These days the game Interstellar Marines is making news. It’s an FPS that rivals top titles like Halo but it started out as a four-man project in 2006 and is entirely funded by the community. The game is available for free as chunk-size bites called chapters that can be played for free. And it’s being developed with Unity, probably the leading game development framework for indie developers.
Interstellar Marines – unbelievable but crowdfunded!
Crowdfunding platforms
The successes seen by crowdfunded games have created a demand that several crowdfuning websites try to fill. The latest addition is GamesPlant, founded by game business experts where projects can be created in any currency and relies on the Paypal platform.
Other indie game crowdfunding platforms include 8-Bit Funding, the Indie Fund (only selected projects) and Playism (Japanese, english version in Q3 2011). Of course there are more general purpose platforms that have also worked for games, like Kickstarter (creative projects), RocketHub (creative projects), Pledgie (general purpose) and Indie GoGo (general purpose).
Should you aim for a crowdfund?
It depends.
One indie developer nails it down to driving traffic. Obviously, just putting your game up on a crowdfunding platform and hoping for the best isn’t going to work. Hope is not a strategy. I cringe when someone uses the “hope” word in a sentence about the future of anything. If you have to rely on hope, you could as well start playing the lottery.
Driving traffic is the core issue, and I believe many developers seem to forget that. You have to have a website dedicated to your project and depending on where you are in your development cycle, it should be a seperate website apart from your personal blog and past projects.
You can have lots of “fans” of your project in someone else’s forum or website. But ultimately you want that traffic to go to your website. And once you have that, you can start thinking about funding your project. If you have a tight-knit community, then donations or pre-orders might work great for you. Or any of the other funding options. Or you could try crowdfunding as your primary option and simply direct your fans and drive your traffic to the crowdfunding website. It’s rarely going to be the other way around.
In any case, you will have to drive the traffic to the desired destination. Traffic does not come by itself, and without traffic there is no funding and no revenue. And for crowdfunding specifically, the more you have to show from your game the more likely it is that you are going to see a return in investment. It’s a constant give and take. Don’t expect to take first, then give sometime later. It’s the other way around, and this may be the ultimate misunderstanding of crowdfunding.
You do have to make payments in advance yourself. Without investing anything you won’t be getting anything back in return. That initial investment doesn’t have to be money though, it’ll be time and dedication that you’ll have to invest at a minimum. And you’ll have to show that with convincing screenshots, trailers, podcasts or vodcasts, frequent blog posts and so on. Convincing in two ways: one, you’ll be able to pull this off and show enough dedication for the project. Two, the game should promise to be fun and exciting and offer something new or refreshing.
Those are the ingredients for starting a game that can’t be completed without external financial support.
Prerequisites To (Crowd) Funding
I believe investments are often misunderstood by those who have never received an investment. To receive investment of any form, you first have to invest yourself. Quite literally: invest your time into the project, and if you can, your money. The more you do the more you show dedication. That’s step 1.
If you can’t possibly finance the whole game and you have to have an investment of some kind, your focus immediately has to shift from programming and creating game content to marketing. Only program and create content that you can show the world in some form or another. Anything that creates interest or buzz. A randomly generated world. A fun-to-watch teaser trailer. Anything you can make a story off of.
You will have to market something that doesn’t exist yet, except in your dreams and in your mind. I think this is giving some developers a bad stomach feeling, after all you’re taking money from others just on a promise. If you have that feeling, please re-consider your dedication for the project. If you don’t know whether you’ll be able to keep your promises and deliver, you may not be as invested in the project and convinced of yourself as you need to be. That’s what I mean by investing yourself.
Of course there will always be phases of doubts, so don’t stop on the first sign of doubt but know when you have to stop. Your best cure will be to keep on working. If needed work on something else that you’re not currently stuck on. I always have something else to work on, and some other website to post on, in order to be able to shift focus and just keep on working on something I feel like working on at the moment.
Make progress as often as you can – contrary to common project management wisdom what you work on does not always have to be goal-oriented or even useful. After all, we’re in a creative business, and creativity can not be had if you strictly follow instructions – whether they’re your own or someone else’s (your boss, your investor, your community). Just don’t piss them off too much. Quick bit of wisdom: it is much easier to apologize afterwards with something to show for than it is to ask for permission with only a promise and potential risks.
