£5,858
pledged of £80,000pledged of £80,000 goal
298
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Mar 25 2013
£5,858
pledged of £80,000pledged of £80,000 goal
298
backers
0seconds to go
Funding Canceled
Funding for this project was canceled by the project creator on Mar 25 2013

That's what makes the indie scene so great!

Posted by The Dark Triad: Dragon's Death (Creator)

Sometimes we are so busy that we forget to stop for a moment and thank all the people that is helping us out to make this lifetime dream of us possible. 

 As you know, one of the biggest issues of our last Kickstarter campaign was that we operated in UK pounds. This generated a lot of confusion to many US backers, as they were asked for their personal data and credit card. This made the fact of backing complicated. We've been searching for solutions to handle this and be able to operate in dollars. I called all the banks in Spain but they didn't offer the option to open a bank account in the US on their branches unless you can provide a physical address first. There are also some issues added, as the fact of the legal stuff needed to pay the correspondent taxes, and so on.

Captain Shrek at rpgcodex.net put me in contact with Alexander, the Head behind Aterdux Entertainment, the devs under Legends of Eisenwald. Alexander has kindly provided me with the needed info to get a US bank acccount so our next Kickstarter campaign runs in dollars. So, if nothing happens, next time you'll be able to pay through Amazon with no hassle. Besides, Alexander will give me some hints about what worked well for them with Legends of Eisenwald So thanks guys, your help is much appreciated! =) 

 I also want to thank again Chris Avellone for pointing us to their PR agency. I'm really grateful that such guy, being so busy as he is with Project Eternity and Torment, takes a bit of his time to answer my odd requests. You rock, Chris! =) 

 Also today we had a meeting with the team to start planning the pitch video. There's a lot to do. So you can imagine, for something as simple as adding a camera travelling, we have to code all the stuff. If we used Unity this would be easy-peasy, but as we work with our propietary editor, we need to do it all ourselves. We were thinking of adding some prerrender video but we finally decided to include only ingame footage, this way all what we do will be actual development that will be used in the final game. 

 One of the good things though is, as we are working on our own tools, this lets the door open to include mod tools with the game (even this would be probably some months after we launch). We must reckon the cost of how much time it would take to prep the tools and the scripting language, but it's definitely a real possibility. 

 Some unfortunate news is that my partner Miguel and her girlfriend had an accident last week. Miguel has been in observation during 3 days but thanks God they are now already at home. He's still recovering and hopefully we'll have him among us in berserker mode in a couple of weeks. 

 That's all for today guys! =)

Comments

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    1. The Dark Triad: Dragon's Death Creator on

      @Marcos: Actually the programmers in BAO were really good and they later developed software for an aerospatial company.

      I'd like to remark this again, almost all the people currently working with Unity in Spain are making games for mobile devices. That's not the profile we were looking for.

      I think the misunderstanding comes because each of us considers in a different way what a "good programmer in Unity" means. =)

    2. Marcos Rodriguez Calderon on

      In BAO we didn't found a good programmer in Unity3D because it was a project that we worked all free. If you pay a programmer, surely there will be a lot of goods developers in Spain. It's very different to say, "it's hard to find good programmers Unity3D in Spain", to say "it's hard to find good programmers in Unity3D in Spain for free".

    3. The Dark Triad: Dragon's Death Creator on

      @Marcos: Hi Marcos, what I meant is that we were looking for a coder that had a great knowledge of game engines and maths both applicable to 2D and 3D, and more importantly, with previous experience, to avoid unsolvable issues in the middle of the development stage.

      Jose Manuel had already coded 3 game engine prototypes focused on other game genres and had completed the development of a game, so it was a proof that he could deliver even he had not attempted to make a CRPG ever. I joked a lot with Miguel telling him that someone from Above sent us Jose Manuel, we are very happy with him =)

      Another thing to take into account is that most Unity programmers in Spain specialize themselves in mobile games, which rather have casual game mechanics (i don't want to look like i'm saying it has no merit, Tetris can be considered a casual game and it's absolutely amazing). Making a CRPG requires that the coder must be able to implement many different systems: combat, dialogues, character customization, objects, stats, attributes, classes, faction systems, etc...

      ... and be able to understand the RPG jargon!

      I wish you good luck Marcos with Unity programming, i'm sure it must be really exciting! =)

    4. Marcos Rodriguez Calderon on

      No estoy de acuerdo, en España hay gente que sabe mucho de Unity3D, de hecho, Unity3D es bastante fácil ya que alguien como yo que era animador creó los scripts de movimiento y el seguimiento de la cámara.

      De hecho, ahora me dedico a programar en Unity3D :)

      Sorry for answer in spanish, My english is very bad.

    5. The Dark Triad: Dragon's Death Creator on

      @Roq: We worked on a RPG back in 2009 and we had a bad experience with Unity. When we started preplanning TDT, we were doubtful if it would be better to make it in 2D or 3D, as they both have their pros and cons. In the end, it was a matter of finding a very skilled coder that was confortable with one or another.

