Step 2: Draw the rest of the owl
about 3 years ago
– Thu, Mar 02, 2023 at 04:32:37 PM
Recap of yesterday
Neat! We're sitting at just about a cool 300%! Everything besides the final stretch goal has been unlocked (we'll get to that in a moment). Highlights from yesterday & status updates on each tier:
- I projected needing somewhere between 430-460 backers to reach our 100%; we made it with only 361 people! That's an average pledge of $55, which is absurd given that most of the Kickstarter campaigns I researched have an average of $38-$48.
- This is mostly due to the stickers and Drink Deep and Descend coins being extremely popular; we've run out of both the Elite and Squad tiers twice now; both the initial limit was reached and then after I doubled them. I will likely be increasing the limits again, but first need to make sure that we can handle the logistics of the increased quantities. Keep your ear open.
- The Ultra tier to hang out with me and make a map also emptied very quickly, which skewed the average pledge event even further upwards. These limits will not increase; congrats to those who nabbed them!
- The Spacer and Vehicle tiers to commission custom pilot/mech art are almost all gone. These limits may increase after I have some conversations with the artists.
- All four LL12 HMG Asura Everest 360 Noscope have been claimed. Simply incredible. I am not currently planning on increasing this limit.
- Xiong Xiaoli is still available, which honestly I'm glad about. Let's all stew on what we'd like to see ;)
If you're curious, here's the spreadsheet I used to try and predict the shape of the project. I need to update it with the real proportions of how popular each tier has been, but it highlights just how unexpected y'alls obsession with shiny things has been.
To summarize the campaign description, that means Mark and I are now on the hook to deliver:
- As the base goal, the bones of the game: finish adapting the tabletop rules into the core engine (mech fight mechanics, downtime/character creation), implement basic content (~2 frames per manufacturer and easy-to-implement talents, cbs, npcs), and an instant action mode to set up fights.
- From the stretch goals, we have a map editor with a total of three biomes: terraformed grassy hills, industrial slaglands, and the chromite-sand velds.
- We'll also have two campaign modules: shortish missions + downtimes in an anthology-style story mode with custom character portraits for the npcs.
The bones of the game have a deadline of September 2024, while the stretch goals will come sometime after that.
Final stretch goal
So: all the funding up to this first $50k is earmarked to pay contractors for the assets that will make the above features possible, fulfill backer rewards, and fees + taxes. Mark and I both have part-time jobs which support us well enough to be able to do this on the side. We have been extremely careful about the scope of the game because, while this split-time work is what allows us to run a Kickstarter without paying ourselves, means that we have to compromise on how much time we can put in.
If we wanted to increase the scope of the game by, say, aiming to port all the core game's frames, talents, and core bonuses, that fundamental day-job // game-dev split would have to change. We'd have to raise enough money to actually pay ourselves enough to not work outside of the game.
Which is why the final stretch goal is such a doozy.
That's an additional $100,000 from the last stretch goal.
That's 750% of our original base goal.
There will be no more stretchies after this; it's the absolute limit of what I'm comfortable scoping. I honestly don't know if we'll reach it (that's why we call them stretch goals), and to be frank I will be perfectly content if we don't; I already consider this campaign to be an unqualified success, and my primary job for the remainder is to ensure that it does not grow out of control and become undeliverable.
This amount will be enough for Mark and I to focus on this project as our primary job and an extra $30k as a safety buffer* ("oh, yeah, let's just throw in a safety buffer 150% the size of the original goal, no biggie"). It will allow us to work for a full year on it, aiming for a 100% content port.** I will add the caveat that if we are NOT able to reach that 100% in that year, I will consider us to have given it our best effort and release ourselves from the obligation of living the rest of our lives chained to that aim. That's the risk of Kickstarter projects, baybee! I just need everyone to come into this with their eyes open that success is not guaranteed.
Also: the exact timing of that year, should we reach it, is TBD as we figure out how it can best fit into our lives and the development process. It might be up-front, it might be after we deliver the rest of the goals as currently planned, it might be somehow spread throughout.
*I suspect this safety buffer to mostly go to taxes, but haven't had a meeting with my CPA about it yet.
** EDIT: To clarify, this is only talking about 100% of the CORE BOOK; Long Rim and KTB not (necessarily) included.
Closing thoughts
The last 36 hours has been a trip. Working with an existing community who is hungry for what you're serving is a completely different animal than what I'm used to — for Crescent Loom, I spent the full campaign being as loud as I could to reach what this game got in the first handful of hours. Thank you everyone for your patience and understanding as we chart these waters. They're choppy, but I feel safe (if exhausted).
Shout-outs: Amelia (@am_ridz_music) of the excellent Bring Your Own Mech lancer podcast for hanging out for so much of the launch stream, Eld (@dunyakat) and the rest of the mods on the PilotNET server for being so supportive and cultivating such a safe space (seriously, being able make a game in an existing active discord where the vibes are good is an infinite treasure), and Massif Press for making this entire endeavor possible by creating the game and universe and then trusting their players enough to open it up with their third-party license.
🌺 Olive