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Game News Bloom - "Action adventure with a dose of RPG" on Kickstarter

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190

Haha if you want to get into a debate about the issues of transgendered people (and the varieties) along with the reasons different people transition... we could do that, but here probably isn't a good place. There is a horrible amount of misinformation about transgendered people (and most straight men will tell you it is purely sexual, since, well, most men get their introduction to transgendered people through the pr0n they watch). A good lesson for those reading... don't try and understand the world through porn ~_~

Oh (wo)man... you just chummed the water for the sharks.

It's ok, I'm on a boat and have a harpoon :P

If you think about it in terms of what these types of differences mean for games. Well, basically, you can tell by simply looking at me that I think outside of the box and don't follow the crowd.

If you want a new type of game, do you ask the middle aged overweight guy to do it? Or do you ask someone "different"?

There is a reason the most creative people tend to be a bit different.... our brains are different...we create different things... sometimes it is just strange, other times it is simply beautiful and what the industry really needs ;)
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
It's ok, I'm on a boat and have a harpoon :P

:hmmm:

how big is it? :martini:


Anyway, about the game:
great artwork, but seems to have little substance yet.
Make a demo, or at the very least a gameplay video.
Ask for 15$ instead of 30$.
Focus on the gameplay (story, characters, interactions) instead of the game engine (like amazing grass).

I think the above will help in your next attempt.

BTW, do you have an online portfolio or anything?
 

hello friend

Arcane
Joined
Feb 26, 2012
Messages
7,847
Location
I'm on an actual spaceship. No joke.
Since I'm here, here is a sketch from today :)

MC-001-002-small.jpg


Do you think you could share this is higher resolution? It's beautiful.

Also, if you have a finished graphic novel of Bloom lying around, why not include that in one of the reward tiers? I know *I* would rather spend treasure seeds towards the acquisition of a graphic novel than a t-shirt.
 

coldcrow

Prophet
Patron
Joined
Mar 6, 2009
Messages
1,717
Ok, proof that some codex posters are full-scale morons.

I wish you the best of luck with this outstanding project. Rare to see something so out-of-the-box as this. People here use to cherish games like Machinarium, Sacrifice, Outcast and so on. Somehow they fail to see that this project is also aiming at actually USING the medium to create a unqiue experience, instead of either rehashing used ideas or creating the ultimate RPG - which is a fine idea, but not the only viable one.

Assuming I could incorporate and idea into this: use the chance to create something as wild and breathing as possible. Don't be afraid to tap into sources commonly labelled as childish, insane or such. :)

If I find a way I am going to pledge (can't use electronic methods of payment).
 

PosledniKovboj

Scholar
Joined
Dec 29, 2010
Messages
196
So, if the KS doesnt get the funds (I wish it would, but...), is the game still gonna be released?
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Do you think you could share this is higher resolution? It's beautiful.

Thanks :D I actually didn't draw her in that high of resolution. I was just exploring some ideas for the main character to refine her more.

Also, if you have a finished graphic novel of Bloom lying around, why not include that in one of the reward tiers?

Ehh, the graphic novel isn't up to a standard that I really wanted (and it was just the base from which Bloom started...there are elements in the graphic novel which completely changed to the Bloom today.

I was going to put all of that into the artbooks. Showing people where Bloom started...talking about how it evolved...who the main character used to be, and how the backstory was taken from a show pitch I ran a long time ago (where the mechanical creatures come from).

Basically. This game isn't the result of a weeks worth of random stuff. It actually has had years of work on projects which all kind of evolved from one into the other. The world of Bloom (and some of the themes) has really been pushed.

That is why I'm on KS now. Because it finally reached a point where I can take it into the full game confidently (and I'm just at a point in my life where I can make that happen confidently).

Assuming I could incorporate and idea into this: use the chance to create something as wild and breathing as possible.
Definitely. Though, I don't like doing for the shock value... my goal is to bring together a beautiful world and experience. I have a lot of ideas that will really touch people when they play (hopefully). I really want to tell you right now... but , it would just ruin the feeling you will get when you discover them while playing.

