Major Summary of Everything (Read This if You Don't Read Anything Else) : Why I need your money Part 3 ~ El Fin
Please allow me run through what I've already revealed about the project in the sections below. There are no pictures now but they will be added for further clarification fairly soon. I'm a bit self-conscious about the demo itself due to how rough it is at the moment, it hasn't had a lot of polish placed into it yet and it doesn't look great at the moment, but then again thats why I need your pledges. Everything detailed below can only take place with the support of someone like you, every $ counts. I'd like to thank my current and future Backers once again for their great faith and support in the Domipop project.
Domipop is not nearly as far along as other projects, instead it truly is being created from scratch. This is a project where your money and support will make a difference from day one, thats why every pledger gets a spot in the credits and a vote in how development will run. Wouldn't you like to contribute to a project that's developing a game that you can easily play and share with your children and friends? $5 and higher gets you a copy of the game, your name in the credits and a true say in current and future development of Domipop.
Timeless - Domipops fall into a classic Puzzle game pit and need to be matched, chained and flushed. They can be stacked vertically or horizontally and can also be placed on one another based upon an unseen grid like most games, but with the option for half (0.5) movements so that one end of a piece may touch two at the same time like a domino. There will also be many variations introduced over time that translate into different types of Timeless modes.
A few handicaps (not for you, but the game...) will exist to start the field off with a randomized field and level of domipop pieces. A few more will involve a rising tide and random domipop pieces being tossed into the field while setting other pieces. The rising tide will simply involve a randomized line of domipops rising from the bottom of the screen at a set pace. They will exhibit a few different behaviors that will selected at random. One behavior involves the new piece mimicking the currently active pieces positioning and movement. Another will have the piece fall at the same tempo of an unattended piece. One more behavior is that the extra piece will block the most advantageous part of the field for the active piece.
Marathon - This mode uses "ghost" data. Basically every move and piece from another players game will be saved and is transferable between games. The goal of this mode is to simply outlast your friends/rivals game while being confronted with the same challenges that they faced by being given the same pieces in the same order.
Heartbeat - Similar to Classic, the difference is that the pieces will appear at the top of the screen in a box. The player will have a very limited amount of time (.5 - 3 seconds) to activate the piece, change it's position, then choose a place in the main play area to set it. After being activated domipop pieces will pulse just a few times before withering away and causing a game over if they're not placed on the field in time. If the player clears domipop pieces quickly, their new, random pieces will pulse a bit longer than normal. From 1-3 more pulses than normal, with about 3-5 pulses being the norm at the beginning of a session.
The baseline of the music in this mode will have an added "pulse" that will be in sync with whatever your pieces current pulse may be. Usually in a puzzle game, the music speeds up over time and becomes quite hectic when the field is close to filling. While playing in Heartbeat mode the music itself will pulse, the sound will make you feel as if your heart is about to pulse through your head when you're on your very last leg.
Waves: This is a multi-player mode, the only way to lose is to have any part of a piece be set off screen in your main field. The main field will be horizontal, but the pieces will move from left-right (or right to left, depending upon the side that you're on). As domipop pieces are cleared either one at a time or chained they appear at the "piece set" end of the other players field. Those pieces are then blackened when they arrive and can only become normal domipops if a normal domipop that touches it is cleared. A strong wave (chaining cleared pieces) can displace/rearrange pieces on the field that it strikes.
Photo Balance - Pictures from your device are used as the background of the stage. In the Black & White Challenge your Picture will be fully in-tact but as you clear domipop pieces those colors will slowly be drained from the picture. While you're draining the picture of all color the difficulty level will spike constantly and the random domipop generator will be a bit evil. At the easier difficulties you'll be less likely to receive the pieces that you need, while at the other end of the spectrum players will receive better pieces.
