Use this space to cheer the creator along, ask questions, and talk to your fellow backers. Please remember to be respectful and considerate. Thanks!
Ten weeks until the November 30th release date! Time for another update on the finishing touches being applied to the game?
Well... 3 1/2 years ago I pledged $125. This was mainly because I'd enjoyed the SQ series from the bargain bin as a kid and wanted to support a new creation when I'd never spent more than 5-10 bucks for SQ 3-6. Curious as to when/if this is ever going to be done. My money was donated with the knowledge it may never turn into to anything. Doesn't look like this project is dead but 3 1/2 years is a long time. Mind you, this is the 1st time I logged on since donating, but it was to specifically see if it had been done. I only got a kickstarter account for this game. I assumed it had been done a long time ago. Never did get a buckazoid in the mail.
Guess I'll give it's another 3 1/2 years and see if 2020 is our year.
Beginning to understand why toys software an related apps are so crappy...
@Christopher - did you ever get ahold of Chris Pope?
@Tom - cool story bro! I take it you're finally done with this nonsense?
Respectful? I didn't say anything worse than tell you to "eat a snickers" or do whatever you have to do since that seems to be your obsession having brought it up three or four times now.
I took a glance at your comment history the other day to confirm my suspicion that you have a tendency to take to Kickstarter to complain often, hence my assumption that you're generally unhappy with your purchases. I spent a whopping two or three minutes doing so, not unlike the time I spend writing you back since it's pretty predictable at this point that no matter what I post you'll always be there, seemingly offended.
I see no point in writing you anymore, and I honestly don't understand why you keep coming back since I'm obviously having fun with you. I started off with the best of intentions when I was trying to correct you, sure, but the conversation just kept going on and on so I decided why not have fun with it. This is growing very stale, and I would hope even you would agree.
Whatever the case, I'm sure we'll all be playing SpaceVenture in a few months. When it's released I genuinely hope you enjoy it. The team has put a tremendous amount of work into it and I hope you can eventually come to appreciate that. If not, whatever. The world will move on.
Clearly Kickstarter disagrees with you and this is their site. Also, physically being an adult and being respectful are not automatically linked. Let that one bake a little longer. Either learn to be respectful or eventually get banned.
"According to a recent post, you're in the toy business; you're also a software developer"
So basically you're stalking me, looking through all my projects and going through all my comments. Wow...deep seeded was spot on! Yes, a software developer in the toy industry. So what's your point now? Besides complete and utter nonsense?
It included one curse word. We're all adults here, seeing as a credit card is required to do anything in this site. I'm sorry you can't handle it.
According to a recent post, you're in the toy business; you're also a software developer and apparently a psychologist ... Congratulations?
"as you seem to take to Kickstarter on the daily to complain about your poor investments."
Wrong as always. My Kickstarter track record of 118 projects so far has a 97% satisfaction rate thus far.
"I'm not sure what happened to my last message nor do I really care."
It was very childish and full of cursing. Hopefully you correct yourself from now on as that's not wanted around here.
"You do not understand game development"
As a software developer I understand very well. But hey, if you can think of anything else to tell me about me, don't hesitate! Clearly you're the expert of everything.
Ok then, so your problems are deep seeded and this is just to be expect of you. Troll on Mr. King or Cave Fish or whatever other silly name you go by.
@Justin: I'm quite happy with the progress that has been made. Besides, of my problems, Kickstarter certainly isn't one, and if it were, I'd say you're unqualified to help as you seem to take to Kickstarter on the daily to complain about your poor investments.
I'm not sure what happened to my last message nor do I really care. There wasn't anything inappropriate about it. You do not understand game development and explaining why you should be more considerate has been about as useless as showing a dog a card trick.
@Tom - " I know this is really hard to believe"
Then you didn't pay attention very well as you were sifting through my backed projects. Spaceventure and HeroU are the oldest software titles in my list that have not been delievered. All the others, even ones that didn't even campaign until much much much later on have already been completed and delievered. I think there's one other one left but I'm not worried about it because they update us with a new beta twice a year and as it stands it's a full blown game. They just keep piling on more and more features. So I'm well aware of how long it takes thank you very much. Plus, if you had access to my stared list you would find a crap ton of software titles there that I've been tracking. Again, plenty of them finished and delivered.
So, what exactly is your problem anyway? Are you just ticked off that I think it's crazy this has taken as long as it has? Or is there some deep seeded issues you're dealing with? Anything we can help you out with? I see your previous comment got deleted by Kickstarter. It's time for that snickers now.
@Justin: Because you mostly back board games. I know this is really hard to believe but video games actually take a bit longer to create, especially when there's a small team (4 or 5, maybe?) working on it.
@Tom - again, nothing about that comment is a "theory" nor does it try to solve why it's taken 4 years. Yes, that is nuts. This is one of the longest standing Kickstarters I've been apart of. So my comment stands. What doesn't stand is your understanding of anything you are reading.
