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Default Insomnia - Needs More Money

January 23rd, 2016, 18:59
Ultimately: Their fate rests on the forthcoming updated demo with this next KS round. IF it shows stellar improvement---they've got a fighting chance. If not, they will not achieve the DreamMatrix-like fate they seem to be shooting for in terms of additional chances to make it happen proper…
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January 24th, 2016, 04:44
Originally Posted by Couchpotato View Post
Nothing new here and just shows developers should ask for what they need instead of asking for a lower amount just to get funded.
Its either that, or its shady business…. because by those numbers it stinks to high heavens of mismanagement… someone did something that fucked it up, spent some money where he shouldn't have
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January 24th, 2016, 04:51
Originally Posted by luj1 View Post
Its either that, or its shady business…. because by those numbers it stinks to high heavens of mismanagement… someone did something that fucked it up, spent some money where he shouldn't have
Well the developer admits they deviated from their original development plan.
  • we have transfered the game to Unreal Engine 4 and produced 70.000 lines of code
  • our team has developed an internal system of 3D-model quality control and gave life to more then 3.500 game objects including the elements of architecture, characters, equipment and weapons (all models made for our previous engine Ogre3D in 2014 were rebuilt from scratch)
  • at this very moment we have finished working on 5 large and 7 middle-scale locations, 10 small levels meant for spontaneous encounters and generated quests, 2 of 3 global maps for station sectors and general global map of Object 6 as a whole
  • now we have almost twice as many of dialogs and dialog trees variations than we did before, increasing the overall word count up to 150.000 with the additional 300.000 words ready to be implemented
  • gameplay time increased up to 30-40 hours vs 15-20 which were stated initially
Other than that our team became 4 times bigger with 22 internal and 24 external developers which made us move faster and more effectively than ever before.
Not a good idea when you're funds are limited.
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January 24th, 2016, 05:02
ofc someone thought it was a great idea
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"… thing about Morrowind is we did far more than we could, far less polished than we should. It's a miracle that it works at all… there's too much, and it's like jazz… a product like Oblivion - far better software… but Morrowind… oh there's so much delicious nonsense in that." ~ words of wisdom by K.Rolston
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January 25th, 2016, 10:32
Originally Posted by you View Post
Your math is totally bogus. If you look at the site you will observe:
The MONO studio has emerged in 2010 in the city of Samara, Russia
-
I suspect their cost is significantly lower than what you suggest….
So what is wrong in my math? You mean that in the city of Samara a YEARLY salary for a developer is less than $2000 ? I really don't think so.
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January 27th, 2016, 17:16
The developer did say that they invested a lot of their own money already, didn't they? ($140K in 2015 alone)

But IIRC, wasn't Insomnia supposed to be released in a semi-episodic format? Possibly smaller self-contained chapters set in the same universe, with potential mini-expansions… Has this idea been nixed for one larger game?

I backed this but have only skimmed recent updates so I may have missed something. It is not at all common for game developers to run out of funds; it happened to Kickstarter games that raised far more money than this one and it happens to publisher-funded games (RIP Chaos Chronicles)…. Of course in this case, the developer took a great risk by apparently increasing the scope of the game. Still, I hope this works out for them as what they have shown so far looks promising. Perhaps there's a number of people who missed the original KS who would like the opportunity to back it… Although running out of money doesn't exactly inspire confidence to potential backers, they will at least have a playable demo to show that much progress has been made.

If this doesn't work out then I hope they have a backup plan… Why not sell what they have on Steam Early Access? (As the majority of mid-size KS RPG devs seem to be doing these days)
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