"A combination of a sheer gusto, a fantastic title, a cool and unique pastel cartoon aesthetic" indiestatik.com
"Takes the player through a journey across strange, surreal landscapes reminiscent of a design student's drug-fuelled nightmare" newrisingmedia.com
Genocide Dolphins, is a surreal first-person shooter. It uses a mixture of cel and toon shading (amongst others) to create a unique style. The game relies on realistic physics for explosions, as well as how the character and camera reacts.
The objective of the game is still evolving, but it will involve some form of strategic explosions, and some very advanced enemy AI. Out of all the games I have worked on, this one has flowed most naturally. It has been a very fun experience developing this title, mostly because I am using the excellent Unity3D games development tool.
Unity is very empowering and has allowed me to build all of this myself, without the need for artists, 3D modelers and other programmers. Most of the graphics you see are actually paid for "assets" (from the web and Unity store), this means I can have an idea and implement it fast, without having to wait for an artist to create my vision.
If the funding is reached I intend to buy lots more cool things to use, advanced AI, more enemies, shadows etc. I would also like to buy Unity Pro ($1500) since it contains a profiler which is almost essential to get the game running smoothly on mobile devices. I will also need to purchase/upgrade the licenses for each platform I am supporting ($400 each).
In short I want to allow this game to evolve into something very special, then get it in the hands of gamers! As you can see the game is quite far advanced already - I estimate I can buy what I need and finish the game within 5 months. During this time I will be working full time on it - and it would be the most enjoyable full-time job I ever had :-)
Thank you, please share this if you can.
Risks and challenges
When working on a personal game, and purposefully allowing it to evolve (as opposed to designing it all first then building it) the main worry is feature creep. You wake up in the middle of the night and jot down a ton of great ideas you just had in a dream. Next day you try to implement them, before long you are bogged down in so many ideas you don't have time to develop them all and your budget runs out.
To combat this I have given myself a rule: 2 months before my funding runs out I will stop writing features and get down to perfecting the end product, polishing it up, optimising it, play testing it etc. This also means the more funding I get the more awesome features I can add.Learn about accountability on Kickstarter
- (30 days)