Last week was a real mix of emotions and events, so I think this has to be another update divided into sections. Image above is from the KS and promotion - nothing shocking, but I figure if backers get it, patrons should as well.
The Final Void
First, I was encouraged by the massive response to the previous post about my science fiction idea - perhaps I should have anticipated it, but I was honestly just really busy and thinking "What written posts are ready?" I'm glad that you guys are so enthusiastic about my work. ^-^
That said, I need to reiterate that I don't know when I'll be prepared for that project, since I want to do it right. Meanwhile, if all of you passionate players want to give me science fiction recommendations, hit me! I'm especially interested in anything that tackles technological change in a substantial way.
I've been consuming science fiction all my life, so you can assume I know major stuff - I've read Foundation, watched Babylon 5, and played Mass Effect. However, there's only so much time in the day, and there are actually some pretty big properties I've never touched! So if you have a recommendation, don't worry too much about whether I might know it, just throw out things you think are worthwhile.
Getting my subconscious engaged is important for fully developing ideas, and I find that what I'm reading has a major effect on that. So I'll keep pondering stuff and hopefully by the time I'm ready for the project, the concepts will be fully baked.
Engine Considerations
My previous post didn't go into detail on the issue of game engines, because I mostly just referenced it as one of the factors requiring consideration, but that ended up the focus of a lot of discussion in the comments. And it is an important issue, so we might as well say a little more!
Sticking with RPG Maker and investing money to expand it is an option. I think with a significant art budget you could remove a lot of common "tells" and attract some attention. However, I think there are some fairly hard limits for things I couldn't accomplish there:
Porting to consoles, which is a huge market for RPGs.
Fancy lighting, HD2D, and other things that make people pay attention to pixel games.
Support for features like multiple languages, better difficulty settings, and other elements that clash with RPG Maker's framework.
Easier to hire programmers. I have offered real money for RPG Maker stuff and gotten no hits because people don't want to work with it.
For these reasons, I think moving to another engine would help my work reach a larger audience, the problem is that it's expensive to build the tools I need to do my actual work.
Potentially very expensive. I have been in conversation with a small indie studio that has competent Unity programmers but limited financial success, and they finally got me a quote... they asked for almost 100k USD for a bare bones RPG system. T-T Even though that strikes me as unreasonably high compared to other quotes I've received, it emphasizes the difficulty of finding good collaborators.
Though I work on various things, I am putting time into this. For example, I've tried to look into the various frameworks already available for Unity, and one that seems well-regarded is the Ork Framework. I tried it out and it does seem to cover a lot of core features you'd want for an RPG database. Unfortunately, after I put in hours working through tutorials and documentation, I felt like I couldn't afford to keep pulling those hours away from my current projects.
If this did prove viable, it would theoretically be easier to extend than RPG Maker, but it would take a while just to find out how well it works. For example, in all my time working with Ork, I hadn't even created a text box or created an event. Many systems do not seem created for complex branching events, and that's the meat of my work!
I seem to be bad at finding collaborators, for this and in general. I've tried to pay programmers and that has generally gone poorly (though Louck on DStP is doing fine). I've tried to work with volunteers and people generally disappear. Trying to fully partner with coders, which is potentially financially remunerative for them, has also often been a bust.
I don't know, I may be hitting my limits. I'm doing well enough to easily support myself and fund a variety of other projects, but not well enough to fund an entire studio. Excellent programmers can probably get jobs with real studios for wages I can't match. So this remains one of my major obstacles going forward.
Kickstarter
I spent a significant portion of last week doing promotion for the DStP KS. It sucked, it was largely ineffective, and I currently hate everything. In terms of getting money, it seems easier to just write popular fiction, but money wasn't the primary goal.
No, what I want is to reach new players, and it seems like the KS is at least somewhat fulfilling that purpose. Here's a positive spin: the campaign only needs €820 more to reach the big stretch goal that pays Annikath for doing all the animations! This was one of the major questions that led me to try a campaign, and it seems likely the campaign will get there eventually, so that's good.
One more little promo attempt: one of my previous efforts disappeared without a trace, so I'm going to try again with this Reddit post:
People following (but not backing) the campaign have also increased by 50%, so likely many of those people will check in at the end, because KS puts a lot of emphasis on the last 48 hours. My hope is that at that point the KS will have passed its stretch goals and generally look like the kind of success that attracts more attention. This is also why I appreciate comments and other random little things, alongside everyone's help. ^-^
TLS 0.79.0
Even with other stuff going on, I am pretty much always working on TLS in the background, and that has finally borne fruit. The combat battlers, which have been in the background for a long time, are finally ready! At least all the main characters, which covers most of the gameplay time.
I have also been working steadily on the NPCs issue, adding some unique tertiary NPCs as well as significantly increasing NPC diversity in certain areas. I also took a while to go back and tackle a number of secondary reports and minor issues that got pushed off in favor of other development.
In other words, this is another major step in polishing the game for the final release. Some of these are invisible, but this update will be uniquely visual, so I hope some people will enjoy that. It isn't 100% certain that I'll be able to tackle every remaining item on my list, but I'm hoping to be ready by Friday.
Sierra Lee
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