However, we decided that to start with we wanted to make something fairly fast-paced with strong end-game combat (something that tends to be lacking in god games). The question of RTS vs open-world God Sim was discussed thoroughly by the team and we would love to do both. Reaching stretch goals would mean others in the team switching to full time and ultimately hiring some freelance help. We wanted to be able to produce something that felt complete at the lowest level and be clear with the community about what will be delivered. The stretch goals are modular and could be added on at a later date if they aren't reached during the crowdfunding campaign and we are actively looking for additional funding to help achieve some of these. With this amount of money we are confident we will be able to produce the scripted campaign and a skirmish mode to a high standard. We have already self-funded a large part of the game development and have completed several aspects including much of the engine and unit AI. John and Liam are self-funded by their part time jobs so none of the money will be going to them. Only Matt, the engine developer and graphics artist, needs to be employed full time on the project. This is the company's first game project and we don't have much of a turnover yet.
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January 2023
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