Scribble me' Timbers; Scribble, Draw, Bribe, Judge, Collect
Scribble me' Timbers; Scribble, Draw, Bribe, Judge, Collect
The next social drawing game t' get addicted to. Challenge yer friends by giv'n a scribble. 'Tis themed and drawn, then judged fer LOOT
The next social drawing game t' get addicted to. Challenge yer friends by giv'n a scribble. 'Tis themed and drawn, then judged fer LOOT Read more
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Scribble me’ Timbers is based on a creative activity played with 2 people, a piece of paper and pencil. We've taken that activity, gamified it and wrapped it in a pirate theme. Initially we will release the digital version for the PC, Mac, iPad, iPhone, Android, etc. Then, if we reach our goal, we will release a board game featuring all of the fun of the digital "Scribble" plus new strategies! With the popularity of social games and mobile touch screen technologies it's only natural this activity is gamified and put in the palm of your hand.
The gameplay is something which should sound very familiar to most of you. A player starts a duel with a scribble. The opposing player sends a scribble back, both players are given categories to choose from to make the scribble into an intelligible creative "whatever" and then both creations are sent to the judges. That’s it, and by “it” I am obviously referring to the tip of the iceberg. One of the things which makes “Scribble” unique is that it is not a game between me and you, wherein we are scored by our skill and intellectual merits. No, that may work for your average land-lubber, but we are talking about pirates here, Arrrr. Therefore, your imaginative interpretation of the scribble will be judged subjectively by an unseen third party (other players). It could be anybody!
Like most first-generation social games, you will earn pirate gold/booty used to purchase things like color packs, gypsy hourglasses, and bribes for judges. You can also use your pirate gold for purchasing parts for your customizable pirate ship and personal pirate avatar. And, as exciting as that is, there is more! Our stretch goals are going to attempt to cross-pollinate game style genres...turn-based-social-creative-gaming meets turn-based-social-battles. Yes! battle players with the ship you are currently building. Unlock new outfits, new ship parts, new booty, new achievements and more!
We have all seen the stories, and yes, the AppStore gold rush is enticing. But the fact is, these stories are a rare exception to the actual app development experience. Questioning our funding goal based on these stories is like saying "why does anybody work if you can just go to Vegas and buy your fortune with a quarter?"
We also know that Apps don't generally fund well on Kickstarter campaigns. If we were making an "app", that might discourage us. However, for a second-generation program like Scribble me' Timbers, there is an extraordinary amount of work that goes into its development. Hundreds of hours of artwork creation. Hundreds of hours of coding, planning, kink-work-out-ing. Not to mention the expense and specialized programming involved in the server end of hosting millions of drawings passing back and forth through a network and personal account management! And if we reach our stretch goal, add to that the ability to battle using your pirate ship, which is like a whole different game within the game!
This is omitting the marketing expense too, for which we will have to sell our first born children. Poor kiddos.
If we can reach our first stretch goal of $50,000, we will develop the cross-genre second half of Scribble me' Timbers. You will be able to challenge opponents to fierce turn-based strategy battles (much like the "Worms" franchise by Team17) using the pirate ship that you build and customize with gold you earn from your scribble duels. After all, what good are a bunch of virtual goods to decorate a pretend ship if you can't use it to blow some land-lubbin' swabbie in a dingy out of the water?
Our ultimate goal of $100,000 is to produce a board game version of the Scribble me' Timbers game...
The Scribble me' Timbers team is made up of some of the best talent in the industry. Please take some time to see who we are.
Timber Barker – SLapps Founder and Lead Designer
Timber is the idea man...and happy to finally get his name into the title of a project :)) He has been part of many projects for friends businesses and excited to actually have time to complete an idea of his own. In his career he has worked as a project manager on large projects for companies such as: Citigroup, AT&T, Ernst & Young and Xerox.
Kory Fluckiger – SLapps Founder and Art Director
Kory is a fine artist and freelance illustrator. He is the author of the internationally published book "Watercolor for the First Time." In addition to his years of experience as a fine artist, he also has many years of experience in graphic and user interface design. You can see some of his work on his website koryfluckiger.com
Ben Humphrey – Lead Developer
Ben is a founder of Game Tutorials and expert programmer. He has completed work for major companies such as; Nokia, Samsung, AOL, AmEx, Microsoft, Nintendo, Atari, ABC and The Academy Awards.
Danny Gray – Music and Sound Engineer
Danny is a freelance music composer with a focus on digital media. He has always wanted to write and produce pirate music. He jumped at the opportunity to work on this project as a key member. He will be producing all the sound effects and original scores. Yes...that is his music in the videos!
Keaton Thornock – High School Intern and Developer / Scripter
Keaton will be helping develop the game. His knack and speed of learning new computers skills will be a major asset to the programming of the game. One of SLapps goals is to always be developing students by involving them with real world projects.
'Scribble me' Timbers' and other identifiers and logos are Trademarks of SLapps, LLC. (C) Copyright 2012, SLapps, LLC. All rights reserved.
Risks and challenges
Our risks are all in the Kickstarter campaign. Our challenge here is double edged. One main challenge is to get our "casual gaming" audience to see the game as the casual creative exercise that it is and not be intimidated by its seeming complexity. The flip side is to get the hard core gamers to see that it doesn't have to end with the casual social exchange, but CAN be much more involved. Our finished game should be quite pleasing to both types of users. But showing both sides of the story is difficult.
As far as building the game once we are funded? Cake. We have the best team we could possibly hope for and we have absolutely no doubts as to our ability to bring the game to fruition.
- (30 days)