This project's funding goal was not reached on February 22, 2013.
About this project
Decked out with a completely original passing system, Game of Inches is intelligently designed and addictively fun. As the player you are a god of football and have the power to command your team from above! Play against the computer in your free time or get together with a friend and duke it out.
- Design your own playbook with up to 1000 plays
- Battle for Grid Iron supremacy with your buddies in on-line multiplayer
- Post your Top plays online and get rated by other users
Games against the computer will be properly saved so you can play a little bit at a time. Playing a few minutes will provide a lot of fun, a bit of progression, and maybe a new play or two!
Aside from the features you would expect from a football game our team is planning innovations to push the Game of Inches experience above and beyond. Check out a couple of our current ideas below:
Trade and Browse Plays at the Store
The store will allow users to post their plays online and get rankings based on the stats of that play and trade plays for points. An interesting scenario is this: You are in a bind in your season and are sitting on the opponents 25 yard line with 10 seconds on the clock. What if rather than create or load a play you could go to the store and see the plays that have the highest success rate in a similar situation. THAT WOULD BE AWESOME!
Custom Game Fields / Rules
I've always thought that if I were the commissioner of arena football I would introduce a new rule each week until I had the ultimate football formula. Now I don't think that will happen but this could! I would love to make Game of Inches this dynamic and allow more tweaking. If we get here, I will explode! :)
Integration With Fantasy Football
The idea here is that when you start up Game of Inches you have the option to play online in either a regular game or in a Fantasy Football game. For a Fantasy Football game you would enter the credentials for your fantasy football league. Using the proper API, Game of Inches would tweak your teams skills based on stats from your league. So if your Fantasy team is doing well and you are 5-1 you would have an advantage playing against someone who has a record of 2-4.
Our team is comprised of three members; Michael Katic (myself), James Katic (my father), and Taylor McArthur (local journalist). It's really exciting to work on something with my dad. Although were both programmers, Game of Inches is our first collaboration. James' lead tier programming experience and my design background and management skills are a great match-up. Taylor will pull everything together with updates on development and releases.
(UPDATE) NEW Artist
Keith Burgun has just started contributing to the project and we are ecstatic to have him on board. Keith is a writer, visual artist and composer. In addition to other projects, he create games for Dinofarm Games, and has written a book on game design.
Back End Programmer
James is a Software Architect with over 18 years of software development experience encompassing design, planning, implementation, testing and maintenance phases. Specialties include back-end services and architecture as well as user interfaces.
Game Design / Interface Programmer
Michael is a Programmer with a Bachelors of Science in Computer Science. he led a group hired by Intel to travel the nation teaching week-long coursed in video game programming, and has experience working for two of the largest microprocessor companies in the world.
Community Relations Manager
Taylor graduated from Arizona State University with a bachelor's degree in Journalism and Mass Communication. He specializes in public relations and digital media with a focus in digital media entrepreneurship.
Breakdown of Budget
Some have viewed the goal amount as being extraneous while I assure you it is what this game deserves. Everyone currently working on the project is doing so for free. I myself (Michael) have already put in my resignation at my day job and plan to work full time on Game of Inches on my own dime. All of my inspirations come from making an amazing game and nothing else. If the team was in it for the money they would not be part of an independent game project. If we end up having extra money or are over funded 100% of the money will go into Game of Inches be it more content, fine tuning of gameplay, or added features.
MonoTouch for iOS & Mono for Android - These are necessary plugins which will allow us to release Game of Inches on the 3 largest mobile platforms simultaneously.
Co-working Space - We see this as a necessary way to maximize productivity and collaborate with other local developers. We are also looking into obtaining a free co-working space at Gangplank.
Artist, Sound Artist, & Voice Actor - If possible, we will work with an artist to negotiate rev share like the rest of our team but that is not guaranteed. While often subliminal, these are all things that will greatly improve the quality of Game of Inches and we intend to create the highest quality assets with what we have expensed.
Rewards Costs - This is the cost of non digital rewards. We have attempted to lower this cost by providing many awards that we can provide digitally including: Concept Art, Desktop Wallpapers, Paper Football Printout, Downloads, etc.
Misc Fees (Developer, Shipping, Server Hosting) - Fees to place apps on marketplaces, to ship rewards, and host website plus handle game traffic (multiplayer).
Kickstarter Fees - 5% charged by Kickstarter upon successful funding.
Payment Processing Fees - 3% - 5% charged by Amazon to process Kickstarter payments.
Unforeseen Cost/Error Padding - This is to make sure that we don't slip on any cost that cannot be foretold. Predicting the number of users at any given tier or dollar amount to pay contract artist work are things that vary on unpredictably. All good business plans factor in a cost similar to this. If we didn't we would run the risk depleting funds which is bad for both us and our community.
The rewards are all custom creations. The majority of the rewards will be produced by Epic Media while others will be purchased from specialized retailers.
Risks and challenges
Developing a detailed game like this is a huge undertaking and is no feat to be taken lightly.
While we have the technical knowhow and design skills to kick out a game there are always unforeseen problems. With that in mind, our team is prepared to put forth the effort that a polished game requires regardless of what challenges we face. Throughout the development life-cycle we will keep track of each issue, bug, and error, and discuss them in weekly meetings.
I have an extensive record of managing and completing projects on time with outstanding results. While working for Intel I was the team lead of a project that was initially failing. When I came on board, I organized new methods and structures, increased productivity, and made the project a success.
To stay on track, the Game of Inches team will keep an open relationship with its community via project updates. Deadlines for Alpha and Beta will also help to show progress and keep us accountable for our goals. To all those who pledge to receive these copies I would like to thank you. You will be an essential part of the Game of Inches team.Learn about accountability on Kickstarter
Very nice, I like it that you let people know you are serious enough about it that you are willing to quit your day job. It shows me you are investing in it as well and it gives me some assurance that you won't just give up if it gets too hard.
Thanks a lot. I want it to be a game that is fun for anyone. I think one of the biggest deterrents for sports games is that they are usually confusing and designed to the die hard fan. I've always thought that a good metric is determining if a child can play your game. That's what I am shooting for.
It seems a little unfair for your backers to be paying more simply to cover payment fees and unforeseen costs.
These cost are just as important as the rest. It is smart to realize that a lot of this budget is estimations and predictions. I don't want the project to be put in a bad position because of this and anyone who has already paid for the game would probably agree.
Michael has already given his job notice to quit so that he can focus on game development. The rest of the team will be working part time.
Right now we are talking to all the artist we can. We want to fine someone who can code and knows a bit about computer programming. This is important to us because it will lessen the communication gap allowing us to move more efficiently.
I can imagine playing on the bus/bored at work. Is it going to be a casual game that you can play for just a few minutes at a time?
Yes, that is exactly our aim. We want players to open their phone, create a play, run a few plays, then pause until next time. Progress a little bit at a time.
- (30 days)