Howdy! I've decided to put up a series of posts about the Prefundia page on here that will give some basic detail on what is changed/updated as the crowdfunding pitch is built out. Let's account for the changes, my abacus-wielding friend!
You're doing a great job, Mr. Tired!
Howdy! I've decided to put up a series of posts about the Prefundia page on here that will give some basic detail on what is changed/updated as the crowdfunding pitch is built out. Let's account for the changes, my abacus-wielding friend!
Greetings!
Just a small post to give you a look at our newest video of the game in action! This is a sub-event scene, and we took footage of both choice options for you to really see just how different a scene can play out based on the choices you make. Such choices in games generally give a couple of unique lines before merging back into the "default" dialogue; we have two separate conversations entirely!
And if you haven't yet, be sure to take a gander at our in-progress Prefundia page. Come by, read our in-progress crowdfunding pitch, and leave your two cents. We're always looking for input on what you like, what you don't, what you want to hear more about or less about. Leave your mark on Undead Darlings's future!
What's missing from this video?
Welp, thanks for watching! It's our first video in a long time, so we hope it's getting a little closer to what you'd be excited to play! How do you like the color of the fog of war? Most DRPGs use black, but we wanted it to thematically tie to the other colors in our keyart and logo.
Welp, it's the holiday season around the globe, which means several of us involved in the development of Undead Darlings ~no cure for love~ are taking a bit of time to be with family, friends, loved ones, and/or not-quite-loved ones (but still loved when in their immediate presence because of the season). That said, we'd like to take a bit of time to chat about updates moving forward into the new year.
I (NickyD) absolutely love posting about every single asset we complete for the game. Since our last update, we've secured a number of 3D assets to build dungeons with, more attack animations (basic elemental Skills), several enemy characters, and even voice samples to decide on a "dream cast." I'm extremely grateful for all this stuff, so why aren't I showing it off to the world?
Well, it wouldn't make for a fun and interesting playable demo if you already knew everything that was going to be in it, would it? While still a couple of months away, we've been cracking our wrists, inviting the carpal tunnel demons to invade our keyboards, and have all been working really hard for — to pay homage to the OG Final Fantasy Tactics localization — l….i….t…….t……l…..e….. m…..o…….n……e……..y, to bring you a playable demo of the game.
Why? We want you to have faith that this project is going to be what we say it's going to be. We want you to believe that we know what we're doing (we do). More and more, I read news about mismanaged Kickstarters where the projects are delayed into oblivion, hundreds of thousands of dollars are used up with nothing to show for it, and it blends my icy cold heart into watery shreds. Over the past several months, I've been trying to think of ways to assure everyone that we're different from those projects; that we're serious about this and have no intentions of betraying your trust or expectations. The answer I came to can be boiled down to these points:
So, to the main point of this update. We tried crowdfunding once before when the game was bare-bones in development, and we saw there was a lot of love and support for the concept, but it couldn't catch on because it really was too early in development to show off (plus the timing of launching around E3, and then Shenmue 3 happened, etc., etc.). Knowing this, we've put all our efforts into a vertical slice; a single-serving of the game to let you see a tiny part of what the full experience will be. A demo. This is what can be expected from our second crowdfunding effort. Your selfless investment (or pre-order, however you like to see it!) will help us to bring the game to fruition, and will also allow you to sample the game out, give feedback and ideas, and help to make the game even better. Crowdfunding someone else's game idea is awesome, but there's something special when you know that you can talk to us about what you liked/didn't like about the demo, and we are still able to bend our original ideas to incorporate those given to us by backers. I've fallen so deeply in love with development and design; I want to share it with you all in a totally platonic way, like an ass-out hug.
Here's the tease. I'm working on building a Prefundia page so that you can help us not only with the game's development via a playable demo (to come in a few months), but to make sure we're pricing the tiers to give you the confidence to back the title, where you prefer to back a title at (which crowdfunding site, etc), to give you the backer rewards that you want (and some outlandish ideas to test the waters with), and as an invitation to ask us anything about the game, our experience, how we'll spend the money, and why we think we can finish the game at the goal we set and at the estimated release date we give. In a future update, I'll link you all to the Prefundia page, which will serve to replace these Tuesday updates for a little while. It'll be more interactive and stuff!
I invite all of you to share this with everyone you know. People who know about us, people who don't know about us. People who like us, people who hate us. People who think you use money to light cigars with, and people who roll cigars to make a dollar. Thank you, and Happy Holidays! Merry Christmas, Happy Chanukkah, Kwanzaa, Sol Invictus, Pancha Ganapati, Hogswatch, Feast of Winter Veil, Yule…whatever you celebrate, have an awesome one.
Our Tuesday updates will resume on the 29th of December, but we're still going to post the Character Profile Series each Saturday!