It is actually why I stopped with the graphic novel. I wanted a medium that could connect with people better...and games are that.

So, if the KS doesnt get the funds (I wish it would, but...), is the game still gonna be released?

Yup, this KS is just the beginning. Giving people a chance to help me get it started officially in production. If it fails, I still go forward (just the story of how it got started will be different, there will be no list of names on our studio walls of people who helped us start the company).

If it fails I plan to back off and make a demo of the game. Then take it to PAX and other indie conventions for more publicity (and to get some big time feedback). Then I'll either find investors, or I'll come back to kickstarter (if it is still around) with a mountain of support.

But, before that, you might see me around ;) A reality show contacted the studio today and asked us if we would be interested in that... so... I might be doing an off-shoot of Bloom pretty soon. ((it won't be the Bloom game on KS, it will be a different game set in the Bloom universe).
 

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
We don't want to release everything we have planned so early. Some of the aspects of the game we want to save as a great surprise :)
Imagine presenting your business plan to a bank while asking for a loan and telling them "it's a surprise :)" when pressed for details.

I go over some of the credentials in the pitch. Such as having worked on projects for disney and nickelodeon. The other team member at the moment is a great programmer friend (living in florida)...and of course various friends who have helped out (like the voice overs). We have a bunch of offers for help (writers, composers, things like that)...but we really want to wait to add on people till after the campaign and we know what we will be working with.
So in other words there is no actual list of computer games anyone in your team has ever worked on and there is no team. You talk about hiring more people, when there are no people. You talk about taking this game even further, when there isn't a game. Sounds legit.

On the off chance that this isn't a scam: no one who's waiting on the sidelines to see if you get enough money to join up is going to be very helpful in creation of a good game. Get a proper team first, do a demo, then see about the funding. This isn't even on gamedev.net level yet.
 

Curious_Tongue

Larpfest
Patron
Joined
Mar 2, 2012
Messages
11,905
Location
Australia
Codex 2012 Codex 2013 Serpent in the Staglands Codex USB, 2014
Hiya, I ran across the thread so thought I would jump in and clear up some things :)
Hope that helps some :) Feel free to ask any questions and I'll try to answer them as best I can :)
Thanks :) Oh, don't worry :) You can't be a professional artist without thick skin ~_~
You shouldn't need to pause all the time. It is just there as an option so you can collect yourself a minute or carefully target something ...or to look at a map... or to just get up and go to the restroom :P
I've learnt dedication will get you wherever you want to go :)
Don't worry, the game won't fail :P
And even if the kickstarter doesn't get the funding, it will have still gotten the attention of investors to try another direction. I'm not quite as naive as some might believe :P).
Thanks :) Since the rewards seem to be a big problem, I think I have an idea how to adjust them. I'll get it figured out in the next day or two and post the reworked system :)

Self promoting developers and their smiles.:x
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Imagine presenting your business plan to a bank while asking for a loan and telling them "it's a surprise :)" when pressed for details

A bank is giving you money to make money. All they care about is how successful the game does (because that is what they gain for it).

As a pledger... you get the game. You don't care about the financials of the company, you are donating for me to make something cool for you to experience. That means, if I give away surprises, it is ruining what you are paying for.

While you might be fine with that, your fellow "investors" probably aren't (I know I wouldn't be). So, good try, but I'm not going to give away all the cool story aspects that happen in the game.

So in other words there is no actual list of computer games anyone in your team has ever worked on and there is no team. You talk about hiring more people, when there are no people.

I understand where you are coming from. But, you are looking at things a little off. I know you probably don't have much experience in the industry, so I'll try to explain.

Basically. I'm an artist (actually, in the industry, I'm referred to as a generalist, even though my focus in concept art). That is my job, I make stuff cool. I am the one that comes up with the art style, the one that designs armor, the one that basically builds the world. This job is actually the same in both games and movies, we are the ones who dream up the characters...who can design from short blurbs about a character... the ones who visualize the world (that we create ourselves, or that others give us).

