About this project
Cape Luna is part RPG, part community simulation game focused on creating friendships and becoming part of a new community.
You play as Jamie, and guide them through their first summer at Cape Luna. There's no traditional battling or dungeons, but there are boardwalk games and funnel cake.
BUT WHO ARE YOU?
I'm Christine! I'm currently a Master's candidate in the Interaction Design program at School of Visual Arts. I have a background in graphic and web design, and have always loved writing stories. Cape Luna is my first real game.
I've always loved community simulation games: Animal Crossing, Harvest Moon, and the Sims were games I've happily sunk hundreds (thousands?) of hours into, but I'd never seriously considered making my own game.
The more popular indie devs became, the more I thought about some of my own projects: half-written, character-rich stories without plots, experiments with pixel art, world-building research and brand guidelines for made-up companies. I loved working on all of these things, but I never saw them all working together..
Finding the queer game movement sealed the deal. I could make my own game. I had all of the pieces, I just didn't know how to put them together before. I've loved the process so far, and although I'm making the game by myself, I can't actually do it alone. To make Cape Luna the best it can be, I need your help.
This game is built for LGBT gamers who want more games where they can see characters who are like them.
It's not a teaching tool, or a chance to 'walk a mile in someone else's shoes'. Cape Luna is a bit of escapism for people who feel like they can't always be themselves.
Fortunately, more and more games today are adding options for their players. This article describes the queer game movement and it's creators much better than I could, and also highlights many of the games that have come out of it. This movement is what's giving me the opportunity to even present this game at all, and I'm so grateful and humbled by the courageous and hard-working artists who made it happen in the first place.
Jamie is like most kids. They are kind and creative, an excellent listener, and can even be pretty funny sometimes. They also happen to be non-binary. Jamie has a lot of great qualities, yet some people fixate solely on their gender—usually not in a good way.
After a few bullying incidents at school, Jamie's parents decided to move the family to a new town. Jamie's family had spent a few summers in the small beach town of Cape Luna and it seemed like the perfect place for a fresh start. Jamie is excited to explore a new place, but is nervous that they won't fit in here, either.
You can help Jamie find their place in the Cape Luna community, or spend your days playing ring toss at the boardwalk. It's up to you.
HERE'S WHERE I'M AT
My work on Cape Luna so far has been focused on character development, storylines, and artwork. Here's a bit of what you'll find in Cape Luna:
Here are just a few of the characters you'll meet:
And that's just the beginning! There are plenty more features I'd like to add, and some I haven't even thought of yet! That's where you come in. Contributing to Cape Luna gets you access to an open alpha where your opinion gets heard! Cape Luna is all about community: both in the game and out.
All rewards are digital, with the exception of the Beach Access Kit. The Kit includes an enamel pin, approximately .75" in diameter, and a traditional beach badge, approximately 1". They will look about like this, although colors may look different when they're printed:
As long as printing runs smoothly, the pins and badges will be shipped and delivered before the open alpha!
Currently, the open alpha will be available for Windows only. As this is my first game, I wanted to keep things simple so as to have a better handle on things when bugs arise.
I settled on an open alpha instead of a full release or a demo because I want the process of creating Cape Luna to be similar to Jamie's story in the game. It's all about finding and joining a community, and I want that community involved in my process. Whether it's offering real-life experiences that make the characters more realistic or avoiding stereotypes, I seriously value input from people who want to play this game. Supporting Cape Luna means that you get to be involved in the process.
The alpha won't be polished. It'll break and glitch and look funky in lots of places, but that's what open alphas are for. As I've learned just throughout the process of creating this Kickstarter: people are more likely to give you advice and ways to improve if you give them sketches, as opposed to shiny, polished prototypes. This will give me a greater chance for improvement, and a truly wonderful game at the end of the road.
Because I'm only creating an open alpha, and not a full-fledged game, your donations are really helping me get this game off of the ground. Basically, the more money this Kickstarter makes, the more time I can spend creating art, writing code, and debugging.
Production and shipping of the pins and badges will take up about a quarter of the budget, and Kickstarter takes out a small portion of whatever money is made.
Risks and challenges
The biggest risks for making and shipping pins and badges are that the pin-making factories all over the world shut down. Barring that, the pins and beach badges should be delivered right on schedule.
This is my first computer game, so I'm anticipating running into production issues—it just comes with the territory. I’m currently using RPG Maker MV to create the Cape Luna, which gives me access to lots of resources and aid in debugging. I've set a decently long timeline for this project so I can ensure that it's the best it can be when the open alpha is released, but I know that because of potential development issues, this timeline could be extended.
I've loved working on Cape Luna so far, and I'll continue to work hard to make sure it's the very best it can be.Learn about accountability on Kickstarter
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