Funding for this project was canceled by the project creator on July 31, 2012.
Funding for this project was canceled by the project creator on July 31, 2012.
One True Game Studios would like to thank everyone for their offer of support, but we have decided to close the Kickstarter despite reaching our funding goal. The reason for this is simple: the spirit of Kickstarter is as a creative “last resort,” if there is no way to get your game funded, hit up Kickstarter to see if there’s enough community interest in funding it. Well, we are happy to inform you today that we've made a deal with a publisher to help us both finish and release Divekick to the masses! The finished game will be loaded with features and characters, and we are sure you'll be pleased with the result. Keep your eye on OneTrueGame.com for updates.
Though we will be canceling the Kickstarter, and thus will not be taking your money, we are going to make good on most of your offers to back us. Though we cannot honor game pre-orders or mail out T-shirts without taking money in, we do want each of the 800+ of you willing to back our game to be able to have some ownership in it. Check below to see your specific backer level and in what way we will honor it, and then check your Kickstarter Private Messages and reply to us to get us the details we request concerning your involvement with the project.
Pledge Level 1 - $10 – Though we cannot honor a pre-order, we would like to thank you all by letting you suggest a “Tip From Uncle Sensei” for our loading screen.
Pledge Level 2 - $25 – Because we are letting people who pledged $10 submit a Tip, we are going to let anyone who pledged $25 or more suggest up to 3 “Tips From Uncle Sensei”.
Pledge Level 3 - $50 – This one is the trickiest. No matter what your pledge level, if you want to get your hands on one of these shirts, we are going set up a shirt-pre-order form (just for the backer shirt, not the game) where you can still get one at a massively reduced price. We don't care about the profit here, so they will be around 15 dollars + shipping and handling. Though anyone will be able to order a shirt, no matter what their pledge level, those who pledged $50 or more will have their names added to the special thanks section of the game's credits.
Pledge Level 4 - $100 – We don't take a dime, but you guys are generous as hell, so we'll drop your names in the special thanks and upgrade you to the $200 reward and let you add your own color pallet to the character of your choice, and you'll get to name the color!
Pledge Level 5 - $200 - You guys are super generous! We'll let you choose and name three color pallets each for the three separate characters of your choice.
Pledge Level 6 - $300 - In addition to the above, you guys still get to appear in a new background in the game. We'll still need photos of you to work from, and you'll need to sign some paperwork, but everything is a go!
Pledge Level 7 - $3000 – We love you guys. We've already discussed your playable character additions, though we haven't announced who they are. Fear not. You can keep your cash and we'll make your awesome characters anyway. We'll be in touch as that process continues.
If you have any questions, feel free to contact me. Thank you all again, and we hope to Divekick with you shortly.
First, I want to thank all of you for your support so far. I can't thank you enough for the donations, with your help we will be able to realize the DIVEKICK dream! THANK YOU!
My name is Kevin Francis, and I am the lead programmer with the DIVEKICK project. That being said I want to address some of the concerns I've seen and wanted to lay out our plans for the project, which I believe will clear some things up. We personally believe in being completely transparent with all of you, as it is because of you this game can happen!
The first thing I want to emphasize is that right now you are playing a prototype. This is our fault for not being more clear, but when we say "Get the game out the door," we did not mean exactly what you are playing right now. When we started working on DIVEKICK, we never thought in our wildest dreams it would be as amazing as it is. The problem with this is that we made short-term design decisions when implementing the prototype. This resulted in two challenging situations:
1) We built the game on XNA, which worked out for our initial purposes, but balanced against our end goals no longer fits our requirements.
2) Our code was dive-kicked to hell and back as the project grew in scope. If we stayed with XNA, we'd be rewriting the game anyway...
So, what will your donations be used for and how will we get the most value out of them? Well, the first thing I am going to do is port to Unity. This accomplishes a few things:
1) Unity can release on ALL the platforms we would potentially want to target in the future. So, even though we are using your generous donations to target PC at this time, this also gets us HUGE steps towards other platforms. We do not want to waste a single dollar you guys give us!
2) Gives us a much more robust framework / engine to build off of. This will allow me to get done simple tasks much faster, and work towards expanding the scope of DIVEKICK to the important things such as net play!
3) Access to many add-ons that allow me to re-invent less wheels, and spend more time expanding / polishing the content of the game. This is another thing that your donations will be contributing to.
4) Allows me to redesign the code in order to leverage my development time more efficiently.
Once we are in Unity land, I will explore / implement as many of the following items as the donated money supports. I believe with the power of Unity these will all be plausible additions to the game:
-Character Animations (No longer just one frame for each action!)
-Character Transition States (It should look like you're jumping when you jump!)