This comment has been removed by Kickstarter.
@Tom - Absolutely nothing about my comment states or implies that Unity is married to a specific language.
You misunderstood. Get over it.
Theories? Fours years? You are replying to the wrong person. You might want to take a step back, eat that Snickers I mentioned earlier and take a deep breath.
*air. Autocorrect ftw.
You can keep grasping at straws and coming up with theories as to why this game has taken four years all you like. The choice in technology has very little to do with it. There was a learning curb, sure, but that would have been the case regardless of their choice in engine. The reality is that games are really fucking hard to produce. They take a long time to make. While financial backing helps, it does not guarantee a game will be completed. Fortunately, it looks like we'll eventually get to play it, despite there being many complications along the way -- low budget, small team, and personal matters to name a few. The progress they've made is impressive when you consider said complications, most of which could not be avoided. But what do I know, I'm just an artist and programmer who is just blowing hot art.
And: thanks for the update guys! I was a bit skeptical at first about the choice for 3D, but the more I see the more I'm confident that this will turn out great. Nurb's with all it's little gags and details looks great!
Unity on the other hand is a widely supported, full-fledged game engine, and has many features required for making a game out of the box, including excellent support for 2D and 2.5D games.
Also, the choice for 3D probably wasn't just artistic. Animating 3D characters is less time consuming than (hand) animating frame-based art.
Also, I think the (personal) reasons for the delay have been well documented.
In short: I think they made a wise choice to go with Unity and just focus on making a game, not pioneering new tech. But that's just my 2 cents.
LOL! See what I mean?
Justin: You're one to talk. Looking at your comment history, you blow enough hot air for practically all of us.
Victor, what don't you like about the screenshots? I think they look perfect.
I'm glad to hear they are "well on their way" to making a November release.
Although these updates are better than nothing, I would have preferred more serious, detailed updates in a consistent format and that described what was accomplished since the last update and what they planned to work on until the next update. To be honest, the updates here are sometimes heavy on conversational fluff and light on substance. They remind me of a student forced to sit down and write an essay, where the student keeps typing words until they've filled enough space.
The updates ought to be progress reports, not just posts that feel like they were done in order to placate or stall. If I were directing things, I'd say that each progress report should have 4 sections:
1) a summary of what was done since the previous update and brief explanations of any failures to complete work that you had planned or hoped to finish. I'd prefer lists with short descriptions rather than chatty paragraphs. Screenshots and videos could be posted here.
2) a plan for the next two months, including a summary of what work you hope to complete during that time. Again, should be a list with each entry no more than a phrase or sentence.
3) Statement expressing any other misc. thoughts about state of project and thanking people for patience, etc. Also, revised longer term estimates/rough percentage completion estimates for all the areas of development.
4) the extra stuff like links to podcasts or other campaigns.
And never be late. Just commit to ALWAYS posting a progress report the first week of every other month, no excuses.
Backers ought to be given clear reports (with consistent format) of what's going on and what the developers did the last two months, whether the news is exciting or not. I don't like the "we'll post an update when we have something exciting to share" approach to Kickstarter updates.
@Christopher - Don't listen to Tom, he's been doing nothing but blowing hot air for days.
Email Chris Pope directly and open a line of communication with him. Start with sending a PM through Kickstarter. I don't really want to blast his email on a webpage.
I don't think it's ethical to be asking for a refund this late into development. That's like betting on a horse and changing your bet the final third because your horse fell behind.
Serious question: Is it possible to request a refund? After the update, it sounds like you guys are still a long way off. I used to want this game but don't any longer.
@Justin: Nah, I'm satisfied.
@Tom - Eat a snickers.
The other thing about this is, going on the funds they raised, its pretty likely the two guys (and others) have made sacrifices to keep going this long - it makes the end effort mean even more to fans of the series.
You're right, it's definitely a damned if you do, damned if you don't situation. If the game is released too early, people will complain that it's rushed and unpolished. If developers take time to polish and do it right, people will complain about taking too long. There's certainly no pleasing everyone, especially when there are people who are impossible to please.
I also applaud the team for not letting any negative responses dictate their decisions. While the Internet is a wonderful tool for getting something amazing like SpaceVenture funded, it's also really easy for anyone to post negative comments about others work without having played the game in question, or having any qualifications to make such harsh criticisms for that matter.
Game development is more difficult and complex than most people realize. I can imagine how soul-crushing it must feel for anyone to talk shit about something you've literally spent years working on. There's something to be said for a developer who chooses to let it go when their craft is being attacked. They're certainly handling it better than I would.
I'd like to second what Trevor Murray said - on these sorts of forums, often the complainers make all the noise - there are loads of us 'silent' backers who back you fully and are confident and happy that you are taking your time to build the game you wanted to.
