Project image
)}
£25,620
pledged of £350,000pledged of £350,000 goal
839
backers
Funding Unsuccessful
The project's funding goal was not reached on Fri, December 21 2012 4:00 PM UTC +00:00
The Oliver TwinsBy The Oliver Twins
First created
The Oliver TwinsBy The Oliver Twins
First created
£25,620
pledged of £350,000pledged of £350,000 goal
839
backers
Funding Unsuccessful
The project's funding goal was not reached on Fri, December 21 2012 4:00 PM UTC +00:00

You're asking for how much?!

Posted by The Oliver Twins (Creator)

Hello and welcome to update no. 2! 

It’s been an exciting few days since the project launched, and we’d like to start with a huge thank you to everyone who has backed Dizzy Returns so far. The positive reception that the project has received from fans has been absolutely wonderful. We’re trying to keep on top of all your comments and messages and we’ll be answering some of the questions we've been asked in later updates, so keep your eyes peeled for them! 

Thank you as well to those of you who have done a great job of spreading the word on various websites and forums. We are truly grateful for your continued support – even though there’s still a way to go, we’re confident that with your help we can hit our target! 

In this update, we’ll be addressing a question that a lot of people have asked since we launched this Kickstarter campaign:

Why £350,000? 

At first glance it sounds like a lot of money to develop a game. Saying that, teams of hundreds of people at large studios create AAA titles for consoles and PC and spend tens of millions of dollars in the process. It's also true that  games can be made on a much smaller budget. There are independent developers creating mobile games for a fraction of that cost, sometimes individually or in small teams of just a handful of people. Our company, Blitz Games Studios, is somewhere in the middle of those two extremes, employing over 200 talented and creative people, with game teams typically made up of anywhere between 10 and 70 people. 

£350,000 may sound like a lot of money to develop a ‘simple’ Dizzy game. We have big things in store for Dizzy Returns that are far from simple! We want to provide hours of satisfying and rewarding gameplay, and a fun and enjoyable gaming experience for both new and old fans that stands shoulder to shoulder with games of today. This may sound like a tall order, which is exactly why we decided upon on our goal amount. If we’re successfully funded, we are confident that we can make an amazing game! 

At its very simplest the cost of making any game is a combination of content, people and time; the more content there is in a game, the more people working on it and the more time spent adding and polishing features will always mean a higher cost. We believe that £350,000 is a realistic amount that reflects the number of people, the amount of time, and the amount of content we want to dedicate to Dizzy Returns

Let’s go into that in a little bit more detail: 

Time & Team 

We are assembling a team of at least 12 people to work on Dizzy Returns for six months, with dedicated designers, programmers, animators, artists and audio team. 

Size & Scope 

Dizzy Returns will be big, over five times larger than the original games! We’ll be creating at least ten game ‘areas’, self-contained worlds arranged around a central ‘hub.’ Unlike the original Dizzy games, these world areas will of course be scrollable in all directions, and not be made up of individual screens. 

We’ll also be developing two versions of the game, iOS and PC, simultaneously. Even though the game content itself will be the same, it’ll be optimised for each platform. 

Puzzles 

The original Dizzy games had on average 20 puzzles per game. Most of them were pretty basic, and relied on the player simply finding an object and taking to it its proper place i.e. picking up a key and using it on a locked door to open it. 

In Dizzy Returns we’re aiming for over ten times that number of puzzles, each using unique items that have unique interactions with each other. Many puzzles will also have multiple stages, some of which can be solved in any order. Every single one of these puzzles, interactions and stages will be scripted, meaning that they will need to be created individually! 

We also want to include a variety of fantastic new types of puzzles: physics based (balancing a scale with items of the correct weight in order to open a door), light (using a magnifying glass to start a fire using the sun’s rays) and also time (the ghost will only appear in the Haunted Woods at night). Obviously these are just basic examples of these mechanics – imagine what puzzles containing all three would be like... 

Art 

We want to bring console quality graphics to Dizzy Returns, with highly detailed worlds, and 3D characters with full 3D animation. We want to add personality and depth to the Dizzy world and its inhabitants, and spend as much time and resource on creating the best looking game possible! 

Audio 

The main cast of characters in both versions of Dizzy Returns will be fully voiced by professional voice actors, and the game will also have an original musical score created from scratch. 

We want Dizzy Returns to be the best game it can be, and we know that with £350,000 we can make a game that we and our fans can be proud of. 

Apologies for the rather wordy update this time, but we hope that we've answered some of your questions about Dizzy Returns so far. 

Look out for the next update coming tomorrow, where we’ll be sharing some great artwork, as well as introducing you to some of the team!

Thank you again to everyone who has pledged already and for all your support. It’s early days yet and of course there’s a way to go, but together we know we can get there! 

Philip and Andrew

Comments

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    1. Deejay on

      @dickstarter Thanks for your pledge. Thankfully I can correct you on a number of fronts.

      The team size is a minimum of 12, and not 10.

      Not all of the funds will go on salaries. There are many overheads in using permanent employees, and other things to spend the funds on, not least of all pledger perks.

      The average salary of a C++ Games Developer in the UK is £52,500 (http://www.itjobswatch.co.uk/jobs/uk/c++%20games%20developer.do). Even if the funds went solely on salaries, this would work out at £29,166 pro rata.

      Concept art, music and sound effects, puzzle design and engine development can all be run in parallel - none is predicated on the other. The game will most likely be developed using BlitzTech, a multiplatform engine replete with level and scripting editors, so there's a lot of work saved there.