Co-Versus Multiplayer - One Main field (everyone shares this one), multiple domipop pieces (one for each player) and two sets of scores for each player (they're own personal score and the aggregate group score). Filling the screen will be a gameover for everyone which will encourage players to work together to not lose an everyone will experience the same level of difficulty while playing. Assists and other moves will be judged and will add to a player's individual score while playing. In this mode domipop pieces can fall through one another (hard drops only) but can be used to push other pieces around. It's based upon Timeless mode but with a set score/assist/block limit for every player and the group can be set for the match. This is similar to setting a "Kill Count" in a fps but with the added cruelty of having a "death quota" and the need to cooperate willingly or forcefully to achieve victory.
Squashman - A stick figure will run across and through your domipop pieces. While doing so it will taunt you, interfere with your piece setting (wall kicks for the win) and reorder the field. Squashman is the height of a horizontal domipop and can somehow withstand the full weight of a domipop destructively falling on him at max speed. Dropping a piece on him does not squash or stop him completely. In order to remove Squashman, he must be cleared along with the piece that he's moving if he's carrying with him. At the higher levels (faster drop speeds, etc), he can burrow beneath a pile of pieces if they exist and the field above him must be cleared to get to him unless he resurfaces.
DomipopMania - Domipop pieces enter the main field via the center, not the top. A small flash of an arrow and a motion in the pointed direction will indicate the direction that new pieces will move. The tempo of the music will determine how quickly pieces can move and appear. This mode will use simfiles, the files used in Dance Dance Revolution (DDR Max) competitors like Stepmania and Dance With Intensity.
To put it more simply, think of simfiles as custom stages that are each a variation of Domipop in a self contained variation unto itself in a manner similar to the planets of Meteos, or the stages of Super Mario Bros. and Audiosurf. Game Over is achieved when it's no longer possible for domipops to be set into any of the four areas available. This mode will also allow for a single player to simultaneously control two domipop pieces at the same time (to mimic jumping/two arrows), a single movement with one piece will have the other mimic it.
Your Game, Your Way
There is no drm attached. That means that you can download the game, attach it to a gmail email, burn it to a disc or multiple floppies, delete and reinstall it as many times as you'd like or even back it up to Spider Oak or Dropbox if that's your thing. The direct game file can be bought once and copied over endlessly, that can allow any parents or group of friends out there to buy it once and share it amongst yourselves for one price. Try getting that from many other games. I of course would prefer that everyone buys their own copy when it's released but it's understandable that that may and probably will not happen in many cases.
I'm even going to include a feature that will have full copies of the game send slightly limited copies of itself to other people. Basically, the only planned limit are ad's being added to the copy along with a message that asks you to buy the full copy every "X" number of times. "X" will increase over time so that it doesn't become too annoying. I don't believe any Android games or many other games period offer this type of functionality on open platforms. It's fairly common on a system like the DS and is great in sharing a copy of your game with someone while still supporting the developer of it. You can pretty much do whatever you want with it, just know that the choice is yours.
Your Play, Your Way
I will work extensively on the default control scheme but will allow for a fairly flexible way to set custom controls for the game. If you want to press the "b" button on your phone to pause the game then why shouldn't you be allowed to do so? I'm fairly competent at designing control schemes and user interfaces but I may not be able to take account of everyone with pre-configured control methods. Heck, I may mess up altogether. Maybe I won't be as southpaw friendly as I believe that I am or maybe a person wants to find a more comfortable way to play the Domipop with their tongue. The choice is yours.
The music will not be boring in the least nor will you be limited to just three choices. The initial objective is to ship with 10 major tracks and to extend that over time to more created tunes along with allowing for music on the device to be played dynamically. I will need to work with or around licensing to do so, custom soundtracks will not be immediate. It costs $2,500 alone to license mp3's for games that sell or will sell more than 5,000 copies. I'm fairly confident that Domipop will. Everyone that pledges $5 or more via Kickstarter will receive a special Kickstarter Edition of the game that will have a significant difference between other versions of the game.