Having participated in a few kickstarters now, I can guarantee that the people complaining about the length of time on here would also be the first to complain if the game was finished two years ago and wasn't up to standard.
Keep on keeping on, can't wait til later this year - the artwork, sound and feel of the game look like you've nailed it and built a space-quest world we can get lost in.
Thanks so much @Travor!
The internet being what it is (and as evidenced by scrolling a little ways down this very page), you guys have probably received a significant amount of flak for the state of development.
I just wanted to thank you for your perseverance. I got pretty excited about this project when I first saw the Kickstarter event, and it has admittedly taken a lot longer than I expected. There are definitely times when I forget that I backed it. But when I saw the most recent update in my inbox today it really made my day. I'm glad you chose to finish the game you envisioned, rather than giving us "something" earlier.
And the screenshots look great. Very space-questy.
Seriously... the screenshots in the update look terribly awful. I'm not sure of what I've paid for.
Latest #SpaceVenture update right here at ya! "Pump house madness, Nurbs Landing, Hose Zar, Nurbs Bar, new theme music!" https://www.kickstarter.com/projects/spaceventure/two-guys-spaceventure-by-the-creators-of-space-que/posts/1654700
@Jason: I think I have a little more grasp on what happened than you do. Have you helped with this project, worked with Unity and/or HTML5, or shipped a game? Is it not possible they moved away from HTML5, not because of a "vocal minority that freaked out", but because it limited what they wanted to do not only in terms of gameplay abd mechanics but the amount of high-resolution assets that would be passing through the engine?
You can argue 3D being the problem all you want, and part of me would agree with that, but that's not the same as arguing Unity vs. HTML5. Unity is not strictly a 3D engine. Do you honestly think Ori and the Blind Forest -- a simple 2D platform-adventure Metroidvania game -- would have been as successful had it used HTML5 over Unity?
The point I make is that their "vision" was much more realistic and achievable until a vocal minority freaked out.
And you obviously haven't followed the project updates, because, yes, they've even said a large part of the delay was having to figure out how to work with Unity, a problem exacerbated by issues with programmers dropping out in the middle of the project.
Yes, they've also had significant issues with non-existent project management and some absolutely bizarre choices on spending time/resources (all the convention appearances and tchotchkes for a game no where close to release, for one).
But no mistake about it. The abrupt change to Unity/a 3D game is what killed this. Or do you honestly think Scott and Mark would say 'We can release a 3D adventure game using an engine we have no experience with within a year of the end of the Kickstarter?
Update is still on the way everyone. We are literally just waiting on one thing that we REALLY want to show you. It will be worth it!
@Jason: Just checked out Gods Will Be Watching. Seems like a pretty standard point and click adventure game. If you're arguing that the Two Guys should have stuck with HTML5 to make a run-of-the-mill adventure game, it's safe to say you haven't been paying attention to recent updates about variations in gameplay.
I get you're frustrated that they've taken four years on this game, but this is their game. They have a vision for what they want; You donated to make it happen. As long as they eventually deliver on their promises and don't completely keep us in the dark (and they haven't), what the hell does it matter? It's not like you're paying interest on your pledge or pledging more for extra features they're adding.
@Jason: Nope, that wouldn't be the reason. Unity has a huge community and resources, arguably more than HTML5 games.
The reality is that $500k isn't really all that much to make a commercial game, and it's a miracle that less than a dozen people have been able to deliver a project this ambitious, regardless of how familiar they are with the technology in question.
Update is still coming guys. Mark Crowe has requesting a tiny bit more time due to a final piece of artwork we plan to show. Be on the look out, it could hit at any time. Thanks for the patience!
You can do some great stuff with HTML5, especially for the type of point-and-click adventure games that Scott and Mark made their names with.
Look at 'Gods will be watching' by Deconstructeam. That's HTML5, and it made for a very good adventure title.
Hell, the "Living Concept Art" pieces showed they already had a team comfortable working with it.
The reason there's been more than 4 years of delay and drama is largely because people bitched and forced a move to an engine nobody on the SpaceVenture team knew how to use effectively which brought a series of programmers that dropped in and out of the project.
Hey everyone! The update will be hitting today. Be on the lookout for it this evening(pacific time). :)
@Jason: You can't be serious about wishing they had stuck with HTML5, a web-based language, for a commercial, non-web-based game. I seriously about fucking blacked out after reading that.
I guess that's at least something. However, what I was originally talking about in regards to Chris' comment was the voting on concept art since he mentioned the $150 pledge level.
(Keeping this bumped to the top) Update will hit this Saturday. Thanks everyone!
@Justin, there are still some things(like a few death sequences for example) that aren't finalized. We still plan to do voting
I don't need to see a video, I played the horribly buggy proof of concept hallway. But thanks anyway.
That's pretty crummy about the no voting. So they've already failed to deliver some rewards.