alice wolfraider said:
I hear a lot of text but little action, we go in circles: crowdfunding is not a resource, but a collection of money on platforms
I hope you don't mean to be condescending but that's how this comes off. I know what a crowdfund is, I'm 46 years old. I don't know what you don't understand about my reply specifically related to how I am approaching the crowdfund. And while you say “little action” we are working on models and concept art, my writers are fleshing out lore, character studies, and drama. My sound guys are building a score and working on effects. And the one programmer I have picked up so far is making a road map for his end of the project. Have I posted my crowdfunds yet? No, and I spelled out why. Did I admit to being hesitant and uncertain exactly as to when I should post that crowdfund, yes. I appreciate the comments, but this isn't even productive or useful. Why not respond to those specific thoughts based on your concerns as I am trying to answer your questions?
alice wolfraider said:
it makes no sense to assemble development teams when it is easier and more profitable to assemble fundraiser teams
To you, it makes no sense. To me, I find it hard to believe anyone will sink money into a long project like this without some assurance that my project is even worth investing in.
It has been 14 years since I was in the industry, and one thing has become clear after multiple discussions across a variety of platforms since posting this recruitment ad. The general perspective of the indie scene seems to have shifted. When I took my first indie job, we had no problem assembling a large team and we stuck together doing remote work for years. And I am happy to have learned this lesson nice and early.
I have spoken to my team and we have agreed to shift our focus into making the demo as a standalone 1v1 2v2 3v3 game that we can build up in order to port that code into the larger game. So I will be rewriting my posts today to reflect exactly that.