MicoSelva
backlog digger
Not going to make it at this rate, even assuming the $7K backer does not withdraw. They need to make at least ~$1500 per day to reach the goal, and they are getting barely more than half of that.
Media Coverage and More
So far during the campaign we have already done a considerable number of interviews. Today we bring you a selection of some of the most common and the most interesting questions and answers.
Other Awesome Kickstarter Projects:
We would like to inform you about another interesting project that also fights to be funded on Kickstarter.
Our friends at Whale Hammer Games have launched a Kickstarter for Tahira. Tahira: Echoes of the Astral Empire is a turn-based tactics RPG from developer Whale Hammer Games. Their Kickstarter campaign is in its final run and aiming to hit their main goal, so please be sure to check their game to help them reach the finish line! A turn-based tactics RPG about a princess, set during an age of darkness after the collapse of space faring civilization.
Nefarit had this to say about the project: "The game looks very interesting. The combination of a strong story and tactical battles sounds right."
And now, on to the interviews!
MKD20 - (Click at the link for the complete interview)
Blagoj Chuchanov: Why you decided to go on Kickstarter and is this your first game on Kickstarter?
Team21 (Nefarit): Kickstarter has now become a major phenomenon and very attractive for indie projects. With so many eyes from around the world paying the attention, a successful campaign on Kickstarter will bring you much more than just money. It gives you invaluable advertising and that is exactly what this game needs. There are a lots of titles published, though of course PC considerably less than on mobile devices. Even so, the competition is great and not easy to succeed. Therefore it is ,of course, important to have a good and interesting game, and when you put it on Kickstarter to tell the world,it helps market the game.
The second answer is money. All who are working on DoA, are doing it as a secondary career. Each of one us is doing something else to survive, we can say that most of us involved in the DoA development are part time. Which, of course, strongly inhibits the development. If we manage to get the money together from Kickstarter, it’d help with the basics, like buy food it, keeping the wolves from the door and so on. It would be much easier being able to pour in the time needed to develop such an ambitious title.
DoA is actually the debut title of Team 21, so it is also the first game we’ve taken to KS.
80 level - (Click at the link for the complete interview)
80 level: How do you manage to work with such great quantities of content? Do you use any asset stores or other content delivery platforms? Do you buy content or do you produce everything yourself?
Team21 (Nefarit): We use just a minimum of Unity´s prefab scripts to test things, because our programmer creates scripts on his own, specifically tailored to our project’s needs.
Considering our budget, we couldn’t have started to create everything we plan to include in DoA. We’re aiming at an experience like those from AAA RPG releases, and, therefore what we’re doing is using the best items available from Unity asset stores to get things started, and then we really get to work on the specific content for our game. Models are reworked, new HD textures and lighting is applied, shadows are implemented and so on. By the end, everything in DoA is a completely new asset!
As for animations, it’s a mix of things. Classic animations are bought from the assets store, since they greatly help us to streamline the whole process… but we also create special animations in our own motion capture studio! And then we have the music for DoA, which is being created by our composer in order to make everything come together into a cohesive universe.
Big Red Barrel - (Click at the link for the complete interview)
Rik: Part of the fun of pen and paper RPG’s is that they’re played with friends, will there be a multiplayer option in DoA, or is it purely a single player experience?
Team21 (Nefarit): This is obviously true, I think the most important part of these games. However, for Dungeons of Aledorn we decided to embrace the fight mechanics rather than the interaction between players. Multiplayer is definitely not planned. The game is not suitable for it. Maybe with a few large modifications it could be done, but then it would be a totally different game.
To players who want to play something similar in multiplayer I can only recommend one thing. Get up from the computer and go play a game at the table. In my opinion no computer game is better than most RPG desktop variations.
TGG - (Click at the link for the complete interview)
Jonas: Will there be classical monsters like vampires or werewolves? Love that stuff. P.S: not the twilight stuff. P.S2: can you become one?
Team21 (Nefarit): I can say only that much, that we have both monsters in our game. In the world of DoA werewolves resemble more to the wolf’s with extra deadly powers. On the contrary, vampires are extremely rare in this realm, but will be also one of the most powerful enemies you’ll cross (see the pun?) in our game.
Both types of enemies are part of side quests and it isn’t necessary to defeat them in order to finish the game. Being a werewolf or vampire is currently not possible.
IGM - (Click at the link for the complete interview)
Bonnie Burgette: The main character is described as an alcoholic bastard son – there’s a back story to that introduction, right? Can you tell us a bit more about him?
Team21 (Nefarit): This binds one interesting story, back when we (Daniel, the producer and level designer of the game and I) were discussing in the pub. At the time, Daniel still wasn’t too clear about the story, so he asked to have more on the background of the player. Like the majority of old-school dungeon RPGs, I wanted to have, more or less, an anonymous party of adventurers. Daniel liked the anonymous idea, but protested that in the present time, there has to be the main character – the player will somehow be incorporated into the plot – basically so that the player could identify with the character. Well, as part of the main story of saving the country, it would be good to have them develop a deeper relationship with the country land. For example, if you were the son of an Earl, this is because it would be boring for the players – to have money for everything within the game, and have the advantage of having the very best in weaponry and armor from the start.