Although I will be amazed and happy to have more than 5,000 people pledging their support I don't believe that will be likely. Therefore all Kickstarter editions of the game will have mp3 playback ability. That will be one immediately noticeable difference between the Kickstarter version versus all of the others. For normal editions of the game I may need to allow for controlling of the native/chosen music player of each platform to get around that restriction. At least until enough revenue is generated, then it can be added in later. Pledge via Kickstarter and you will have that feature first. Also, don't discount the initial tracks, they'll be very diverse and will not only be instrumental only, there are a few vocals that are already a part of it and will be mixed creatively.
Extensive and Quality Hardware Support
Basically if your device(s) runs Android, Windows, Linux, BSD or WebOS it will have a version of Domipop to run. Yes, that includes both old and new Desktops, Laptops, Netbooks, Ultrabooks, and any computer not running Mac OS or iOS (I can build for you and let you run/test it but it won't be directly supported until I can buy the hardware to test it and I can't do that until I make enough to do so, receive donated hardware or if funding reaches 200% of its' goal).
The TouchPad, Motorala Xoom and other Android tablets like the Nook, your Android phone, your android tv streaming device or your OpenPandora will run Domipop. It will be supported well by me. It will be able to play multiplayer with other Domipop players that don't have the same device as you as long as they have some way to connect to each other (wifi/internet/ethernet, etc). That means that your old pc running windows xp can play with your friends new laptop and little sisters Android Phone and your techy brothers TouchPad all at once.
For art creation I use Paint.net. Simple to use, but is worth mastering. The nature of the game and the simplicity of the tool will allow for quickly making a high resolution image for a computer and an appropriate one for a hand held device. Sure, it's art will be blocks but it will be domipop blocks with many different changeable styles and themes for the field and blocks themselves.
For sound editing I use Audacity and LMMS. They're free just like Paint.net and are also open source like Paint.net. I've attached music that will be in Domipop to this post, these are the extended tracks. The loops and remixes will be available in the game but if you would like for the standard tracks to be available then they will be placed in the game.
For the actual programming of the game, from basic things like block movement to networking I will be using GLBasic. It has its' own rules and a high amount of flexibility. I normally code in C and have learned GLBasic. The beauty of this program is that it allows for using most, if not all of the same code for one program, like lets say Domipop, and reuse and build it for multiple platforms (pc, Android, linux, etc). That is what will allow for quick testing and iteration. I can also add C (and C++) code inline to play up to my previous strengths without being limited in any way but GLBasic is very versatile on its' own.
A project that truly needs you
I may not have a 300 man team for this but I'm fairly resourceful enough to move beyond that type of limitation. Besides, your direct feedback will influence the game to be something that you want to play, not something that I just have fun making. You're my backers, customers and potential customers. This is a product being made for you, therefore it will sculpted to fit you. Without your pledges Domipop will languish.
For less than the price of one Subway Footlong (I'm not charging you taxes) you can help to build an experience that will last longer than the sandwich while receiving a product that can be reused and shared with depleting itself in the way you would a sandwhich. You can share that tasty sub but it will shrink on you. You can share Domipop, you don't lose any value at all, in fact you gain since you will be able to share the experience with others without any added cost.
With the limited amount of resources that I have available to now, I could move forward with pc and Android development but not without repercussions. I wouldn't be able to confirm quality as extensively as I need to which will lead to poor support and will kill Domipop in the market and as a product. I've also performed an audit on the software that I'm proficient with to determine if it will be useful or not for development. Lastly, I've looked at all of the resources available for me that will cover areas where I'm not the strongest in order to confirm quality. So far on my own I have applied for the rights to publish to a few application stores and have researched quite a few more to add Domipop to when completed.
