updates

Business & Marketing, Mind the Trap

Week 4 Updates: Kickstarter Analysis, Networking Fixes, Weird Play/Pause Bug


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Almost 100 Twitter Followers!

We’re currently at around 90 followers. Help us get to 100 and you’ll get endless kisses from Chris!

Kickstarter Analysis

by Kenneth

Like I mentioned last week, we’ve been doing some preliminary planning for Kickstarter next year. This week I came across an interesting article by Joey Daoud (sorry for butchering your name), which looked at the behavior of Kickstarter funders for film projects. I thought: since I did a short job as a data analyst and there’s no public analytics on Kickstarter video game projects to my knowledge, why not do a little analysis myself? This past week I compiled over 90 video game projects that have been successfully funded, are recent, and have a goal in the $1k to $100k range. I choose these criteria because I see these projects as being more “moderate”—they don’t come from AAA studios or developers who already have a huge backing. I’m sure there are many small studios out there like us who don’t have a huge social media presence and need to figure out how to mesh Kickstarter with their marketing plans to attain more followers.

In this analysis, I will be looking specifically at quantitative data, such as the number of backers, funding goal, and pledge levels. My goal is to figure out the average amount a backer pledges for a video game project and how that relates to the funding goal and number of backers. My findings will be published sometime next week on various sites, starting with reddit where I can get some feedback. My hope is that everyone will find this helpful for their own Kickstarter planning.

Development

by Chris

The majority of this past week has been… gruntwork. I’ve been working with online networking a lot to get it out of the way but have been met with a lot of hiccups. We did some testing between computers using LAN and came across some lag. After doing some research, I found that replication, or specifically rep notify, is the least intensive on networking compared to multicast and server-run functions. So I’ve been replacing everything that has been using these less efficient methods with rep notify.

I came across a really odd bug that’s actually been quite annoying. Whenever I simulate 2 players (server and client) in the editor window and press pause, any timeline functions I’m using continues to run. Technically, EVERYTHING in the level should pause when I press pause, including timelines, scripts, functions, and animations. I submitted a bug report and should hear back from them soon.

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Business & Marketing, Mind the Trap

Week 3 Vlog Updates: Promotional Campaigns, Camera Controller, Enemy AI, Procedural Generation


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See summary below.

Promotional Campaigns

We’ve been doing a lot of research on ways to promote our game next year, including the Indie MEGABOOTH at PAX, Kickstarter and Steam Greenlight.

It’s an extensive process to get accepted into the Indie MEGABOOTH. They look at not only your game but also your company, its members, and how you contribute to the community.

It’s currently too early in development to come up with a solid plan, but here are some preliminary goals:

  • Launch a Kickstarter campaign in the summer. The funding and publicity will allow us to extend development, add more features, and build a larger follower base in preparation for release.
  • Attend PAX in August.
  • Release game at the end of August. Selling in August means we avoid the hot beds for AAA studios to release their games, which is around the September to December time frame. Selling in August also allows us to take advantage of seasonal and holiday promotions, such as Thanksgiving and Christmas.

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