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Beast's Fury - Updates & Discussion

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Just understand the reason you may not get much funding
I am fully aware of our chances, what is the alternative though? Drop the project? I wouldn't want that, I'd like to have the funds to work on it, the team doesn't want that either. So if people wanna support us forward, they will, if they don't then that's that right? But I keep repeating this, the total of money we have gathered in the couple small campaigns that were done so far is not that much in terms of development cost by any standard. But it still allowed us to build a good framework to go forward, a demo, even if doesn't yet stands scrutiny. We learned a great bit from this and made great connections with animation studios who we will work with. But think about this, with most of the money so far not going to me, I was still able to built what we have so far code wise, engine wise. Sure, I have plenty to work on to make everything lock into place but it's not unreasonable or warranting such doubt. Or let me rephrase, I personally don't have such doubts. With the funds to work full time on it, I think we/I can do it well and deliver. And also, any project, any team, any company is learning insane amount of things and technical knowledge when they work on a game, you can't say that I, myself, have to know everything I'm gonna do before doing it, that isn't workable when you're indie, learning while working is part of the job, always. You learn by making games. And I joined a team with someone who does have that knowledge of fighting games, my part is knowing how to make games in general, now, the specific technical aspect of the type of game we're doing, in this case, all the knowledge and intricacies of fighting games, is indeed within the team and I'm the conduit to bring it life. It's not magic though haha gotta code that shit and it takes time and the money to be able to spend that time and still pay your bills at the end of the month. Bottomline is, if we get the funds, I can actually focus on it and do it all, if not, then the interest isn't there enough and we'll see what's next.
 
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I've heard Adam Wan is working on this, is it true?
Not sure, I mostly deal with the producer, game designer and animation lead right now, I don't know who the animation lead then propagates the work load to.
Would it be a good thing or a bad thing if it was true?
 
Well you game its "Beast Furry", Adam Wan its a furry artist, maybe its a good thing, tought.
 
Take a guess lmao
Other than for the bad use of money your project is getting a very bad name because he's in.
I know for sure LordDirk is in this, and I fully support him, but having Zaush doesn't help you at all.
 
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Well you game its "Beast Furry"
Not sure if you're just trolling or not but it's Fury not Furry, and while we have anthropomorphic characters, it doesn't necessarily equate to "furries", I don't see a lot of alligators and sharks in the furry community. I'm personally not a big fan of the whole Furry thing and yet I joined the project cause I thought it actually didn't convey that "furry" feeling. I'm fine with people liking furries though, better make that clear before I see the headlines saying "Furry game developer hates furries with a passion" lol

your project is getting a very bad name because he's in
I doubt that, if he's doing the work then there's no problem, it's not like he's adding baby wolf double penetration in the game or anything. But like I said, I don't know if he is part of the team, I could ask but don't really care to.
 
He's one of the most popular artists in the furry fandom....I really wish to know what he's doin for Beast's Fury if he really is in, clean-up? Illustrations?
 
He's one of the most popular artists in the furry fandom....I really wish to know what he's doin for Beast's Fury if he really is in, clean-up? Illustrations?
Probably clean up or coloring if anything, not sure, doesn't matter, most of the work right now is done anyway, we're wrapping up Don's shading and Juco's finishing on Vincent's finisher. If we get the funding to go ahead, we'll be working with an animation studio, not individuals. More details on that later.
 
Not sure if you're just trolling or not but it's Fury not Furry, and while we have anthropomorphic characters, it doesn't necessarily equate to "furries", I don't see a lot of alligators and sharks in the furry community. I'm personally not a big fan of the whole Furry thing and yet I joined the project cause I thought it actually didn't convey that "furry" feeling. I'm fine with people liking furries though, better make that clear before I see the headlines saying "Furry game developer hates furries with a passion" lol

No, mispelling typo, sorry, not trolling, seriously, and you are right abour your statement, im with Chicken about the artist.
 
No, mispelling typo, sorry, not trolling, seriously, and you are right abour your statement, im with Chicken about the artist.
Alright good, so you're with chicken about an artist being a bad thing if he's part of the team? Or did you mean something else? Cause to me, whatever an artist does with his own time is irrelevant if he's doing the work he's supposed to do.
 
Alright good, so you're with chicken about an artist being a bad thing if he's part of the team? Or did you mean something else? Cause to me, whatever an artist does with his own time is irrelevant if he's doing the work he's supposed to do.

Its irrelevant to you, but not for potencial consumers maybe, think about it, (fictional/ case) "Hey guys, check out this awesome game! this rumoring rapist/ phedophile its in charge to X thing, enjoy!"

For good/ bad the reputation about us its equal important that our work, talking about professional perspective, obviously.
 
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this rumoring rapist/ phedophile its in charge to X thing
Jeez dude, you escalated that rather quickly, is he a rapist or a pedophile? I'll assume he's not, so what's so bad about him? Just his subjectively questionable art or is there something I should know?

Also, I'd imagine that if you're into furries, you're fine, maybe even happy, with that guy being on the project, if he's the most popular furry artist, and if you're not into furries like me, you don't even know who he is. Both case seem fine to me, am I missing something?
 
Jeez dude, you escalated that rather quickly, is he a rapist or a pedophile? I'll assume he's not, so what's so bad about him? Just his subjectively questionable art or is there something I should know?


(fictional/ case).....

Fictional case, never said that its a fact, just to put a example about my toughts, sorry if feels like a fact or im talking about that person, i don´t know really know about his/her reputation.
 
I'd suggest people avoid making potentially damaging accusations based on internet sleuthing. We've all seen how such things can turn out.
 
