Tom Sloper said:
Can you describe what you want to present? Placeholder audio, we got that. “Intended final look graphics”? “Full functionality of one level”?
Ah, that I can do, I believe!
The current aim, then, (aside from audio) is something along these lines, presuming that I'm forgetting nothing:
- Final-look graphics
- At least pending feedback on what I currently have
- If then not “final”, at least I hope “decent”
- A small selection of areas, including something along the following lines:
- A handful of very small areas
- One partial medium-sized area
- And one partial large area as the “centre-piece”
- This including a few sub-levels in order to show some variety
- Two very small “hubs” in which the above are found
- A small selection of weapons
- Showing, I hope, some of the range that I have in mind
- A small selection of fully-functional enemies
- Two or three bosses
- All of the intended types of item/upgrade
- There are about five of these types:
- Weapons
- Character-abilities
- “Quest Items”
- Health upgrades
- Player-skins
- NPC interactions
- Full menuing
- And various other features
To explain a little regarding the levels/areas: The game that I'm working on is intended to be a metroidvania, with some of its regions being somewhat large. I then intend to include only one such large region, and that cut down: its sub-levels may be partial, with more focus being placed on showing variation between sub-levels.
It is possible that some other features will be yet-to-be implemented--I still have some decisions to make there. Further, I'm not sure of how much of the game's story will end up being included.
And there will likely be at least some bugs!
Or, put another way: Something close to final, I hope (save for audio and maybe some bugs), but a very limited section of content, and some elements missing (no tutorial, limited scope for exploration or quests, etc.).
Tom Sloper said:
Instead of worrying about the term “vertical slice” just make the best possible demo.
That's fair.
I suppose that, at my initial reading of Frob's original mention of “types of vertical slice”, I worried that I might be undermining my efforts at pitching by, well, “making the wrong sort of thing”.
Tom Sloper said:
The less polished, the less likely you'll get a deal.
Of course. The question, I suppose, is how much less likely. (In qualitative terms, not quantitative, of course!)
That is, naturally a demo with full, perfect audio is likely to be better than a demo with poor audio, which (I imagine) is likely to be better than a demo with no audio. But is poor audio so big a detriment that most publishers will discard the demo out of hand, or so minor a detriment that it's not worth worrying about--or somewhere in-between?
In short, I'm trying to figure out how much weight to give this one element, and thus how to allocate resources towards it.
frob said:
The problem comes from the term itself. …
…
At one extreme a vertical slice a basic prototype system. …
…
At the opposite extreme they're a full debugged demo ready for the unwashed masses to rip apart. …
Ah, I see! That makes a lot of sense now, and I'm with you, I believe!
I would say that I'm aiming for something closer to the latter extreme than the former, I think--but see my reply to Tom Sloper, above, for a more-detailed explanation.
frob said:
For a publisher it depends on what you're offering and what you're expecting them to bring to the table. If you're expecting them to bring significant funding for development, it should show you've got a fun concept. That usually (but not always) means a playable demo with the pitch, something they will find fun and engaging, and will be able to make a decision about.
…
Okay, that too makes a lot of sense.
I'm arguably planning on showing more than the level of aid being sought would suggest, based on your description: I'm asking for quite a bit of aid, I think, but am nevertheless planning on showing something playable.
Thank you very much for your detailed responses! They've proven rather helpful--and indeed, have to some degree settled my worry about the “type” of vertical slice that I'm working towards. ^_^