On top of that, I'm also the designer (in the games industry, the person who programs and the person who designs / conceptualizes and the person who codes are not the same person). When I speak with programmers, I need to explain a lot to them... and get them to understand the CONCEPT, because without that, they can't even start to code. Basically, I "see" the game before it even made...and have the skill-sets that let me communicate that to others.

These two skills mean I'm kind of unique in the industry (you see people like me sometimes, we especially shine when we set out on our own and are given full control. You see games that look stunning, but also play kind of different. Because, well, we think about both the art and the game design together).

But, you are right, I can't code (I know a little bit, but I'm definitely not going to try and code Bloom lol).

This is kind of how the industry works though. In games (and movies), the larger the company the more specialized people become. Designers ONLY design, concept artists ONLY concept, coders ONLY code. When you ask about experience, which area of development are you speaking about? Being on a game project doesn't give you magical powers over all aspects of development...

You talk about hiring more people, when there are no people.
So, you know that reality show I posted about yesterday? Well, I'm going ahead with it. I chatted with some friends from Blizzard, then Lucas Arts, then I hit up some people at Bioware....and found a senior technical artist friend who is up to do it with me (that is the name we use for people who do the programming type stuff and are more...well..technical).

Tada, in a couple hours I found a person with 10+ years of experience at Bioware (and a bunch of other companies) ...to work for free...playing around with me .

You see, I'm a professional. While you may think my skills are "nothing", they are actually a huge portion of what makes a game (and I can produce at a high level with an unusually high range... most concept artists don't do 3d...most 3d artists don't do concepts). This also means finding people to join me isn't really that difficult.

So, why haven't I grabbed a programmer with a ton of experience before the kickstarter?

Well, again, I need to explain a little bit about the industry (well, the indie game industry and business).

You see, if you bring on professionals onto a project for free...they expect a percentage of the business in return. Basically, to get a person BEFORE kickstarter would mean I would need to give away 50 percent of my business. Now, I know you probably aren't thinking about the business side of things...but...well, it is kind of important. I would MUCH rather hire friends to work for me (or have some money to offer to reduce the amount they would take from the overall business). That is why I don't have a demo, I need resources to make it happen (because, well, I'm not ready to toss away such a huge portion of the business. Again, the reasons for this are beyond just this game...it gets into issues of control over the IP, buyout options down the road...issues involving creative differences....).

I know this is all kind of complicated. But, you seem to be just focusing on some wild idea that "games is impossible to makes!" . Really, no. Games aren't that complicated to make. Yea you need to know what you are doing and be able to do your job...but this isn't some genius science that takes 50 years of careful study to do. I could program the entire thing myself in a year or two of catching up (like my friend who made dust... he made ALL the art assets... and actually, taught himself to program as he made it....doing the entire game in 2 years ).

You see, we aren't highschool kids with random dreams who have never touched even photoshop. In this industry, you are CONSTANTLY challenged with stuff you have never done before. Every job is different. That is why we are professionals....we figure out how to do it. We have resources (know where to look or who to ask) to figure it out.

Is Bloom going to have things I don't know how to do? Yup! Definitely! But...well.... I know whatever the problem is, I can figure it out (because, well, that is my job, and I have had to do it countless times before). We don't just get stuck and go "~sniffles~ this is hard, i give up" .... we figure it out...because it is our jobs.

I know your experience with the industry is just playing games and awing at the impossibility of it all. But, hopefully this helps you understand that things aren't as scary as you think. People generally have a strange idea of the creative fields. No matter what job you are doing, it is always done in pretty simple steps (you just need to know what steps to take).

Self promoting developers and their smiles

:) :)
 

PosledniKovboj

Scholar
Joined
Dec 29, 2010
Messages
196
I dont get it - whats the reality show gonna be about? The game development process? Are they funding the project then, or... ?
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
I think what he means to say is "What other games have you worked on?".

I wish I could say. Since I do freelance a lot , normally they don't tell you the title (or when you get the work, it is some placeholder title they are using internally)...and since a lot of the jobs are hit and run type deals (work for a week or two doing some concepts), I don't really get attached to the projects much. Like I was offered some 3d sculpting work last week (but I was setting up for Bloom, so couldn't come on)....I have no clue what it was for (games? movies? doesn't really matter actually).

