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#41
General / Off-Topic / Re: Weed!
Last post by MalcolmYadon - July 02, 2014, 08:33:04 AM
Quote from: Farley4Fan on January 04, 2011, 12:27:24 AM
Dread, people who get addicted to marijuana are weak minded and foolish.  If you aren't, then you have nothing to worry about if you try it.  I'm not recommending it, but smoking weed isn't the worst thing you can do for your body.  Some of the stuff sold on store shelves are worse - like a simple bag of potato chips or
e cigarettes  I'd say that video games are only slightly less harmful to your body and are much more addictive.  One thing about weed though, you shouldn't smoke it if you are lazy/don't exercise, because it will only make your problem worse. 

As for it being a gateway drug, that may be true.  Once that wall keeping you from trying weed comes down, the other walls may be a bit more fragile, but I personally have never had the urge to try harder drugs.  Ever.

I do agree with you..We must not get addicted to weed..You can say it is the most useless activity and we must avoid it..
#42
Public Discussion / Re: from a long time SvM fan t...
Last post by frvge - June 30, 2014, 02:34:05 PM
Our UDK version was way too buggy because it was made without a clear system and the big gaps in productivity didn't help in making a consistent codebase.

The best way forward was a rewrite. Having access to UE4 made it a no-brainer to do that in UE4 and C++. Sure, we would need to port Lakehouse, but that level could use a graphical update too by that time.

Development in UE4 is a lot faster and a lot more powerful. We were limited in our visions because everything had to be a model. We couldn't change the texture of BSP (plain walls and floors and ceilings) in UDK on the fly.

So, we need funding to pay a programmer for a few months and then it's done. Maybe we can get it to a playable, but very rough, pre-alpha state for 5000 euros. Which is still twice the amount we got from the Kickstarter.
#43
Public Discussion / Re: from a long time SvM fan t...
Last post by NeoSuperior - June 30, 2014, 12:56:03 PM
Quote from: VenomousNinja on June 30, 2014, 11:30:36 AM
Why do you NEED donations, anyway? Why do you NEED a kickstarter? It'd be easier to start out with something playable, and then get funding for the rest, instead of focusing so much on the money aspect when it's been seven years in development hell and there's never been a playable version made public ever.

It's a devil's circle... they cannot make a playable version because they need money for that and at the same time, they cannot make money because there is no playable version... Is the only way really to find some rich investor who gives a lot of funding?

Ok, should I become somewhat rich in the next 10-15 years, I will be funding PS by myself  ;D (well... I doubt I alone would just give 90.000€ away like that, even if I had the money, but hey maybe 10.000€ or something!)


But honestly, frvge: How would the situation be now, if you decided to stay with UDK instead of upgrading to UE4? As I understand it, most of the 7 sever years of development were basically porting from mod, to mod, to udk indie, to ue4 indie. How much gameplay progress do you think you would have had by now?
#44
Public Discussion / Re: from a long time SvM fan t...
Last post by VenomousNinja - June 30, 2014, 11:30:36 AM
Why do you NEED donations, anyway? Why do you NEED a kickstarter? It'd be easier to start out with something playable, and then get funding for the rest, instead of focusing so much on the money aspect when it's been seven years in development hell and there's never been a playable version made public ever.
#45
Public Discussion / Re: from a long time SvM fan t...
Last post by frvge - June 29, 2014, 05:09:22 AM
Neo, I appreciate the idea of "just" having donations, but if 100 people donate, it's still only a drop in the bucket. I think I can expect about 200 euros in donations. It's just not worth the effort setting it up.

I hoped that the community could get 5000 euros together as a good start. 800 likes on FB, 200 newsletter subscriptions, 100 followers on twitter and some followers on indiedb. Then the media coverage could build on that. Now, of course the media were a big let down.

Based on the stats, the community got like a couple hundred euros together. I can't run a business on that.I'm disappointed at all levels. Things didn't go as planned, but given the financial situation of having 0 budget, there's not much else I could have done.
#46
Public Discussion / Re: from a long time SvM fan t...
Last post by NeoSuperior - June 29, 2014, 02:26:15 AM
I still suggest somehow making a donation on free basis possible. That way people can donate on their own pace, ideally if it includes methods other than credit cards. But direct bank transaction can cause shrinkage, due to international transaction costs, so something like pay-pal (doesn't have to be pay-pal itself, just something similar) would be the best bet.
#47
Public Discussion / Re: from a long time SvM fan t...
Last post by dYnAm1c - June 29, 2014, 12:09:53 AM
You probably don't need to start a new kickstarter if you don't get a good gameplay video together so people who never played splinter cell versus actually know whats this game is. Probably the best right now would be to get a beta version going to get people interested and maybe connect it with steam greenlight/early access or something.
#48
Public Discussion / Re: from a long time SvM fan t...
Last post by frvge - June 28, 2014, 07:59:45 PM
I'm not sure we'll use them again. Maybe we will, maybe we won't.
#49
Public Discussion / Re: from a long time SvM fan t...
Last post by WTaFa(Wraith) - June 28, 2014, 07:22:51 PM
Maybe you want to publish plan of advertising company for this new kickstarter?
#50
Public Discussion / Re: from a long time SvM fan t...
Last post by frvge - June 28, 2014, 06:53:29 PM
In practice it's stalled. We might put in a few  hours here and there over the next x months to maybe get a new kickstarter going.