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Author Topic: RimWorld - basically the sci-fi Dwarf Fortress  (Read 864406 times)

Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #150 on: October 01, 2013, 09:26:31 am »

Only just now I had the chance to watch the video.

Definitely getting a Prison Architect vibe out of it, not just the graphics but the way everyone moves/builds. I think it's a cool thing (and done by just one person, I think?)

I love all the machine gun goodness and base defense, I'll definitely be backing this, as long as it's not like 40 bucks :P
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #151 on: October 02, 2013, 06:48:25 pm »

All right, so the big news today is that we just launched the Kickstarter! Check out the awesomeness:

http://www.kickstarter.com/projects/tynansylvester/rimworld

Hooray, all that preparation has finally come to fruition. Assuming it gets funded :P

I also put up a Greenlight page at the same time.

http://steamcommunity.com/sharedfiles/filedetails/?id=183032873

So, those of you who were interested in getting the game or just contributing - there's your links right there :)

Any questions, ask away.
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My Name is Immaterial

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #152 on: October 02, 2013, 07:51:37 pm »

While this isn't a huge undertaking, with a full staff, I worry that $20,000 might be a little low for a staff of 3. Could you explain how exactly every cent is being spent? It's a thing that many other Kickstaters don't do, and I would be greatly appreciative if you would

I'm very interested in dropping some money here, and the Pirate tier is very tempting. But that Mercenary!

Good luck! Its been only an hour and already 15%! It's looking like its going to make it quickly!

Also, stretch goals?

Edit: I was looking through the comments, and saw the one about a non-combat AI, and wanted to mention that the scariest things in science fiction were things that could not be fought: diseases, insanity, zombies, AI malfunctions and undefeatable jumpscare monsters.
« Last Edit: October 02, 2013, 08:23:08 pm by My Name is Immaterial »
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #153 on: October 02, 2013, 08:17:11 pm »

Well, we're not a staff of 3, we're me plus on-and-off contracted work from Alistair and the artist. So it's not a full-time 3-person undertaking.

20k was my estimate for the minimum it would take to finish the game in a reasonable form. A good chunk of it will go to Alistair to do audio work. Anoter big chunk will go to the artist. And some of it pays for me to live (I've been living on savings for a while, but can't do this forever).

As for the exact proportions of those - I don't know yet. Game development is really complex; sometimes you turn out to have needs you didn't expect (or the other way around). Plus we don't even know how much money there will be to spend!

Stretch goals will basically just be higher production values, and more modules from the list you see on the Kickstarter page. I don't want to set fixed design plans tied to dollar amount stretch goals; I'd like to leave flexibility for the design to evolve in response to community and designer feedback. Staying flexible has always been my way as a designer (not sure if you're a user of agile and scrum dev methodologies, but I'm a fan of the philosophy behind these). So the stretch goals, as they are, are designed the same way - to be flexible.

Does that make sense? Sorry I can't be more specific about numbers and such. But I have to be honest. In my opinion, most people who are that specific about numbers when they're planning game designs are deluding themselves or pulling figures out of thin air. This task just isn't that easy to predict.

I can guarantee you one thing though: you will get a game, on good time, and it will be enjoyable.
« Last Edit: October 02, 2013, 09:10:06 pm by TynanSylvester »
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My Name is Immaterial

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #154 on: October 02, 2013, 08:32:30 pm »

Makes perfect sense. You have my money. Thanks for the great responses.

Mephansteras

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #155 on: October 02, 2013, 09:46:47 pm »

Backed at the $30 level. Quite curious about this miniprojects you mention.

Good luck!
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LoSboccacc

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #156 on: October 03, 2013, 02:18:29 am »

And some of it pays for me to live (I've been living on savings for a while, but can't do this forever).

all removed, it looks you will have very little to live with, after counting for this and that. how many months do you plan to invest in the game development?
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Gamerlord

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #157 on: October 03, 2013, 03:43:43 am »

Might just make this the first project I've ever funded on kickstarter.

Urist McSpike

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #158 on: October 03, 2013, 08:26:55 am »

Aaand Kickstarter won't let me throw money at you.  :(  I have to say, when I saw the first video, my initial reaction was negative (something about all the gunfire).  That changed as I continued to watch though, and the new video is a lot better.  Great music on it, from the sample.  I do like some of the module ideas, too, especially Biomes & Archaeology.
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #159 on: October 03, 2013, 09:01:55 am »

And some of it pays for me to live (I've been living on savings for a while, but can't do this forever).

all removed, it looks you will have very little to live with, after counting for this and that. how many months do you plan to invest in the game development?

Until it's done, I'd say! Ok really, I don't know. I'll keep making the game until the time is right to start making something else.

Urist McSpike - I'll put up a PayPal option soon.
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Sergius

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #160 on: October 03, 2013, 09:25:49 am »

Well, we're not a staff of 3, we're me plus on-and-off contracted work from Alistair and the artist. So it's not a full-time 3-person undertaking.

20k was my estimate for the minimum it would take to finish the game in a reasonable form. A good chunk of it will go to Alistair to do audio work. Anoter big chunk will go to the artist. And some of it pays for me to live (I've been living on savings for a while, but can't do this forever).

As for the exact proportions of those - I don't know yet. Game development is really complex; sometimes you turn out to have needs you didn't expect (or the other way around). Plus we don't even know how much money there will be to spend!

Don't forget there's roughly 8-10% in fees between KS and Amazon.
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SharpKris

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #161 on: October 03, 2013, 09:51:09 am »

Dropped my 30$. i'm expecting great stories from this game and will be very happy to see it grow as it should!
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CognitiveDissonance

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #162 on: October 03, 2013, 10:09:15 am »

Whoa, 1 day in and already 50% funded. That's fantastic, and well deserved.
Definitely will be backing this. Can't wait to see it develop. Best of luck!
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xaritscin

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #163 on: October 03, 2013, 12:20:59 pm »

i have a question for one of your development modules, once the crew builds the ship the game ends right?, why not adding a some sort of post launch content i mean, like using that same crew to colonize a new planet or if its possible, to play it the FTL way, and use the ship as a mobile colony, which could be improved over time. maybe make it part station so you can move only when needed. or add an option to play in a space station (the SS13 way for example)
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TynanSylvester

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Re: RimWorld - basically the sci-fi Dwarf Fortress
« Reply #164 on: October 03, 2013, 12:58:54 pm »

i have a question for one of your development modules, once the crew builds the ship the game ends right?, why not adding a some sort of post launch content i mean, like using that same crew to colonize a new planet or if its possible..

Totally possible, we could have you crash again! This wouldn't be too hard, IMO.


use the ship as a mobile colony, which could be improved over time. maybe make it part station so you can move only when needed. or add an option to play in a space station (the SS13 way for example)

Holy crap I have my limits!

« Last Edit: October 03, 2013, 03:03:38 pm by TynanSylvester »
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