This project's funding goal was not reached on December 5, 2013.
This project's funding goal was not reached on December 5, 2013.
SilverShoe games is a newly formed indie game studio comprised of a husband and wife team. Greg an avid game player since birth combined with over 10 years experience in the software industry, including 9 years with a fortune 100 company. And Brandy an extensive background in business and a true passion for entrepreneurship. About six months ago we decided to combine our talents and dedicate ourselves to bringing unique, never heard of ideas to the gaming marketplace. Our first idea and debut game, Metro Defender, will hopefully hit the App store March 2014!
Metro Defender takes place in a bleak future, where Earth's countries combined their military might to take on an invading alien race, and lost the ensuing war. The IPR (Inter-planetary Ruiners) having crushed Earth’s organized military infrastructure is now poised to begin a full invasion. With national and international forces crippled, each city is forced to make their last stand alone, utilizing whatever technology and resources they have, as the ravaging alien forces proceed to divide and conquer Earth's remaining major cities.
That day is now. They’re here.
Metro Defender puts the player in the pilot position of a drone, engaging the enemy in low altitude and high speed games of cat and mouse. The game aims to mix numerous game play mechanics into a unique and addictive blend.
As a commuter living in Chicago I get to spend a lot of time on a cramped CTA train car with little wireless connectivity where the most convenient thing to do is play a game. I believe I understand both what makes a game addictive, and have found a mix of game play elements that make this a somewhat unique experience, instead of being "just another" clone of whatever mobile game is currently dominating.
Currently the game is around 50% complete. The bulk of the focus so far has been on the engine, and ensuring it is able to scale out and run as we expect and need.
The brainstorming surrounding how the individual elements will expand out to form the overall game experience are all understood with firm plans in place for achieving these goals.
The next big step is modeling everything else we need. This is a time consuming process, and since the engine is nearly finished (admirably handling the very small number of game assets I've currently created for Proof of Concepting) it is where I will be focusing the bulk of the time whilst the Kickstarter drive is ongoing.
Funding will be used to finish the project, protect it legally, and ensure it is the coolest game around. Specifically we need the following:
Let me elaborate on each of these.
The Software license is to cover the licensing of any and all third party software products used. We've opted for Unity here, and the bulk of our costs will be on upgrades to that.
The Hardware will be a base model Mac mini. We both have iPhones, and share an iPad, but no other Apple computers in this house. To deploy to the App store you need an Apple computer, so this has driven up our cost of deployment.
If you watched the intro video (and I strongly urge you to do so) then you may notice that the music... isn't great. Okay, I lied, it's horrible. But it was the best I could do with Garage Band. The sound effects are arguably worse. Yes, we need some help here, and have allocated some of the budget to this end.
Marketing... Completion of the game will be a huge milestone in of itself, but this game is just the beginning. And in order to ensure it's not the end we'll want to make sure we can hit the ground running by generating some positive buzz about the game.
And finally - any excess money raised will either bolster the marketing, or be used to expedite development, for instance through the use of licensing additional assets. Essentially, if there is anything left that can be remotely used to create a better game that is where that money will be going.
Thank you for visiting our Kickstarter page and we hope you will support us and become a Kickstarter backer, helping us finish Metro Defender and bringing it to the masses! We also appreciate you sharing our game and Kickstarter campaign with your network, every little bit helps!
The largest risk and biggest ongoing concern is how the game will perform on the myriad of iOS hardware platforms out there. The currently supported range of hardware that Apple supports for an iOS game covers the 3G and 5S and everything in between. That's quite a significant range from a hardware capability perspective, and failing to support the lower end units is apparently an easy way for a prospective app to be rejected on the App store.
Subsequently this project has been started from the ground up with this in mind.
Prior to launching this Kickstarter drive I was able to borrow a MacBook and compile the project into Xcode and run the project in the iOS Simulator. Whilst the version I ran is still in a degree of Proof of Concept infancy some of the very important metrics regarding iOS limitations were within spec, so I'm confident that I can overcome any challenges that might arise in this area. The software licenses that are the bulk of our costs will also provide capabilities and tooling to give us the flexibility to bring the best possible Metro Defender experience to reality.
Beyond that, the project is progressing very well, and our March 2014 goal is one we hope to very comfortably meet.Learn about accountability on Kickstarter
In a couple of words... not immediately.
Our goal is to bring the game to all major mobile platforms as a matter of priority once we've delivered on the iOS release. Why not a simultaneous release? This was a subject of a LOT of discussion between us but since we have absolutely no 'droid based products to do any testing on, and because the Unity license for Pro Releases on that is a significant cost we didn't want to drive our start up costs by upwards of 30% to take on this commitment.
Instead our current plan is to release on iOS, and whilst we try to gain momentum on that release and address any launch issues (bugs we might have missed etc) we will begin to plan a droid release. Ideally within a month or so of launching we hope to ship the droid version, and if we can achieve solid momentum we'll investigate the possibility of a Surface launch.
- (30 days)