For programming I use GLBasic. It is a BASIC language but it has many features that make it a perfect fit for Domipop. It's simple to use and allows for quick iteration when compared to using C/C++ in combination with OpenGL and other technologies across multiple platforms. GLBasic can build programs for multiple platforms using mostly the same code for all of them. In simple terms it's like writing an extensive research paper in APA format and english then having it instantly become translated without grammatical or cultural errors for about a dozen, wildly different languages.
GLBasic can build for every platform that I'm supporting and for a few that I'm not. It's not just as simple as pressing a "build for platform" button and having it work. Sometimes a piece of code that works flawlessly for most Windows computers may have an issue with Android and vice versa due to the differences between those platforms and how certain things like screen refreshing or input must be handled. It's not a flaw of GLBasic or of the platforms (usually) but of the planning. GLBasic can give me access to affordable, multiplatform development but I have to do the rest. I have to be sure that I'm accounting for the differences between platforms and cannot become complacent due to the outward and simpler nature of Domipop. One last, significant feature of GLBasic is the ability to use the code of a standard language, C, within the programs own semantics. Using C in GLBasic is like modifying a GPS led trip in that you gain greater control over what you want to do while still having the awesomeness of gps to guide you.
I couldn't wait for funding to be completed so I went ahead and purchased a license to use GLBasic for commercial purposes. It also allows me to build and run the programs for machines that aren't pc's, another allowance from purchasing a license. It cost 80 Euro's, which when converted to American $'s at the time of purchase (I do live in Detroit, Mi USA) was $110.48. I've also paid the $25 fee for a publishing rights to Android Market, Google's App Store. I've joined Amazon Appstore, the fee is being waived right now. Intel AppUp, HP's App Catalog and the Ubuntu Software Center are also free to join right now. Each store has its' own rules that detail everything from the minimal amount of pricing to how or what the programs will need to be built. Other places like Steam, Desura, Direct2Drive, Big Fish Games, etc. have also been considered. I believe that Domipop will be able to be published in every significant application store but that it won't be able to join them all in the beginning.
For audio editing I will be using Audacity and LMMS. For graphical creation and editing I'll be using Paint.net. LMMS is great for synthesizing music and making mass edits to beats while Audacity is more than good enough for every other aural need that Domipop has. Paint.net is a very simple tool with complex features that feels like the best mix of Paint and Photoshop. Paint has nowhere near the amount of versatility and features of Paint.net. Paint.net isn't able to compete with Photoshop CS2+ on features alone but for what I need it fr it's much more than adequate, it's brilliant. I'm familiar with my tools and can do great work with them. Paint.net, LMMS, and Audacity are all free to use software. That's free as in free beer and also as in free speech for everything that's open source (freely reusable blue prints for software with very few caveats).
So far I've detailed what is needed for testing and how much it costs in the previous post. In this one I detail the software that I will use for Domipop's creation along with its' price, usefulness and ability to keep development at a brisk pace. I very recently purchased the license for GLBasic, I believe that I can achieve funding but I don't believe that I can just spend the entirety of funding just "talking" about the project. I have released some musical tracks and fairly soon I should be able to show off a rough concept, or a demo/alpha if you would. There's only so much that I can do daily until I switch to a job that has less hours but can still provide me just enough cash to get by. I have a few lower level certifications, but knowledge that exceeds what I've earned. A+, MCP, MCDST, etc. have been earned along with a few pieces of training at engineering colleges and General Motors.
Even so, most of my knowledge pertains to hardware and writing. I can definitely code efficiently and have done so professionally within the companies that I've worked and interned at before but it's always been a part of proprietary software for internal use. It's about time that I use my skills and knowledge to finally code something external that many people can enjoy while earning a living. Success may not come immediately, but without Kickstarter and your support it may not come at all. Even so, this is a crowd-funding for Domipop, not my life. Domipop is the true focus here and I do believe without any doubts that if you could enjoy the single and multiplayer games of NES and GameBoy along with Wii, DS and Genesis that you will Enjoy Domipop. It's a grand creation influenced by the greats and designed to break down the current barriers in the way of great, cross-platform experiences by working on all of the platforms at the same time with a minimal amount of dedicated code and time spent for each platform.