Finally, show that progress. That’s step 2. Rinse and repeat step 2 for as long as it gives you enough satisfaction. Notice that I said satisfaction, not revenue – unless your investor(s) call(s) for that. In which case you’ll have to be 100% ok with revenue generation being your central goal from the get-go. Don’t expect to be able to mix pleasure and business – it can happen but you can hardly ever plan for that, and business has a tendency to take away pleasure and fun from a project in the long run.
Luckily, in that regard you’re mostly off the hook if you use crowdfunding. And I believe that’s where its power lies – it requires a good connection between customers and developers from the start.
What’s The Best Investment Option?
Plain and simple: invest in yourself. Everything else follows from that.
Disclaimer
Take a time-out if needed to focus on other things. Don’t feel bad about that. Continuing to work for the wrong reasons and despite growing discomfort will result in the ultimate failure – be aware of the warning signs!
Burnout can happen everywhere, not just in big corporations!
I spent the last week creating a Xcode project template that uses the cocos2d for iPhone as cross-referenced project as it is obtained from git. I want to be able to branch off of a common base project using the source control software of my choice – Perforce – and also be able to update the cocos2d for iPhone game engine at any time for all of my future projects.
I think the feature list of that Xcode Project Template speaks for itself:
- cocos2d-iphone referenced by Project, allowing you to keep cocos2d-iphone up to date with the least amount of work
- 4 Build Configurations (Debug, Release, Ad Hoc Distribution and App Store Distribution)
- IPA Files automatically created for Ad Hoc Distribution builds
- ZIP Files automatically created for App Store Distribution builds
- Build Targets to build regular iPhone/iPod and iPad Apps in both Full and Lite Versions
- additional Build Targets to debug memory crashes effectively and running the Static Analyzer
- Preprocessor Macros to differentiate the different build targets in code
- Aggregate Target to build all your regular Targets at once
- properly configured precompiled Prefix Headers, reducing compile times
- supports both Physics engines: Chipmunk and box2d
- all build settings optimized for maximum performance and building quality code, taking into account Xcode’s Layered Build Settings
It gets better! I’ve actually made tutorial explaining each and every step in detail and explained some of the reasons and intricate details of Xcode Build Settings. I’m confident it’ll blow your socks off! This Tutorial combines everything useful that has ever been written about Xcode & cocos2d Project setup into one large Tutorial. And i can guarantee that it’ll work because it describes exactly how i created the Project Template i’m now using for my professional work.
Of course i will also share that Xcode Project Template. This is all content for my new Website which focuses on making games with the cocos2d for iPhone game engine. I hope to be able to reveal the website soon, until then you’ll have to be a little more patient. Please stay tuned and follow me!
For now i’d like to offer you a Teaser for this Tutorial: Git Setup for cocos2d for iPhone. Please do me a favor and do not link to this HTML file directly, instead link to this post, as i will remove the HTML as soon as the new website goes live. Also the HTML isn’t formatted properly, for a better result download the PDF version of the cocos2d Git Setup Tutorial. It contains the first 11 pages of the 93 (!) pages Tutorial!
There’s only one issue left that i just can’t explain: running the static analyzer only reveals results in Release builds but not in Debug builds. In Debug builds the analyzer analyses all files but doesn’t complain about anything. Not even after i temporarily replaced it with the latest version of the Static Analyzer as described in this tutorial. My post on Stackoverflow at least lead me to discover that it doesn’t have anything to do with GCC vs LLVM GCC but only with the Debug builds. I then compared the Build Settings of Debug and Release builds and other than the preprocessor macro DEBUG and RELEASE and of course optimization level they were identical. I still tried to make all Build settings identical to the Release build but no change. This is so weird. The command line scan-build analyzer works just fine but not with the Xcode built-in Build & Analyze. If you have any idea what could be causing this behavior please let me know! Otherwise i’ll probably have to live with analyzing only release builds respectively going back to the command line scan-build.



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