Exciting news! We just launched our projects Kickstarter campaign! Woohoo! Please go check it out in the link here…
We would be very very appreciative of any support you can muster…whether it be by becoming a backer or just sharing the link. Just click on the little “K” in the upper left of the video above to link to the Kickstarter page. Thanks again for following us!
As you may know by now I have been very busy prepping for our Kickstarter launch for the beginning of August. Most of that has been working on the write-up and rewards, but now I am gearing up for the fun part…the video!
A good friend of mine was kind enough to let me borrow his HD camera to do the pitch video. I will be getting ready to film that over the next couple of days. Once that is done, it will be on to the editing process, then uploading the video to the Kickstarter page.
All very exciting! I can’t wait to have you guys see what we have planned. Please stay tuned…it should be fun!
Futuretech: Space Combat Academy is about to get on Kickstarter by the end of July! Exciting! To all who have been following our project – thank you so much! We hope to see you guys interested in our tier packages when the campaign goes live…we’ll have art stuff, T-shirts, stickers and more for you!
Also: this is the last chance to request any kind of paraphernalia! Have something in mind you want to see in a reward tier? Let us know either here in the comments or on our Facebook!
WE ARE LOOKING FOR INTERNS!
Social Media Marketing/Brand Copy Intern
Right now, imminently, we are looking for someone who is interested and/or has experience in marketing – specifically to online communities and managing that via social media. This involves creating engaging posts regularly, communicating with followers, updating the visuals, coming up with ideas for popularity influx – like contests/polls/giveaways, designing/sending out newsletters and emails when needed, and various clerical duties.
Even better if they are familiar with the Kickstarter campaign process! We need someone who enjoys exploring ways to interest the public in a product (ergo, a game – our game, haha) and help us elevate it!
You would also be listed in the game credits as part of the team! 😀
Just checking in to let you know that our Kickstarter will be on it’s way this summer, and that the planning for it is quite the endeavor! For people who might think it’s all just about figuring out what you need to make the game itself…there’s soooo much more to it!
One thing that kind of shocked me is how much of the funds are just for rewards fulfillment. Granted, if you don’t have any physical rewards it would bring the cost down, but that would be kind of boring…I mean who doesn’t want cool swag?!
On top of that cost you have the percentages that go to Kickstarter, the credit card processing service, game engine royalties, shipping costs, unexpected expenses, etc. The thing is you need to be prepared for all of it…so researching these costs is key!
Anyways, I thought I would share that little tid-bit of crowd source funding knowledge with you. I hope you all appreciate the effort when we launch it in late July/ early August.
Fear of failure is a funny thing. Not “ha-ha” funny, but rather an interesting conundrum. It sort of wants to work as a self-fulfilling prophecy. Case in point: I have reached a point in the development of my indie video game that, in order to proceed on the originally projected timeframe, I must seriously consider starting a crowdfunding campaign in order to achieve it. Granted, I could still work on it without the crowdfunding dollars…and I will, if need be…but the time to complete my project will jump from around 6-8 months to what amounts to probably a few more years.
The idea of asking people to contribute to my project scares the ever-living daylights out of me. Mostly because the thought of not collecting enough to meet the minimum amount to succeed will probably feel like, to me anyway, a public manifesto stating their collective lack of faith in my ability to deliver what I promise…which is a fun, entertaining video game. I know the real reasons would vary greatly…lack of expendable cash, the game not being their cup of tea…or any number of other reasons. However, the fear of that failure gnaws at my bones. It says to me…don’t try, you’ll just be disappointed…and humiliated. People will think you are a beggar…that you can’t make it happen on your own. That fear of failure wants to convince me to fail before I even try. It’s a hard feeling to shake.
The reason I am saying this at all publicly is that hopefully the people who might be feeling something similar in their own lives can look at me and see you’re not alone in feeling afraid to fail. It’s ok to feel like that…we’re only human. However, if we give into that fear…failure is an absolute. The only way to succeed is to try. Try your damn hardest! Do it regardless of what you think people may think of you, or what you may think of yourself…because the truth is, sometimes we all need a little help. If you are working hard towards a goal and are willing to put yourself out there to try and rally people to your cause, it’s nothing to be ashamed of. I’m not…neither should you.
The other reason I am saying this is to also get the word out in advance that I will be running the aforementioned crowdfunding campaign and will be making many posts about it in the very near future. If you could look at it and see if it’s something you can get behind, that would be fantastic. If it isn’t, that’s fine too…but if you could help me spread the word to those who may be interested I would be so extremely grateful.
Ok…the word is out. More shameless promotion to follow. 😉
Well, it’s been a couple of weeks since our return from PAX EAST, and I have been busy updating the game build based on all the player feedback.
I just quickly wanted to list a few of the fixes/changes/updates for you here:
Fixed “disappearing” mouse issue. Mouse would suddenly become invisible when clicked in a random area on the screen. That was VERY annoying when demoing the game!
Fixed (mostly) issue of mouse escaping the game window. It’s much better now, but still needs some more research into the UE4 forums to get it nailed down tight.
Fixed the plasma cannon getting stuck in firing mode. During PAX, players using the Barracuda would be shooting the plasma cannon and then it would just stay on…with or without hitting the fire button. The only way to get it to shut off at the convention when this happened was the intentionally “overheat” it.
Added a “control sensitivity” slider. This allows the player to make the responsiveness of either the mouse or gamepad thumbsticks “low” or “high” based on user preference.
Added an “invert flight controls” radio button. Now with just one click you can set the pitch controls for either positive or negative angle response.
Made the mission selection screen a little more intuitive. During PAX, it seemed like a few players would have to search around the screen for a few seconds to see what to do in order to select a level to play. I’ve added an animated feature that draws the players eyes directly to the “Select A Mission Number” tutor prompt.
Well, that’s most of what I’ve been working on since PAX. There are a few more play-tester suggested items left to work on still, but nothing too complicated.
If you want to hear how PAX went in general, please check out my last few posts on our Facebook page. To boil it down…it was definitely worth the price of admission! 😉
This won’t be too long of a post…still a bunch to do before PAX…but I wanted to share some quick news.
First, All of the marketing material for the convention has been squared away. We will have some really cool swag to give away (and for people to win) at our booth next month. From trading cards, to cool pins, we will hook you up!
Next I have been successful in programming some much needed enhanced AI behavior into the enemy ships. They act a little more “normal” now…lol.
Lastly, in a bit of a personal triumph, I was able to score a much cheaper place to stay for the convention using AirBnB for the first time. It’s going to cost me less than half of what I was originally going to pay for a conventional hotel for the 4 nights. Yay technology!