With the recent iPhone 4S announcements, the pricing for obtaining an iPhone 3GS and later gen iPod Touch have dropped significantly. If possible, I'll try to take the simplest path for Mac and iOS development. This posting will simply be a cost breakdown and the reasoning behind choices. If you have any questions, please ask them publicly and I'll answer them swiftly. I will detail the testing and development processes in two separate, future posts along with what have already invested money into. Skip straight to the bottom for a simple list of what I need and how much it costs.
Windows XP/Vista/7/Linux/BSD - I own 4 desktop pc's and 3 laptops, between them I have the trio of windows operating systems installed on them. The versions of Linux and BSD that will be tested are free to install and use for any purpose and I plan to take advantage of that. Most people would just install them to VMWare, a program that lets people run entire operating systems from within another one.
To put it more simply for those that are lost right now, imagine that you could run Windows XP inside of Windows 7. Thats what virtualization achieves but it's not perfect, which is why I will install the free OS's to each machine. Most linux based os's can run directly from a cd in "Live" mode, but that's also impractical for testing, it will be installed a way thats similar to most of the systems that will run Domipop. That's enough speak about the software side for now.
The lowest machine uses a Pentium III clocked at 1 Ghz, 512 MB of PC133 ram and uses a Radeon 9200SE for graphics. The best of the machines uses an Athlon II X4 clocked at 3.1 Ghz using 6 GB's of DDR2 800 ram and a Radeon 3850HD graphics card. With just a couple of exceptions, everything is successfully networked and runs fairly well. In english, I have pc's that were cutting edge in 1998/9 but wouldn't be fit to lick the boot of any netbook today, and I have a computer that will be overkill for a game like Domipop, but is still lower end for a gaming pc today.
For the purposes of testing I will need an Nvidia equivalent to both of the cards mentioned above along with a more modern, low end Nvidia card. I'm not anti Nvidia at all but somehow all of my graphics cards are made by AMD. Domipop is simple in planning, but the differences in graphics card drivers and graphics cards can cause some truly weird issues on even the simplest of graphics in certain situations. This is only an estimate but I believe that the cost of hardware will be at approximately $200.
Android Handhelds - I already own an LG Optimus V that I'm going to use as the low end model for testing. I'll also need a mid to higher end phone for extensive testing purposes. Honestly, if it runs on my phone then it should run on everything but that's not the case. A quick scroll through comments on applications in the market will show that even the highest end phones have issues. I'm hoping to tackle resolution and other issues with a better phone and hope that it allows for me to squash as many issues as possible during testing.
Low End Android Handheld - LG Optimus V (already owned)Low End w/keys - Samsung Intercept $130Midrange Handheld w/HDMI out - Motorola Triumph $299. HDMI output is a responsibility of the underlying os, but I still need to test it to confirm that there aren't weird graphical or response issues when the feature is used.The big advantage to using phones instead of actual pmp's is that it allows for testing multiplayer over both wifi and 3G connections.
Testing of direct bluetooth communications can also take place during feature implementation. Virgin Mobile offers a cheap $35 per month, unlimited data pre-paid plan that makes using its' phones very attractive for initial development. Just like technical support, development shouldn't only target the "ideal" machines. You need too test in the areas that most people wouldn't bother checking because most people will not usually have an ideal system.