-Dynamic backgrounds with layers and animation
-Enhanced UI look and feel
-Enhanced special effects (Kick Factor should look 500% better, among many other things)
-Particle effects (Jump dust as one example)
-Expanded Character Abilities
-New Characters, experimenting with play styles different from anything you've dived or kicked yet!
-Net play, including all the features you've come to expect when playing online!
-A single player campaign, with AI of different difficulty levels.
We want to deliver a product that is worth your money, and we will not settle for anything less than amazing. What you have played so far is only the beginning, and I hope you are as hyped about the future of DIVEKICK as I am in bringing it to you!
Thank you so much already for all the money that you have donated, as it is making it possible for us to bring this amazing game to the community!
Lead Programmer of One True Game Studios
DIVEKICK is a game born from humor, but the grip it will have on you after you try it is no joke. Intense depth, strategy, and action have all been packed into just two buttons. Do you have what it takes to avoid Fraud Detection?
In DIVEKICK, you have no traditional directional movement. You can only dive into the air with the DIVE button (it's a jump) and then propel yourself toward the ground with a mighty kick, using the KICK button. Kicking while on the ground will cause you to bounce away from your opponent. The first hit wins each round; first to five rounds wins the game!
As simple as this sounds, you'll have to trust that it is not. Movement is unorthodox, and players are unable to guard against incoming attacks. Finding the optimal spot to stand in order to score a counter is key, but actually standing in that position is a lot harder than you'd think! Players can also build up their Kick-Meter to activate Kick-Factor, a super charged mode in which your character dives higher and kicks faster.
Watch your head, however, as one solid foot to the face scores a headshot and leaves you with a concussion in the next round. Stunned players don't dive as high or kick as fast, leaving them at a massive disadvantage.
DIVEKICK has been location testing at UFGT8, CEO 2012, and EVO 2012 to rave reviews. Players have been praising DIVEKICK for its depth and simplicity. It is truly a fighting game for anyone and everyone. Check out some of our player's thoughts in our videos below.
One True Game Studios would love your help in bringing DIVEKICK to the masses on PC, and we thank you for your support from the bottom of our hearts.
GOAL #1 - $30,000 - Get the game out the door!
Making a game is expensive! Between legal fees, licensing, and hiring a QA firm, it is going to cost a good 30k to get this baby out the door. On top of that, DIVEKICK isn't finished. We'll squeeze in as many new features as the time and money allow us. We will even attempt to include the things below (netplay, characters, story mode) if we have the time and budget for it.
GOAL #2 - $40,000 - Get netplay!
This one seems difficult, but if we can make this goal or more, we will do our best to deliver online play to DIVEKICK fans around the world. Due to popular demand, we've made this a priority over Story Mode.
GOAL #3 - $50,000 - Get additional characters and story mode!
This goal will give us the budget needed to add a few additional characters to the game. Some of the characters will change everything you think you know about DIVEKICK. If we have extra, we are confident that we'll be able to get some AI going and include a single player story-mode experience. This will include a brand new final boss character as well.
We assure you that this game runs at a beautiful 60 frames per second. Some of these videos do not do it justice due to the recording methods, but you'll get an idea of how intense it can get.
Watch your ears at the start of this next video!
Check out the Mizuumi wiki for DIVEKICK to learn more about the game, the characters, and the mechanics.
Check out this interview with Keits, the game's creator, designer, and producer from CEO 2012.
Follow us on twitter - @DiveKickGame
This is actually quite a low number for publishing and creating this kind of project. The game isn't finished and we want to pack as much content in as we can. Outside of that, the biggest expenses are the following three:
Licenses - We have to pay for licenses on the software we use, like Adobe Photoshop. We will also need to license good netcode for online play. This will cost a thousands alone.
Legal fees - We want to release on Steam, but we need our laywer protect us during the contract work there. We also need him to handle other typical issues for this kind of project, and as I'm sure you know, this is also going to cost thousands.
QA Firm - The big one. Steam (or a similar platform) isn't going to let you release until you get your game tested on a huge number of different PC configurations. For this, you hire a firm that actually owns the hardware to certify your game. This isn't gameplay or bug testing, just compatibility testing. This will probably cost us 15k minimum, but any money left over will go toward improving the game. (Some developers out there are telling us we wont need this, and if this is the case, this money will once again be put toward new features and improving DIVEKICK.)
The rest - Our team has been working for free in their spare time for 7 months. We'd like to pay them so that they can work full time to finish the project so that we can get it out the door sooner than later. We are not done with the game at all and strive to release a product worth buying. Any kickstarter money that doesn't go to the above will be spent improving the game as much as possible before release. It might even be nice to spend a little money on localization so that players who do not speak English can enjoy the game. The team is making serious financial investment themselves, as well, so at the very least if you just want to buy a copy of the game, buy it now for $10 and support the cause.
- (30 days)