      If you have any further misunderstandings, I'll be happy to straighten them out.

    2. Missing avatar

      dickstarter on

      Your explanation leaves much to be desired.

      You plan to finish this game in less than a year (Q3 2013), and you're still in preproduction.

      You're asking for half of a million dollars. This means you could hire something like 10 people and pay them each 70k/year.

      Except that you're still in preproduction, so you won't be ready to put those 10 people all to work. Realistically, you probably won't need more than a couple people working on the game for the first few months while you implement systems and gameplay.

      So maybe you'll need 10 people (I can't imagine a team any bigger than this for a 2d platformer) for 4 months. Are you going to pay them at the equivalent of 150k/year?

      It seems to me like you're just asking for as much money as you think you can get your hands on. That, or you're a massively inefficient operation.

    3. JuanitaD-ArmikrogArmyGoat @ AGL589+$4.96 on

      @The Olivers - You might want to talk to Corey Cole on how to sell people on why you need this much money and what you'll have to do to make this KS succeed. He and Lori faced many of the same problems you're already facing with their Hero-U KS. They created a very much beloved games series, Quest for Glory, and had to sell backers on a "similar, but not the same" game concept, just as you are doing and they had a similar (but slightly smaller) budget. Their project was successful, but it took a huge amount of work and dedication from them (and the backers) to make it happen.

      You have one advantage over the Coles in that you do have the license for Dizzy, even if shared, so you can make an actual sequel. But the changes to the game you're proposing might turn off many fans of the originals, even if they might actually like those changes. It's "just not Dizzy" is probably something you'll hear a lot, just as Lori & Corey kept hearing "but this isn't QFG, and we want QFG".

      From everything I've seen for other KS projects I've backed, running a successful campaign is a ton of work. Plan on doing lots of updates, contacting every game magazine, website or blogger you can find, doing AMA's on Reddit, finding people to tweet about this, getting the Facebook page up as fast as possible, and posting new artwork, a video of the gameplay and a demo as fast as possible. One thing you're doing well is interacting with and responding to the backers in the comments section here. Good luck!

    4. Ian Inman on

      Any chance of us seeing some actual mock gameplay footage in an update?

    5. Mark King on

      Awesome, I do like a picture or two ;)

    6. The Oliver Twins Creator on

      @Mark We'll be showing you some more graphical bits later on in the week!

    7. Andrey Lysov on

      I think lots of people are in doubt without seeing any concept of Dizzy Return
      Old fans that stuck in original dizzy gameplay and new games didn't now about Dizzy at all.
      We should break that chains to bring Dizzy back!

    8. Mark King on

      Any prototypes available to look at for graphics etc?

    9. The Oliver Twins Creator on

      Thanks for the comments all.

      @Илья It's certainly on our wishlist, if we exceed our funding target then we'll be looking at it.

      @Maxim Understandable, we'll be trying to keep the core values of Dizzy as close to the original while we utilise modern technology to do all the things we weren't technically able to do in the past.

    10. Илья Иванов on

      Do you plan to develop Dizzy Returns for Android OS ?

    11. Simon George on

      Let's say the worst happens and the project doesn't get funded - will you guys still be considering putting out a Dizzy remake or reboot, perhaps along the lines of a straightforward graphical/aural update of the 'old' Dizzy style of game?

      I'd hate to see Dizzy dropped outright if funding doesn't get there (let's hope it does!), as even a less ambitious project would be better than no Dizzy project at all.

      Even if getting people to dig their hands into their pockets is proving a challenge, the sheer number of people excited about the project and spreading the word affirms that there's still an audience for Dizzy; but perhaps it's just not quite sure if it wants "New Dizzy" or "Old DIzzy" or something in between.

    12. Alex Dawson on

      I really hope this manages to make it's goal, it's a perfectly reasonable amount if you ask me, developers need to eat too!

    13. Maxim Mozgovoy on

      These massive changes into Dizzy gameplay sound great, but I also remember numerous forum comments claiming that people don't want to spoil their nostalgic memories. You may like games like Worms 3D or Duke Nukem Forever, but there are always people who are unhappy with radical changes. So "New Dizzy Isn't Old Dizzy" slogan is alerting for many, I'd say.

    14. Andrew Joseph on

      Thanks for the update!
      Spreading the word all we can.

    15. Nathan Lloyd on

      As a software developer myself I fully understand that the budget here has to be large. After 6 days you've hit just under 5% of the total amount. Multiply that out and the total will only get to about a quarter of the target. Firstly how do you envisage encouraging more people to pledge and secondly if you don't hit the target will you still create the game but maybe over a longer time period / smaller team?

    16. Deejay on

      Great to see more details, it all sounds very exciting. The way I've been trying to explain it to people is "A sequel to NES Mario would cost quite a lot to make these days."

      Here's hoping the press pick up on this, and that some prototype videos can be made so people can see the ambition of the vision.

    17. Dave Gallacher on

      It is great to see such a detailed breakdown, but I truly do worry for that volume of money in 24 days. As much as Dizzy is a cult favourite, ultimately £350,000 is incredibly ambitious, even for a game that boasts all of the above. Hell, it's ambitious for any Kickstarter project, regardless of scope. People see Dizzy as a puzzle game, a simple one. Obviously the intention is to betray that, but really it would take every Dizzy fan to pledge hundreds to get that sort of money. Best of luck, but my pessimistic side is aching here.