Android Tablet - Nook Color will be used as a low to mid-end tablet and should suffice for all initial tablet testing. It may also be decreasing in price soon due to Amazon entering the tablet-as-an-ereader fray. $250
Google TV - Logitech Revue $99.99, Google tv isn't setting the world aflame but it is a significant market that just needs software to sell the hardware. It has standalone players and tvs with the platform built into it. People didn't buy tvs for the tv, they bought it for the programming. The aim of Domipop is to be a simple, but very fun and addictive game that allows for seamless multiplayer across many devices to provide a completely connected experience. I will not see multiple platforms as limits, instead they are truly strengths. How many people can buy hardware with different operating systems, functions and sizes and actually play together? That is one of the major selling points of Domipop. It's the game that you and your friends want to play and the game that wants to played by you and your family.
iPod Touch - $199. This will suffice for development for the iPhone development until it becomes necessary to buy an iPhone 3GS for 3G testing on iOS.
iPad - $499. One would think that I could just change the resolution and build the application for the iPad but it must be tested on the actual hardware. This is where quality control comes into play for the controls. It could be easy to just slap this with the same exact controls as the Nook Color but with the significant differences in ability for those two tablets along with many others, the controls must be tested to ensure that people playing this are recommending domipop to the people around them without thinking about it instead of trolling message boards and spewing vehemently about me "messing up something as easy as a port from iPhone to iPad".
Mac Mini - $599. Any application submitted to the App stores for iOS and Mac must have been compiled, making the code usable as a program, on a Mac. One more note, it costs $99 a year to publish applications to both the IOS and Mac App Stores.
TouchPad - Varies, it's currently hovering at about $200 on Craigslist. It's worth exploring the TouchPad because it just received a strong shot in the arm for sales even though it just killed off its' support. HP has confirmed that there will be one more round of TouchPad sales and it also rumored that Amazon may be buying WebOS, the os that TouchPad uses. It would make sense for Amazon to be interested in WebOS for multiple business reasons.
I could see them using it as a means to enter both the cell phone and desktop markets through licensing of the os and services along with getting rid of their Google dependency by dropping Android from their Kindle in favor of WebOS. That way they can further distinguish themselves from the Nook and other devices using Android. I'm taking a bet they will do this or another company will use WebOS in a similar form. WebOS is too awesome to just ignore.
OpenPandora - 375 Euros, or more precisely $503.77. The price is even higher to buy a prioritized Pandora. The folks over at the Pandora project have made huge steps in learning how to distribute a product and may truly get the Pandora to become a device with a significant market if it can sell its' uniqueness to people while also providing a quality gaming and computing experience that most phones and handhelds cannot offer when it comes to tactile gameplay on the go. The community is a very passionate and dedicated one.
All of the prices, except for the first, are clickable to see their sources. The first one must be estimated since the prices greatly fluctuate between high and low in this field. Read the above paragraphs to find out why certain pieces of hardware were selected and how they benefit you and this project. Please pledge your support if you can or share this projects info with others if you can. It only takes a few seconds.
$200 Nvidia Graphics cards
$250 Nook Color
$99.99 Logitech Revue
$199 iPod Touch
$599 Mac Mini
$198 Publishing Rights to both the iOS and Mac App Stores
~ $510 OpenPandora
Total = $3,183.99.
That's before considering taxes, shipping and handling, Cell phone plans, and commissioning an artist if I truly can't make the game look good. There's also the 3-5% deduction of the funding by Amazon and 5% deduction by Kickstarter. I considered these charges along with many more before putting this project together. The Apple experience (minus an iPhone to replace the iPod Touch and a data plan for 3G testing) is $1495 alone. That's nearly half of the total expenditures outlined above.
Apple has a healthy market but the landscape is changing and the original continent of PC should never be ignored. I'm very confident that by choosing to focus on everything outlined above except for the Apple devices that I will find an audience across many devices. Even if it's a small audience for each one, together they will be a sizable one and will hopefully allow for me to bring Apple devices into the equation.
$1,688.99 is the initial hardware costs for the devices supported for this project that will allow for desktops of all ages, a significant portion of smart phones, portable media players, tablets, streaming boxes, streaming tv's and Pandora to be targeted. That is quite the wide selection. I'll detail the planned testing processes in an upcoming post. Just know that all internet enabled devices that I have now are networked and the future devices will also be integrated into the same network that processes my emails, Revision3 shows and the rest of my web content.
