My advice. Take at least two weeks off to clear your mind not thinking about the project.
After that you still have all the time to sit down with the team and rethink your strategy.
And remember, what doesn't kill you makes you stronger...
Moderators: pcwzrd13, deluxux, VasiliyRS
stachlj958 wrote:What are you doing with the game now? I'd still love to see it on the dreamcast, and if that's not possible, I'll still get it somwhere else.
DCGX wrote:I didn't even know of that Kickstarter
You have to reach out to as many communities as possible to get them interested in your game.
The goal was even below what we calculated the game would cost us, in terms of work hours. We are talking about hundreds of original 3D models, 100% original 10 stage designs (not just 5 as many classic arcades and other recent indie efforts), mechanics, different environment physics, thousands of textures, and all of that for a 15+ year old console. This is not Unreal Engine, Havok or whatever. If it wasn't a confidential (by a non-disclosure agreement) document, I would gladly share the work hours estimation here (we've always aimed for total transparency, you guys know that already). We decided to price our work hours at $10 and some of us (yours truly) even agreed to work for little to nothing. We knew the game would imply many more work hours and still decided to do it because we love the project, love the console, and loved the idea of bringing something completely new to the scene.
I wonder what made Dreamcast fans hold out on this one, if you look at these successful Kickstarter campaigns:
Alice Dreams Tournament - €28,101
Saber Rider and the Star Sheriffs - $96,591
Elysian Shadows - $185,322
Pier Solar HD - $231,370
Redux: Dark Matters - $53,121
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