You're asking for how much?!
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:
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.
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...
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!
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