$1,688.99 leaves quite a bit of the money earned from funding on the table. There will also be taxes along with shipping and handling to take care of financially. Plus, I do need to eat something! With this initial funding I can also switch form working a normal full time job to a smaller part -time position to help maintain my sanity and to devote the time necessary to create a quality game that plays across networks that people actually care about. As stated in the initial posting, if funding reaches 200% then I'll support Apple devices initially. If it reaches 300% I'll open source the project. The reason for that being that if I reach 300% It will completely cover all hardware and software costs and will allow for me to quit my day job completely and focus entirely on making Domipop without becoming homeless and starved.
I stay in a great apartment complex with many amenities for a low price but there's still a price to pay. I believe that Domipop will be very profitable, but I don't know how long it will take to get the wheel rolling. Will Domipop be completed (as it's designed today) enough to start splitting attention between it and the next game that I'd like to work on that I believe people will love? Only time will tell, just know that none of this will be possible without a lot of hardwork on my end, and plenty of faith and help on yours. Once again, I'd like to thank my backers and ask that they or anyone reading this to spread news of this project to anyone else that you believe will want to back a fun game with a great scope that is developed by a man with a huge, passion filled heart that has the intelligence and skill to excel at making software that you will love.
One last thing, the 300% goal is very possible. With the $10 reward that nets people 2 non-drmed copies of the game, I will only need to convince 750 people of this projects vision. I'm sure that many of you have at least 100 people on your facebook friends list and that if you have younger siblings or friends that they may have a few thousand or more of varying ages. Getting a few thousand people to see this project doesn't necessarily mean that they will pledge, but if people don't see this project at all then they definitely won't pledge. If you believe in my vision and want to see this project succeed then please help me complete it by reaching out to others wherever you can and within reason please.
First off, once again I'd like to thank for current backers for supporting me directly and for everyone else that has shared knowledge of this project with other people. I couldn't have any hope at all for going through with this without you. With that being said, there's still quite a bit to go before success.
If the project fails to be funded I will continue to work on it, but it will be many times more difficult to do so without any outside support. There's a reason that anyone that donates will be in the credits, your pledges will make it possible for a significant amount of serious work and quality time to be possible.
I have a website that's currently hosted on wordpress.com that may either stay there after funding or move to dedicated hosting. Either way, I will keep the site link updated on the project. Today, I'm going to flood the site with content. After today expect a few pieces shared weekly along with a few pieces of information about the project spread throughout. It will mostly be an outlet into multiple interesting developments and pieces of news that have attracted my attention in some way. I will also speak about the project sparingly there, but will make it a main focus when funded. The reason for that is to keep Kickstarter as the primary blog and source of info on the project.
The reason for focusing on multiple pieces of news on the site in addition to Domipop is to give a bit of insight into myself if you're interested. I have experienced thousands of video games, books, cinema and music along with other pieces of art and craft. Those experiences helped to shape the person before you today and will be part of the fuel for anything in this and future projects. After the initial content flooding of the site, I'll get back to work on the prototype/demo. It's nearly playable, I hope to be able to post it tomorrow but cannot promise that yet. My initial goal was to have it up this week, I still hope to be able to meet that goal. One more thing, when I say "flood" I don't mean with tons of crappy, useless content. This has been planned. It's just going to be a lot of things going up at once that would have normally been staggered or handled by a team of people.