      Finding coders with enough expertise in Unity in Spain proved an impossible mission. Among the many engines and libraries we studied, we deemed XNA was more convenient to us, as it works well for 2D or 3D games (Magicka has been made in XNA) and there's a lot of community support (now that MS will discontinue XNA that's another story), besides it's very PC centered.

      We were lucky to find Jose Manuel, our main coder. He had been working with XNA for many years, has great math skills and knows about a lot about 3D, but he hasn't worked with Unity, so it was the way to go for us.

      If things go well, no doubt we'll switch to Unity in the future, but I think at the same time, having a propietary editor allows you for a greater flexibiliy as you can change anything. All the game design is centralized in our game editor: graphics editor, particle effects editor, pathing, npc placement, and so on, so it's all fully adapted to our workflow. And as I said in a previous update, a very important thing is that in the future we will be able to provide mod tools for the community.

      Also for us, if we want to develop new modules for TDT, it would be much easier once we have it all up and running. Our development time would be much faster no doubt.

    6. Roq on

      Well ... by architecture, I really meant software architecture :). Unfortunately, I have little talent for art and drawing. But, trading systems are generally quite large software projects. Recently, I've been playing around with Unity a bit (just for fun really and it's free) and notice you mentioned it above. Looks quite easy to do 3D mapping stuff that used to take weeks in c++ with standard libraries. I was sort of wondering why you are rolling your own graphics engine, rather than using something like that - seems very popular for other kickstarted RPG projects and I would have thought the asset store might be useful. I did notice that Mark Jacobs's Camelot Unchained (fingers crossed it funds) are making a proprietory engine too, but that's because it's an MMO and they need to optimise lots of players on screen at once, I think.

    7. The Dark Triad: Dragon's Death Creator on

      That sounds really interesting, and I actually think one can apply his knowledge in other areas outside the game development to make games. A friend of mine studied drawing and architecture and ended first as 2D artist, then 3D modeller and is now game producer. In your case, you could apply your knowledge for economy balancing, and believe me, this a role much looked after, specially in social games.

      Then, for making a CRPG you already have a good background as gamer, but the most important are two things: assembling a team of talented people, both on their field and at a personal level so the team synergy is optimal, and then the budget. One never knows Roq, maybe someday we are playing one of your games! =)

      Thanks for sharing!
      Abel B.

    8. Roq on

      @Abel - I'm not a game developer, most of my projects have been in design, architecture & project management of trading systems developments for financial markets, modelling the behavior of financial derivatives etc; mostly on a contract basis. Although I'm taking a bit of a break from all that right now and converting an old house down in deepest Somerset (building schedules are just as bad as software ones, if not worse!).

      I've been fascinated by CRPGs since early Wizardry and sometimes imagine having a go, as I got a bit frustrated by the state of CPRGs over the past decade or so (things are looking up now!). But, I'm under no illusions about how hard these games are to make well. There are just so many interacting areas of design, development, art, writing and world building that all have to work well together. And pontificating about CRPGs without actually getting one's hands dirty (plus supporting them on Kickstarter!) has a lot to be said for it too :).

    9. The Dark Triad: Dragon's Death Creator on

      Thanks for the support guys, I'll let Miguel know =)

      We appreciate a lot the support of these guys. I think sharing knowledge from one's own experience is what makes working as an indie dev worth it. Legends of Eisenwald has been now 3 years in development, so you can imagine how much work and love Aterdux has poured into it so a Russian businessman decided to back them economically. Kudoz to them!

      Making an RPG takes a lot of time indeed. I reckon we will have all game systems in place in about 5 months from now (this will include char customization, IA, the combat scripting tool and the dialogue system). By that time, almost all the game map will be into place also (we are already working on it as our game editor is fully functional in this regard). The last 6 months from that point will be dedicated only to include content regarding the story, npc encounters and scripted events. Reaching this last stage is therefore our first great milestone. So, our goal is getting enough budget to maintain ourserlves in development for all these 11 months. Succeding in KS will mean we will survive to complete this last stage.
      Also a strong point we have is QA, so I hope we can deliver a very polished game experience before releasing the game.

      So Roq, what projects are you working on? I'm curious about =)

    10. Roq on

      Sounds traumatic, hope Miguel and his girlfriend recover 100%.

      Having the Kickstarter in $ should be a big improvement, I reckon. Plus PR agency should really help too. I expect Alexander and Chris Avellone were easily able to see the merit in your game even if not many backers did this time. Aterdux were making their game on a bit of shoestring too, but the good news in their latest update is they found a backer/producer and an English language author. Hope you get to budget for quite an extensive overrun too, never seen an RPG make it's release date yet; my own projects aren't always so timely either :).

    11. Jack Hepburn Raine on

      Hope your Miguel and his girlfriend recover soon, and really nice to hear that you guys are getting help from some of the bigger companies, I also think pledging in $ will help the campaign even though I live in the UK, the US is a much bigger marker so it makes sense.

    12. Alexandre MANGIN on

      All my thoughts go to Miguel and his girlfriend.