5 minutes ago, CrazyCdn said:A prototype is typically a playable version of the game with very poor or programmer like art.
A demo is typically a playable but very small part of the finished or nearly finished game.
An alpha release is a slightly more polished prototype typically. Usually used for bug hunting, balance issues, etc.
A beta release is typically a rather polished, nearly finished (sometimes limited in scope as not to give away the whole game) much like the alpha but with hopefully fewer crash bugs or balance issues.
Released game.
You can make the prototype a demo also.
Typically if you're seeking money, you'll need to be an established developer to have much of a chance to be honest though. Even then they're often not successful. Just trying to make sure you have realistic expectations. Though I hope at the same time you're the exception to the general rule.
Thank you for this. I built a detailed prototype on 3ds max and maya (lots of content, LOTS of custom UV's) and took so many pictures from so many angles. It's just not playable because of what it was built on but when it's time to develop.... the artist and programmer will have a very nice foundation to build on because of the prototype that I built if that makes sense! I figure if I put even more work into the prototype and truly make the pictures splash and pop and grab attention, as well as deliver everything I wrote about the game (that can be implemented into the game) in a very intriguing manner I'd have a good chance on kickstarter. I appreciate your interest and your input, whether good or bad, I truly do. Thank you!
6 minutes ago, Bradley Latreille said:I agree with crazy here while you could consider them close to the same some key factors the demo has that a prototype doesn't is your demo needs to convey the games purpose and story as well as adding extra weapons or cooler monster than usually seen in the starting levels of the actual game. This way your demo seems fun, but also shows some of its mechanics later down the line and not just in the first level, massive world games have this easy because they can just release a finished game with limited level/item/quest selection and call it a demo. My experience with demos comes from a lot of my own experiences as I'm no marketing expert but it seems this is what the games are aiming to do when they release a demo, do correct me if I'm wrong but it also seems very logical to do it this way in a sense.
Agreed, but see building all of that takes a programmer and designer and basically money I no longer have. As I spent my savings forming the company. So Im looking for the best route for a chance on kickstarter basically. I truly believe there's a chance, but I just don't have the financials.