Then, the stuff in the last year is mostly under NDA (like, the movie for disney I can't talk about at all...and that was a couple years back. And, of course, can't post any work from a lot of client work either).

Oh, I can talk about the nickelodeon stuff though. I was part of a team doing pitches for their TNMT show. It came out a few months ago on tv, so, no harm there (and that was again, a couple years ago I did that....)

It just how stuff goes. When I look for work I can be a bit looser, but not in public on a forum like this. I do concept work a lot, which is early stage stuff...which means there is a large gap between work I do and work I can talk about. If I were in post production , there is only a few months from the time you do the work till the time it comes out (concept stuff is years).

I dont get it - whats the reality show gonna be about? The game development process? Are they funding the project then, or... ?

Yea, it is a game development thing. Still seeing how things go. It is a pretty sudden event (and I haven't checked with them about what I can talk about yet, so, don't want to give anymore details until i ask).
 

St. Toxic

Arcane
Joined
Jun 9, 2006
Messages
9,098
Location
Yemen / India
Haha if you want to get into a debate about the issues of transgendered people (and the varieties) along with the reasons different people transition... we could do that, but here probably isn't a good place.

No, this is probably the place to talk about that kind of stuff. The whole thing about rpgs is just a front, welcome to tranny codex.

Incidentally, are there going to be erotic photographs included in any of the tiers? You'd probably get your quota and then some.
 

Curious_Tongue

Larpfest
Patron
Joined
Mar 2, 2012
Messages
11,905
Location
Australia
Codex 2012 Codex 2013 Serpent in the Staglands Codex USB, 2014
Haha if you want to get into a debate about the issues of transgendered people (and the varieties) along with the reasons different people transition... we could do that, but here probably isn't a good place.

No, this is probably the place to talk about that kind of stuff. The whole thing about rpgs is just a front, welcome to tranny codex.

Incidentally, are there going to be erotic photographs included in any of the tiers? You'd probably get your quota and then some.



http://www.rpgcodex.net/forums/inde...f-to-young-girls-in-womens-locker-room.77648/

http://www.rpgcodex.net/forums/index.php?threads/sex-change-sweethearts-3.77892/

http://www.rpgcodex.net/forums/inde...-the-schoolgirls-bathroom.77865/#post-2365150

http://www.rpgcodex.net/forums/index.php?threads/kaisering-is-a-tranny.29548/

http://www.rpgcodex.net/forums/inde...ore-time-now-featuring-pics-on-page-25.35153/

This is just recent and pinned stuff Studio Fawn.
 

zeitgeist

Magister
Joined
Aug 12, 2010
Messages
1,444
As a pledger... you get the game. You don't care about the financials of the company, you are donating for me to make something cool for you to experience. That means, if I give away surprises, it is ruining what you are paying for.

While you might be fine with that, your fellow "investors" probably aren't (I know I wouldn't be). So, good try, but I'm not going to give away all the cool story aspects that happen in the game.
You also get the game when you buy the game. With the added bonus of being informed about the actual product before you purchase it. So why would anyone give you money upfront?

On top of that, I'm also the designer (in the games industry, the person who programs and the person who designs / conceptualizes and the person who codes are not the same person). When I speak with programmers, I need to explain a lot to them... and get them to understand the CONCEPT, because without that, they can't even start to code. Basically, I "see" the game before it even made...and have the skill-sets that let me communicate that to others.
Sounds great, let's see the design doc. Also, which games have you designed so far?

When you ask about experience, which area of development are you speaking about?
At this point, any would be a pleasant surprise.

So, you know that reality show I posted about yesterday? Well, I'm going ahead with it. I chatted with some friends from Blizzard, then Lucas Arts, then I hit up some people at Bioware....and found a senior technical artist friend who is up to do it with me (that is the name we use for people who do the programming type stuff and are more...well..technical).
You found a "senior technical artist" to work on this specific game project with you? What's his name? Why didn't you find him before the Kickstarter?

