Visuals: Milestones, Some Pie & Our Approach
Just to be clear, we’re on a short schedule for the demo. The below timeline should make that clear. We’ll have a demo to show you just five months after the close of our Kickstarter campaign.
Breakdown of Kickstarter Funds
The piechart below shows where the Kickstarter minimum $200,000 goal will go. It should be self-explanatory but there are a few things worth mentioning. We’ve already got a big head start on animation and characters but we can’t really expect people to keep working for free. The overhead includes hardware, software, and the incidentals required to build the game. The Rewards Fulfillment amount may change up or down based on how the pledging goes.
Overall, it’s important to come to a pitch meeting from a position of strength. Your pledges make that possible. The H-Hour demo will be AAA quality and include all the final game’s core animations, vfx, several characters, minimum expected core gameplay for a multiplayer shooter, two game modes, support for 16 players, the game camera, and the ballistics model not to mention a couple of innovations that will surprise you. At the same time we’re creating a visual proof of concept for how we’re going to handle and present analytics and community tools.
Our Approach to Kickstarter
I know I’ve touched on how this works previously in update #4[this is linked] but maybe it’s time for a more visual approach. A demo is key to negotiating a great VC or publishing deal and the process begins with you, the Kickstarter community.