunding was a proper full length hentai rpg, though that's because english rpgs dont sell as well...so i'd be wanting to get confirmation people like the idea and want it made that way...

still, if i do think of a project thats really epic but too time consuming, i'll bring it to the table like this.
 

TitanAnteus

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Re: crowdfunding discussion

Well said, I wouldnt crowdfund a project without needing to. the only project I considered crowdfunding was a proper full length hentai rpg, though that's because english rpgs dont sell as well...so i'd be wanting to get confirmation people like the idea and want it made that way...

still, if i do think of a project thats really epic but too time consuming, i'll bring it to the table like this.
Exactly, you should really only try to rely on the goodwill of potential fans as a last resort. :D

Make a great game so I can play it.
 
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azurezero

azurezero

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Re: crowdfunding discussion

Concept title: Debt Slave (working title)

Description: rpgmaker CYOA/sim about a woman with X days to pay off a large debt or become auctioned off as a sex slave and lose her human rights forever.

tags: slave, prostitution, bad end, public humiliation,coercion, you get the idea

each day the player decides what to do that day to raise money and the characters stats, depending on those stats new options can be obtained

she has a part time job, but the wage is pitiful and isn't enough to cover the debt even if she had 10 years, so her main option is gambling.

examples of events-

if she makes too much money in one day at the casino, they accuse her of cheating and drag her into the back room and molest her...they also take some of the money back (maybe 1/3rd), this doesn't end the game but her attitude towards sex might improve (i don't want to call it corruption, since enjoying sex is kinda natural).

If she finds evidence of corruption and reports it to the police, someone gets bribed into destroying it, and you are sent to jail (bad end), this ending and a few more can happen as a result of prostitution.

drinking too much at the casino (free drinks, raises courage stat) can result in you having a one night stand with someone.

there also ways she can get involved in shady business herself, becoming a slaver or a prostitute, but both require prerequisite stats and flags to go do, not to mention slaves are expensive.



the game would have multiple endings and a new game+ for a few more


If i were to crowdfund this i'd be asking for about £3-4k
 
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