That is why we created this alcoholic-bastard
PUSH - START - (Click at the link for the complete interview)
Push - Start: Any stretch goals in mind for your Kickstarter? Or if successful where you would like to see Dungeons of Aledorn go in the future?
Team21 (Nefarit): Our stretch goal list is, of course, prepared and it’s been ready for some time already. For now we can say that there are both minor and major game-changing features in it. From those minor ones, we’ll mention the possibility to creating your own magical equipment or a little extra item for our backers, which will definitely please all munchkins. There are also stretch goals adding more content such as side quests, bigger towns or voice acting of all the game dialogues (not only of the currently planned main plot dialogues).
For major ones, we’d like to point out the so called “living-NPCs” stretch goal, which would add a day cycle to all our NPCs (like Skyrim has) or an extra huge dungeon stretch goal, that would expand the game by around 20%, on top of its currently planned size. The biggest and final stretch goal would be the possibility to play the game as the “bad guys”- the Orcs. It actually adds a completely new campaign; where the player’s goal is to defeat the group of adventurers that’s threatening the interests and very existence of your nation.
We already have ideas for the future, in case that our game succeeds, to find its fans. We plan to publish two major expansions packs that will build on the mechanics and partially also on the story of the original game. We would also like to add another campaign that would bring a significant amount of extra playable content for our fans.
Invision Game Community - (Click at the link for the complete interview)
IGC: Before creating your game, what game influenced you and why did they?
Team21 (Nefarit): In a bad sense, it was mainly the Gods Lands of Infinity. The fact is that I always loved dungeon crawlers, but there were only a few new ones published in 2000-2012. As I was playing the Lands of Infinity, I had to ask myself constantly, how it´s even possible to create such flawed mechanics. Then it dawned on me, that there is a terrible lack of good dungeon crawlers on the market, which was at that time confirmed by the success of Legends of Grimmrock. That was the last impulse I needed to set me onto the trail to create a dungeon crawler of my own.
The game itself draws a lot from Betrayal at Krondor and Shadows Over Riva. Some mechanics were remotely inspired by Fallout, Might & Magic, King’s Bounty series and our Czech D&D equivalent, Dragon´s lair.
RPG Watch - (Click at the link for the complete interview)
Couchpotato: Will your funding goal of $60,000 be enough to cover all the costs of development?
Team21 (Nefarit): Yes, the lowest target will allow for us to finish the game at a bare bones level. The majority of the team are actually working on the project part time and the money would allow us to afford the opportunity to pour in more of our time. And would also, more or less, allow us to contract more freelancers. The previous two years we have financed all freelancers from our own resources, and the budget we ask for is wage for these freelancers (dubbing, graphical assets etc...) and for the studio. Please remember that wages in the Czech Republic are far less than in UK or USA. The tasks that we need to finish, before the game is done, are in majority of cases certain jobs of which does not generate continuous work for the contractors. What i am trying to say, is that we do not need to pay people on monthly basis and spend a lot of money on employees. All members of the team are paid task by task on the contract and that is making all game cheaper than you think.
Will the game have the standard character customization options, stats, and abilities offered in most modern RPGs nowadays?
Will post an interview soon. Maybe even later today.somebody interview this guy, please...
I can't think of any questions, though
This is one of the questions answered in said interview.did the devs already state what they'll do if the kickstarter fails? Judging by their claim that the funding is solely needed for a Unity 5 port, I'd assume the game is already feature complete and will be released no matter what.
Edit - Also, am I blind or what? I thought pitching without any stretch goals is a big no-no.
They seem to be very far in the development, so most probable they will release it even without the ks. The ks offers them a good chance to improve the assets, add some nice effects from Unity 5 and through the ks they have free advertisment.did the devs already state what they'll do if the kickstarter fails? Judging by their claim that the funding is solely needed for a Unity 5 port, I'd assume the game is already feature complete and will be released no matter what.
Edit - Also, am I blind or what? I thought pitching without any stretch goals is a big no-no.
On a more serious note, I am wondering if they made to big a gap from Early Bird(9$) to Backer(15$), seeing there are 500/500 Early Birds, and only 34 Backers at 15$ (out of 680 total currently).
I'd happily back this for 15$, but I can't help but wonder if people think that the increase is too high at more than 50%?!?
On a more serious note, I am wondering if they made to big a gap from Early Bird(9$) to Backer(15$), seeing there are 500/500 Early Birds, and only 34 Backers at 15$ (out of 680 total currently).
I'd happily back this for 15$, but I can't help but wonder if people think that the increase is too high at more than 50%?!?