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Antilia Behind-the-Scenes Live Stream - Episode 26

jeff
Lead Developer
Jen: M
This week's episode is primarily a status update, including a look at how offline sandbox mode is progressing, plans for improving the character and clothing meshes, and some discussion regarding our operation costs for the event in January.

Saturday, February 14, 2015 1:47pm
Jeff Leigh - Lead Developer - Right Brain Games
Direlda
Volunteer
Jen: 77
While I generally avoid early access games, Antilia is one of the few games I would make an exception for because I've had a chance to test it and have enjoyed the game in its current state and would love to work continue on it.

Whatever you figure out as a payment system, I'm sure many of us here will do what we can to make working on this game not such a drain on your finances.
Saturday, February 14, 2015 5:32pm
May God bless you and may a star shine down upon your path.
Direlda lives here: www.direlda.net
blueslyster

Jen: 100
Early Access games I gotten and enjoyed: UnEpic, Don't Starve and Together, Starbound, Unturned (free), and (hopefully when there's a good chance to play with others) Tabletop Simulator. (UnEpic and Don't Starve are released, but I gotten them in early access.)

These are games that spoke for themselves to me, not the trailers or the screenshots. When I see the first advertising image of the game, it either speaks to me or I feel it's a money grabbing game like many minecraft wannabes or inflation of "simulation" games, nonetheless I look into them.

When I heard Antilia was mentioned and I saw a few screenshots, I knew it was a game with actual hard work into it and not something to make and hope people would play it and hand over money over a game that isn't that all different (Scarlet Blade for example, generic MMO mechanics that isn't that all immersive in the long run but more of an eye candy to teens that have access to their parents' credit cards).

I am picky about Early Access games, but if the theme of the game is similar to other games, like zombie survival mix with minecraft's sandbox, I'll pass on them instantly regardless of reviews. Only difference would be appearance, not gameplay.

Right now there's no game like Antilia, except a certain one that gone under, that I have ever played before.

And F2P games are more of a money grab/waste and less focused on gameplay mechanics and more on limited edition cosmetics that is 90% of the game's content and could seriously damage the economy. Devs are too focused making content for the cash shop or never ending sight of event after event to keep the community there as a "hostage" of limited stuff that may or may not be re-released in the future, than content that is free for all to enjoy. In most F2P games with multiplayer, there's always a huge diversity between those that give money and those that don't/can't. May not always be easily noticeable, but it is there regardless of it being optional or not to spend money.
Saturday, February 14, 2015 6:45pm
Sly da' Talikus aka LongSly
I will mallet all who question me! O.O
YetAnotherKen
Jen: 13
While it is unique, Antilia is not the only indie game out there struggling to make it to release. And I am also one of those who hopes it does get there some day. But then, that is part of my nature. I also want to see a few other indie projects make it, some who succeeded in fundraising and some who didn't. If there is one thing I have learned, it is not funding that makes a project succeed, it is purely related to how motivated the developers are to overcome all the obstacles.

Edit: Now that I finished watching the video, I'd say that the server costs could be crowd funded through an in-house store. I have seen other projects do that successfully, though you do have to be able to show more or less constant progress to keep people interested.
Saturday, February 14, 2015 11:56pm
Kagai da'Tasiiama
blueslyster

Jen: 100
Forgot to mention Infinite Wars I played in early access (released)... and Hearthstone during the beta stage... looked fun what can I say? However I haven't touch those games in a very long time, especially hearthstone given a few security issues battle.net has (logged into that account I haven't accessed in months to a year, was locked for "suspecious behavior". Unsure what that meant but managed to unlock and see if I had any games installed before uninstalling battle.net)

I haven't played IW since it's... 2nd expansion set in Early Access? (the cards that resembled Star Trek) so I don't know what has changed since then. Far as Hearthstone... was fun but something felt off after awhile... and since it has a major league for it I'm glad I left while I could.

--------

I also forgot to talk about Patreon in my other post...

There's a lot of things I want to donate via patreon (mainly webcomics) but I don't feel yet comfortable with my finances to do a monthly payment. It's not yet stable enough and it's still a bit unpredictable for me.

However, I'm unsure how Patreon can be used for gaming devs. For animators and artists I can see it working well for them, but for gaming industry... I'm having trouble picturing that working out at all other than speed up progress of a project. When the game is out, should the funding stop there via Patreon and go through the market instead or will the funding be coming from both Patreon and the game even if the dev team isn't making another project or not yet announced another project? Feel the dev team is gonna have to put some work into the game to get it off the ground and then present a rough idea of the game: concept art, illustrations, gameplay, behind the scenes footage, etc. to prove that it is being made.

I hate to say this but I feel the KS campaigned failed because Antilia was still learning to crawl at the time. There wasn't much to present to help boost the funding to prove it was really being made and that it wasn't in the early early stages of being made. It honestly did feel way too soon to do that campaign. New people are going to need a lot of convincing that what you're saying and presenting isn't some scam to get rich (not implying you are but they may assume right off the bat) and you're really determined to get this game up and running. Show don't tell, as the saying goes.

Patreon may be best to run when servers are up 24/7, at least, and/or in open beta, because many complained that they wanted to try out the game during the KS campaign before investing money into it, but there was hardly a window of a chance to do that. I think you can get it set up without worrying about time constraints, but try to set your goals reasonable and not too high or far fetched but add more as the development progress.

Far as rewards... other than being mentioned in the credits and a forum badge (as you mentioned), may want to see if you can offer something to even out the future pay to play payment plan at release. Like, and just throwing it out there... give that person a month or so free access to the game, depending how much money they donated in the time-span of development (if you can track that, if not this idea may not work). Or depending how much you gotten in total throughout development.

Let's say throughout the development campaign you gotten $120k from donations in total (going off of the KS campaign target here). For every $20,000 mark reached in total income, for example, one month free of access for all after release, which would be 6 months. Once the 6 months are up, the subscription fee will be in place, and hopefully not drive too many people away; just in case may want to place a timer of how long the game is free after Patreon to constantly remind everyone it won't be free forever and should be prepared to pay a subscription or say good byes by then.
Sunday, February 15, 2015 3:07am
Sly da' Talikus aka LongSly
I will mallet all who question me! O.O
Maldrank

Jen: 22
I would not mind donating through paetron, but agree with blue's point. paetron seems like the wrong thing for this kind of development. I've seen some artists turning out games using paetron. but they tend to be quick things that they can turn out some sort of results monthly. or offer cameos for their supporters. stuff that you can't really do with as big a project as antilla. Especially since at this stage you're still refining tools and systems for the game, not exactly something you can involve the end user with regularly. hmm... if you did paetron you could set levels so that if you get so much a month you could have an antilla weekend like every other month, or every month. Could even offer as an individual bonus a paetron weekend in between where they get to test out what you're currently working on and give some feedback for the public test. At that point the money you are probably making would mostly go to the additional server costs, but it would be something at least.
Sunday, February 15, 2015 2:04pm
Cassius Faux
Jen: 12
While I cant really give any money... Yet... The moment I am able to, I am gonna be supporting this game so much. First game I will do this with, and so far the ONLY game I wanna do it with. I really do wish you well in the upcoming months when it comes to money.
Sunday, February 15, 2015 11:40pm
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