http://wireless.ign.com/articles/122/1222617p1.html
Republique
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I'm legitimately curious if a man with no credited survival/horror games in his resume can pull this off, regardless of the platform.
I think this is some serious foreshadowing. This is another example of a more serious take on mobile gaming. And if it truly is iOS only, that's also very interesting, and could potentially also be a sign of things to come. musicalmac
Most likely iOS only, but they haven't ruled out other platforms just yet:
"In the very happy event that we exceed our $500,000 Kickstarter goal, this will grant us more financial freedom and will allow us to build an even better game. We will also consider the idea of developing République for other platforms, however this is not a decision we take lightly, as we firmly believe in developing our games to the strengths of each platform."
$42k of $500k
Mind you some of those who've pledged money clearly stated in comments that they don't even own an iOS device but love the concept and would like to see android development.
Yeah, I found that to be very interesting. The description on Kickstarter details "mobile" platforms, but then specifically calls out iOS, so that's just something to consider. Here's another thing developers looking to spend time, effort, and money on mobile gaming have to consider -- if you're developing for iOS, if you make it compatible with the original iPad, iPod Touch 4th gen, and iPhone 4, that means you're guaranteed compatibility with tens of millions of devices out of the gate. Keep in mind also that iDevices sell like hot cakes. So if it were to stay iOS exclusive, I would not be surprised.Mind you some of those who've pledged money clearly stated in comments that they don't even own an iOS device but love the concept and would like to see android development.
NVIDIATI
[QUOTE="NVIDIATI"]Yeah, I found that to be very interesting. The description on Kickstarter details "mobile" platforms, but then specifically calls out iOS, so that's just something to consider. Here's another thing developers looking to spend time, effort, and money on mobile gaming have to consider -- if you're developing for iOS, if you make it compatible with the original iPad, iPod Touch 4th gen, and iPhone 4, that means you're guaranteed compatibility with tens of millions of devices out of the gate. Keep in mind also that iDevices sell like hot cakes. So if it were to stay iOS exclusive, I would not be surprised.Mind you some of those who've pledged money clearly stated in comments that they don't even own an iOS device but love the concept and would like to see android development.
musicalmac
One thing to point out is that they're using Unity engine (used for Shadowgun), so a port is an option. Considering things such as backdrops in this game are pre-rendered, I can't see it being that hard to get it to run on the entire iOS lineup. Anyways it looks like an interesting game, still limited in many ways, but for a $10 mobile game its a step in the right direction.
I actually love that most of it is already pre-rendered. I would love to see more pre-rendered games in this style, or in the old Resident Evil style, available for iOS devices. Remakes of the original RE games with touch-friendly control schemes would be fantastic. Tap to walk to a place, so no struggling with camera angles and virtual joysticks, maybe a button to raise the gun, and tap who you want to shoot and where, that sort of thing.One thing to point out is that they're using Unity engine (used for Shadowgun), so a port is an option. Considering things such as backdrops in this game are pre-rendered, I can't see it being that hard to get it to run on the entire iOS lineup. Anyways it looks like an interesting game, still limited in many ways, but for a $10 mobile game its a step in the right direction.
NVIDIATI
[QUOTE="NVIDIATI"]I actually love that most of it is already pre-rendered. I would love to see more pre-rendered games in this style, or in the old Resident Evil style, available for iOS devices. Remakes of the original RE games with touch-friendly control schemes would be fantastic. Tap to walk to a place, so no struggling with camera angles and virtual joysticks, maybe a button to raise the gun, and tap who you want to shoot and where, that sort of thing.One thing to point out is that they're using Unity engine (used for Shadowgun), so a port is an option. Considering things such as backdrops in this game are pre-rendered, I can't see it being that hard to get it to run on the entire iOS lineup. Anyways it looks like an interesting game, still limited in many ways, but for a $10 mobile game its a step in the right direction.
musicalmac
The problem is with the mobile game industry where there is simply not enough money put into developing games.