You see, I'm a professional. While you may think my skills are "nothing", they are actually a huge portion of what makes a game (and I can produce at a high level with an unusually high range... most concept artists don't do 3d...most 3d artists don't do concepts).
Conceptart.org is full of people with that exact skillset. You can hire a whole bunch of them for peanuts.

This also means finding people to join me isn't really that difficult.
Still not seeing names.

So, why haven't I grabbed a programmer with a ton of experience before the kickstarter?
Good question.

Well, again, I need to explain a little bit about the industry (well, the indie game industry and business).

You see, if you bring on professionals onto a project for free...they expect a percentage of the business in return. Basically, to get a person BEFORE kickstarter would mean I would need to give away 50 percent of my business. Now, I know you probably aren't thinking about the business side of things...but...well, it is kind of important. I would MUCH rather hire friends to work for me (or have some money to offer to reduce the amount they would take from the overall business).
Don't you believe in your project enough to invest your own money into it? After all, it's "only" 150k. Is greed more important than making a good game? If so, again, why would anyone invest into such a person?

That is why I don't have a demo, I need resources to make it happen (because, well, I'm not ready to toss away such a huge portion of the business. Again, the reasons for this are beyond just this game...it gets into issues of control over the IP, buyout options down the road...issues involving creative differences....).
This sounds as a very silly excuse since...

I chatted with some friends from Blizzard, then Lucas Arts, then I hit up some people at Bioware....and found a senior technical artist friend who is up to do it with me (that is the name we use for people who do the programming type stuff and are more...well..technical). Tada, in a couple hours I found a person with 10+ years of experience at Bioware (and a bunch of other companies) ...to work for free...playing around with me .
...here you claim to have found someone to work for free with no trouble in a few hours. So which is it?

I know this is all kind of complicated. But, you seem to be just focusing on some wild idea that "games is impossible to makes!" . Really, no. Games aren't that complicated to make. Yea you need to know what you are doing and be able to do your job...but this isn't some genius science that takes 50 years of careful study to do. I could program the entire thing myself in a year or two of catching up (like my friend who made dust... he made ALL the art assets... and actually, taught himself to program as he made it....doing the entire game in 2 years ).
Why haven't you then? Do you actually want to make this game, or do you just want money, and the game is a necessary evil?

You see, we aren't highschool kids with random dreams who have never touched even photoshop.
How is the general public to know this from what you've presented so far?

In this industry, you are CONSTANTLY challenged with stuff you have never done before. Every job is different. That is why we are professionals....we figure out how to do it. We have resources (know where to look or who to ask) to figure it out.
By now you've managed to convince me that you're in fact using the majestic plural.

Is Bloom going to have things I don't know how to do? Yup! Definitely! But...well.... I know whatever the problem is, I can figure it out (because, well, that is my job, and I have had to do it countless times before). We don't just get stuck and go "~sniffles~ this is hard, i give up" .... we figure it out...because it is our jobs.
On which games?

I know your experience with the industry is just playing games and awing at the impossibility of it all.
How?

But, hopefully this helps you understand that things aren't as scary as you think. People generally have a strange idea of the creative fields. No matter what job you are doing, it is always done in pretty simple steps (you just need to know what steps to take).
When the first step is "scam people out of their money", why would there even be a next step?
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
We don't want a new type of game. We want a type of game so old no one is doing them anymore.

I grew up playing those types of games so old no one is doing anymore....and....really...there is a reason. Go back and play some of those games you have nostalgic feelings for :P Suddenly a lot of things don't seem so grand about them.

But, that isn't to say you can't learn from the games of the past (bloom does heavily! it has a few retro things about it that I think really add to the game experience.)

For example, you know how the legend of zelda used a "zone" type of exploration? A fixed camera, and each new area of the map was a self contained mini level? I want to bring that back. I think it can make gameplay extremely interesting (as you can design each new area of the map to offer its own challenges...instead of an open exploration map where things seem less significant or unique).

I think that type of innocent fun charming environment / world is great. Throw in some more story, more elements, bring in the environment more to the gameplay, and offer a better / deeper combat system...and suddenly you have a really charming and beautiful game that really makes you just...well...feel good.

