Nils Posted June 14, 2016 Share Posted June 14, 2016 We're on indiegogo!Go here : http://dmgo.co Quote Link to comment Share on other sites More sharing options...
saindd Posted June 14, 2016 Share Posted June 14, 2016 Why is your first goal to move away from Torque 3D? Quote Link to comment Share on other sites More sharing options...
Johxz Posted June 14, 2016 Share Posted June 14, 2016 I understand why change, but I don't get it is why use at first instance the engine... it will be the same if in the future other super engine come to light, or when you realize that the new engine is not what you need... so we need to change again? BTW I love this game :lol: people buy the game!!I want a demo :( I would consider first the possibility of putting improve what already I have and invested time, and them of course change the engine :D if I see that is not possible.But comment aside this engine will be great :D always is coming new people, see the commits? you think is dead? come on! :D Other comment aside a game need a good gameplay ;) not only graphicsgood work nils! BTW you need to share it on facebook twitter and other pages Quote Link to comment Share on other sites More sharing options...
Nils Posted June 15, 2016 Author Share Posted June 15, 2016 If we manage to get enough budget than we will make an attempt to migrate DeadlyMatter to a different game engine. Don't twist the words please; it doesn't say our first goal is to move away from T3DWe're not looking for possibilities to switch mainly because they look nice, or have some awesome features.It's mainly because of performance, multiple platform support and up-to-date rendering. T3D has none of that (at least not working properly)And yes, it's a huge amount of extra work. No attempts for migration will be made if we don't have the budget for it.We're very aware of what we can achieve and what not.Anyway, thanks for the cheering!----Website: http://www.deadlymatter.comTwitter: Youtube: https://www.youtube.com/user/StudioDimSumSoundcloud: https://soundcloud.com/user-289877513/Google+ : https://plus.google.com/+DeadlymatterSteam: http://steamcommunity.com/sharedfiles/filedetails/?id=402901401Indiegogo: http://dmgo.co Quote Link to comment Share on other sites More sharing options...
saindd Posted June 15, 2016 Share Posted June 15, 2016 T3D is pretty fast. It might not work well on all platforms, or render shiny things, but it's fast and efficient. Networking is also top-notch. Quote Link to comment Share on other sites More sharing options...
JeffR Posted June 15, 2016 Share Posted June 15, 2016 I'll have to chuck some buxx at it when I get home! Quote Link to comment Share on other sites More sharing options...
Nils Posted June 16, 2016 Author Share Posted June 16, 2016 Thank you @JeffR !!! :) :) :) :) Quote Link to comment Share on other sites More sharing options...
Julius Posted July 18, 2016 Share Posted July 18, 2016 Hmm, plan to move away from T3D and no linux support even though the engine supports it? And flexi-funding... sorry but this really doesn't sound very interesting from my perspective. But all the best for the campaign. Quote Link to comment Share on other sites More sharing options...
Nils Posted July 28, 2016 Author Share Posted July 28, 2016 T3D is a wonderful engine with a lot of possibilities. DeadlyMatter as a game has evolved well running on it; though a huge amount of work on the engine to keep up with the modern day standards also cost a lot of precious time which would else could be used for the game it self. But on the other hand can deep changes be made to serve the game; which most other engines do have these possibilities.DeadlyMatter is a game; it's not a game engine and it's not sold as a game engine. As a developer we need to do everything to make the game the best product for the players as possible. If that would involve migrating it to another engine then it would be a way to go. I have been using Torque my self since 2005, so surely it would be a hard decision, believe me! Of course time, money and expertise are crucial in the decision as well. We stated that we would look at the possibilities of migrating when we reach the funding campaign goal of 100k. At this time it's becoming less likely to reach that goal, as there only 2 weeks left. Not reaching the goal means it will keep on running on the current engine.Yes, there's chosen for flexible funding because even if we don't reach the goal of 100k, the game can be developed. However when the funding is too low we are going to refund all the backers and put the development on hold (and most probably continue as a hobby project)Thanks for the support and greetings from Shanghai!Cheers, Nils Quote Link to comment Share on other sites More sharing options...
JeffR Posted July 28, 2016 Share Posted July 28, 2016 You gotta start spamming it on twitter and sending a few copies to popular youtubers to try and get them to play it, drum up attention :P Quote Link to comment Share on other sites More sharing options...
Duion Posted July 28, 2016 Share Posted July 28, 2016 It is not your fault if the campaign fails, it fails for most of the people now. I even saw a project fail that got added to the staff picks of the crowdfunding site, because it was so good.You cannot really do much promotion yourself if you do not have many followers. Only chance is if you get a big youtuber, game magazine/news site/tech site feature your game. If you do not have all of that you could try paying for some advertising.But even if all fails, if you manage to get it released on Steam you will for sure sell a bunch of copies, the release will give you more exposure than you ever had. Quote Link to comment Share on other sites More sharing options...
Nils Posted July 28, 2016 Author Share Posted July 28, 2016 Cool, thanks for the replies guys! It's a bit of a mix I think; partly it's the lack of budget for marketing... it's common for a successful campaign to use 10k on advertising. As for social marketing; it's what the name says... it needs human interaction or it doesn't work. There were a lot of bumps on the road since the start; including spending a lot of time in the hospital, a hardware crash taking 2 HDD's at once (including local backups), people leaving the team, passing away of the mother of our artist who just started... etc. etc. These events let us miss our chances like with youtubers that are waiting for a preview release for example. There are also good things; like mostly positive responses, interaction rates of 8% on facebook ads (DM seems hot in Brazil :lol: ), truly helpful people, the people who already backed this project, new team members and my wife who still shows a lot of patience (but pushes to find a real job sometimes). A lot of things can happen in 2 weeks, and we're getting back on track, so this campaign is far from over 8-) PS. Were looking for new team members: http://forums.torque3d.org/viewtopic.php?f=36&t=742 Quote Link to comment Share on other sites More sharing options...
Nils Posted August 1, 2016 Author Share Posted August 1, 2016 9 days left!http://www.deadlymatter.com/external/GreenLightPage/DM_9_Days_Twitter.jpg Quote Link to comment Share on other sites More sharing options...
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