The game looks awesome, but they made huge mistake by keeping it iOS only. That's the reason why the pledges have been so lackluster so far. Hopefully they will make it to their goal though.
So it has been 15 days now, and they're only at $88k of $500k with 16 days to go. The iOS only might not work out after all.
A large number of comments are asking for Android or PC version. There are comments stating people donated a small amount to support the concept but do not own an iOS device, others say that they will only donate more if there is an Android or PC version. There doesn't seem to be much support from the iOS community to help these guys reach their goal.
In a Q/A video when asked, the developers said down the road they would like to plan a PC version of the game which would be better adapted to the PC controls/capabilities.
I think it's smart at this point to go PC/iOS. I can't say it's as smart to go for an Android build, and would cite fragmentation and compatability issues as the reason. It may not be cost-effective for a studio relying on Kickstarter. At least not initially.So it has been 15 days now, and they're only at $88k of $500k with 16 days to go. The iOS only might not work out after all.
A large number of comments are asking for Android or PC version. There are comments stating people donated a small amount to support the concept but do not own an iOS device, others say that they will only donate more if there is an Android or PC version. There doesn't seem to be much support from the iOS community to help these guys reach their goal.
In a Q/A video when asked, the developers said down the road they would like to plan a PC version of the game which would be better adapted to the PC controls/capabilities.
NVIDIATI
I think it's smart at this point to go PC/iOS. I can't say it's as smart to go for an Android build, and would cite fragmentation and compatability issues as the reason. It may not be cost-effective for a studio relying on Kickstarter. At least not initially.musicalmacI don't think fragmentation is that big of an issue. Like I said before they're using the Unity engine, which has already proven its ability to run on many types of android devices using Tegra, Adreno, Mali and PowerVR.
I agree, kickstarter may not have been the best choice to start an iOS title.
Some more news coming from an interview with Electric Playground at Fan Expo 2012:
They're now at $95k of $500k and are hoping to get the game going even if they don't meet their goal, but they can't make any promises.
Apparently they would like the game on Vita, if Sony is willing to ask and offer support, it could be a possibility.
It looks as if it will come to Android. The developers have said they're already trying to get the game running on Android.
The full interview and additional details on the game can be found here:
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan/posts
They really screwed up by assuming iOS audience would be willing to fund 500K core game.So only 11 days to go and they're now at $143k of $500k.
NVIDIATI
They really screwed up by assuming iOS audience would be willing to fund 500K core game. I'm sure they could pull it off with the iOS audience, but not on kickstarter. Hence a good number of people who donated via kickstarter asked for PC and/or Android version. They should have known to go mainstream in order to catch most iOS users, but that would cost even more money. Now with the PC version they'll get something going, and last I checked they're trying to get the game running on Android. At the very least they're listening to their fans.[QUOTE="NVIDIATI"]
So only 11 days to go and they're now at $143k of $500k.
AdrianWerner
They really screwed up by assuming iOS audience would be willing to fund 500K core game.
AdrianWerner
I think the bigger issue is they've just done a poor job of marketing it. The proof of concept doesn't tell you anything significant about the game, the $500k goal was too ambitious in the sense that people are going to question whether an upstart dev can deliver on that level of quality, and they did a poor job of setting their rewards (no sweetheart deal for early backers, no discount over retail for everyone else, confusing tiers).
Granted starting out with PC/Mac and Android (or at least, the promise to target those platforms as funding became available) would've helped, but there are more than enough iOS user+"core" gamers out there to fund a $500k game.
3 more days and they're at ~$280k of $500k
Some recent updates:
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan/posts
41 hours to go and they're now at $353k of $500k
http://www.kickstarter.com/projects/486250632/republique-by-camouflaj-logan/posts
Looks like the push has already started with a ~$30k gain in only 10 hours, hopefully I'll eat my words and they'll make it to their goal before time is up.
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