No, this is probably the place to talk about that kind of stuff. The whole thing about rpgs is just a front, welcome to tranny codex.
If you want to make another thread about trannies, go for it and message me the link. Then I'll drop in and give everyone a lecture on the realities of transgenderism. Whatever you think you know about it, you are wrong (well, unless you have had more experience in that world than most the population...but, chances are you haven't).
 

FeelTheRads

Arcane
Joined
Apr 18, 2008
Messages
13,716
We don't want a new type of game. We want a type of game so old no one is doing them anymore.

Yeah, Steam and such are bursting with "new types" of "deep" indie shit. Don't want that. And definitely don't want it from someone who tries to pass badly photoshopped photos as sketches.

Also:

I know your experience with the industry is just playing games and awing at the impossibility of it all.

Fuck you. Self-important attitudes like this are the reason behind all that indie shit. People who think that if they stick some retarded emo-theme or some shitty "innovative" game mechanic to an existing genre they become video game stars. Take your tin can elsewhere.

Edit:

I grew up playing those types of games so old no one is doing anymore....and....really...there is a reason. Go back and play some of those games you have nostalgic feelings for :P Suddenly a lot of things don't seem so grand about them.

Ah, OK. Definitely fuck off.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Self-important attitudes like this are the reason behind all that indie shit. People who think that if they stick some retarded emo-theme or some shitty "innovative" game mechanic to an existing genre they become video game stars.

Nope, actually I was speaking more about how the industry functions than speaking to design choices in games. You know, stuff like how a company is structured and how different people do different jobs (you don't work in a game company and come out knowing everything about games and capable to manage your own projects).

Re-read what I was saying... I think you are taking it from a different way than I intended.

I can feel your anger though! I'll help out ~flips a table for FeelTheRads~ Grrraaaa! indie games and artists!! graaaa!
 

Jarpie

Arcane
Patron
Joined
Oct 30, 2009
Messages
6,704
Codex 2012 MCA
Another self-important hipster indie dev comes to RPGCodex to show off by spouting "THIS GAEM WILL BE REVOLUTIONARY!" bs? Did you actually read the forum, like at all? Do you have any idea how many times we've heard that spouted? and btw. did you read our forums, like at all and what kind of games we generally like?
 

mondblut

Arcane
Joined
Aug 10, 2005
Messages
22,703
Location
Ingrija
I grew up playing those types of games so old no one is doing anymore....and....really...there is a reason. Go back and play some of those games you have nostalgic feelings for :P Suddenly a lot of things don't seem so grand about them.

We did and we do. Yet there are only so many such games, and each can only be played so many times. Nonetheless, this is RPG Codex, not Indie Hipster Codex. Half of this community only considers the games released before 2002 as valid. The other half considers the first to be johnny-come-lately newfag posers who can't configure an autoexec.bat if their lives depended on that.

I know your experience with the industry is just playing games and awing at the impossibility of it all.

Oh, lol. Chances are, the Codex has a biggest percentage of actual game developers among all internet forums outside the professional ones.
 

Studio Fawn

Studio Fawn
Developer
Joined
Nov 11, 2012
Messages
190
Another self-important hipster indie dev

Nonetheless, this is RPG Codex, not Indie Hipster Codex.

Lol, so, what is up with the hipster thing? Do I seem like an "arteest" trying to push a random concept about a game of taking a dog for a walk ...but....the twist is the game is played from the point of view of the tail!! OMG!!

Half of this community only considers the games released before 2002 as valid

2002 isn't that long ago... ~feels old~ I figured when people talk about "old games", they are speaking about things like Loom (which, was great and everything, but you can't just hand people that today. You could go SOOO much further with it, in terms of gameplay and story and graphics. Not simply because you "can", but because it would really take it to a new level)

Oh, lol. Chances are, the Codex has a biggest percentage of actual game developers among all internet forums outside the professional ones.

My response was directed to that one person...who seemed to not know very much about the industry. Which isn't an insult, if you don't work in the industry no one would expect you to know it. But, then again, this is the interwebs...everyone is an expert in everything :D So, I guess my saying he was a little misguided was outrageous? ~flips a table for you~
 

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