Here's another track:
seconds to go
Pledge $1 or moreYou selected
A spot in the credits under Special Thank You's. Thank You! You will also receive the ability to vote on feature priorities after the project is funded. I and the group of Producers do reserve the right to change the list of priorities if development of a single feature becomes more important or vital to Domipop than another feature. More than likely that may not happen, but if say an online feature receives the highest amount of votes it will be worked on asap but multiplayer in general along with local multiplayer would need to be developed first.Estimated delivery:
Pledge $5 or moreYou selected
The previous award plus a digital, non-DRMed copy of the Android, WebOS, Pandora, Windows or Linux versions of the game. It's completely your choice. You will also receive all updates that the game receives at the same time as normal purchases, and possibly earlier since the updates through the respective device markets can delay updates by a few days in some situations. WebOS and Pandora users can receive their build of the game with everyone else, but do note that it will not be tested until after I have purchased the equipment necessary for testing after receiving the funds if the project is funded. I will do my best to address any issues that may arise at that point.Estimated delivery:
Pledge $10 or moreYou selected
In addition to both of the previous rewards, you will get your pick of any two platforms to receive a digital copy of the game. I suggest one pc version and one handheld version since there will be significant differences between those two along with connectivity between those two types. It's not drmed so feel free to copy the game over to your brother and sisters androids while you use the pc for some great multiplayer fun.Estimated delivery:
Pledge $20 or moreYou selected
All of the previous awards, but without the platform limit. You'll receive a digital copy of every platform supported by this project now in addition to any iOS and Mac versions that may possibly be developed for in the future. You will also be given direct access to me via my IRC channel. I'm logged in 24/7 and am usually awake for about 17-22 of those hours. If you have a feature request or any type of comment, this type of access will be swifter and more personal than a simple email or any other means. You will also be on a dedicated channel, not the general purpose one that I use for nearly everything. It will be much easier to have your voice heard.Estimated delivery:
Pledge $30 or moreYou selected
All of the previous awards plus access to development versions of the games. You will also be acknowledged as a Beta Tester in the credits. Essentially I plan to keep the release copy of the game a few versions behind the one that I'm developing so that I can extensively test features for bugs or other issues. At this pledge level, you'll have access to everything but the actual assets and source code that make up the game. You'll be able to see the features and changes that I'm experimenting with constantly. You will also be able to use the game in a debug like mode, I will leave that active. The debug mode may eventually become a part of the released game, but not immediately if it does. I don't believe that too many people would be interested in something like this.Estimated delivery:
Pledge $40 or moreYou selected
Everything above plus early access to propaganda (video footage, ads, posts, etc), and demos. You will also receive a custom version of the game. You will be allowed to specify how your title screen and menu's look along with all of your default settings and which 7 colors your game actually uses for domipop pieces. You'll also receive access to other games that I willl start developing after this game becomes robust in its' featureset and does not require constant monitoring. Yes, I have a couple of dozen, 2 page design documents for other games here. Great detailed that I plan to make. These aren't just sitting on the potty, let me think of it now, I had multiple dozens of those. I've curated many of those into what would actually be fun and what could actually sell enough to cover rent and living expenses. These will be very diverse, tactile games that anyone can play AND enjoy like Mario Bros. and Tetris. Only few will master it, but everyone can enjoy them.Estimated delivery:
Pledge $50 or moreYou selected
1 backer Limited (49 left of 50)
Everything included previously with a few modifications. 2 spots in the credits, 1 under the special Kickstarter thanks and another in as a Producer. We'll spend a significant amount of time in live meetings once a week over Skype or Google+ to discuss the progress of the game along with the direction of development for this project. This will be through to the initial basic shipping and will continue through all of the updates until the project is feature complete and stable for all platforms. If any platforms are added in the future then you will be called in again unless you opt out. As of right now, there are 5 pieces of music, 7 simplistic (think Pac-Man) character versions of the blocks, 5 game modes, and four significantly different types of platforms (PC, PMP/Cell Phone, Tablet, Pandora), and the significantly different ways to control the game are at least two for every platform but may become four. Each of these already have a practical name, but it can also be partially named after you. Yes, you can be immortalized like Justin Bailey of Metroid fame. Only this time, it's a lot more obvious and easier to see.Estimated delivery:
- (16 days)