Sorry about anything harsh I may have said. I was serious about my reply on YT, however. I WANT to support this project. The game looks like it could be something, but I feel jumping to a Crowdfunding without a more polished demo doesn't show what you guys are shooting for here, or at least the level of quality. However, I have seen a number of people jumping up to support this. I hope that despite all the issues you guys are able to get this rolling and actually done.

On a side note, I'm still concerned about budgeting. You brought the 45K before and mentioned how short term those funds were, yet the crowdfunding is asking for 185k to finish the game and ever $95000 after that, 4 more chars (with some debatable extras like the short movie). I don't claim to know how you guys are or should be doing your budgeting, but about 22k per character seems a bit...preposterous, and that's not including the potential 9th roster char from the 25k reward, which honestly nulls the reward since that 25k would go towards making said new char. Probably would have been better for the 25k to be something else AND THEN your char in the game if they get to the next stretch goal for 4 more characters. I'm assuming this isn't something you necessarily have input or control over, just wanted to point it out. With all that animation and paying you guys and all the physical backer rewards and such, I'm just skeptical. Probably thanks to THIS video. I'd also suggest looking up Fedorah Ninja's posts. He still went over a lot of good points. Good luck :D
 
I hope that despite all the issues you guys are able to get this rolling and actually done
Me too, we're at that point where funds are spent and people are still working, but for free. We can't sustain that for much longer. I know I can't.
The animation studios we're gonna work with charge us way less than what we paid when working with individuals so that's where we're able to cut serious spendings compared to what we've been able to do so far. They've worked on other games with good results so we'll see how that'll go.
 
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I'd suggest people avoid making potentially damaging accusations based on internet sleuthing. We've all seen how such things can turn out.
I agree but that was not really the point I was trying to make. I searched for Beast's Fury on multiple sites, and people pointed this out as a reason to not support the game.
 
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Glad to see you're still around @Evil-Dog! Really though, there wouldn't be any point to holding up a conversation if you weren't around. Sorry that you're the one who ends up having to deal with all the mayhem around here :P

To stay on topic, you've brought up the question of why people seem to be so upset over the budget. I may not be able to speak for everyone, but I can at least bring up a few points that I know are rolling through everyone's heads.

Yes, the budget thus far has been rather limiting. This, as you said, has a pretty clear effect on the amount of work that can be put toward the project. People aren't upset over the fact that the budget is low. What upsets people is the fact that the team has asked for a small budget numerous times, while consistently promising more content than is realistic given the proposed budget. In other words, many believe that you should be asking for more money and promising less content. It's not that they want to provide more money for less content, but more that the current budgeting proposal is laughably unrealistic. What's worse is that this isn't the first time that exactly this has happened. It becomes increasingly difficult to support something that hits numerous roadblocks when the people responsible for the mistakes don't seem to acknowledge their mistakes on subsequent attempts.

I would love to see you guys succeed. I hope the best for everyone moving forward and would like to see a finished project. Even still, that's about all the support I'd be willing to provide.

@chickenwithtie I don't really understand the sentiment myself. Even if this guy has actually be prosecuted for some form of sexual assault, I don't see how that should have any effect on business between him and the developers of Beast's Fury. If he committed the crime, then hopefully he is rightfully prosecuted. If so, then he'll receive his due punishment in accordance with the law, and hopefully he'll learn to become a better person because of it. Or maybe not. Either way, business is business. If he has a skill-set that someone would like to hire him for, then his personal life should in no way have any effect on the outlook of the company hiring him.
 
Sorry that you're the one who ends up having to deal with all the mayhem around here
It's great Zen master training :)

numerous roadblocks
Well as far as I'm concerned, the only road block I faced with my time on the project is just the challenge of making something good with limited budget, from the inside, it definitely seems less serious than you guys make it to be, some demos are shit, some demos are gold, we're somewhere in the middle maybe slightly closer to shit than gold but we still accomplished something decent with the limitations we had. The big missing piece for our demo is online play but that's a big piece of pie. In my opinion, asking smaller amounts many times isn't a terrible idea if you wanna go at it in steps instead of just promising the entire world with a huge uninformed budget. If we tried that right from the start, we wouldn't be anywhere today. What we're proposing is our honest assessment of our costs with the content we wanna deliver for the 8 character roster, taking into account the people we'll be working with.

Even if this guy has actually be prosecuted for some form of sexual assault
I'd have to disagree with you, I wouldn't hire a criminal (certain crimes), but here we were simply talking about an artist doing his art about whatever theme he fancies, that's not a crime, that's a personal taste and style. Whether one think it's icky or not. doesn't matter one bit.
 
Ever fixed that whiff lockout for Don's cigar Super? It's really annoying. Think the move would also just generally work better if it could hit the opponent while they are caught in the air and complete the combo. Feels like Don needs a few more moves or alterations to his current ones to make his juggling a bit more effective in general. Maybe its just the juggle points and me not being used to such things. I dunno.
 
Maybe its just the juggle points and me not being used to such things
No it's not you, there are many issues with Don, framedata not properly entered, bad boxes, or some clear glitches in the code, many of which are at the top of my todo list. We just added some of those moves and are still in the process of adding all his shaded sprites so he should go smoother in the coming versions. but you know, it's like early access, you get what we work on, it comes with all the intermediary states of different features and glitches here and there and oversights and all that jazz. If that's not your thing, playing the incremental builds might be more frustrating than anything, especially if you expect all aforementioned issues to be fixed at every iterations. I might not address some stuff you find very important over multiple versions as we prioritize various things that needs doing. But I assure you it's all on my list and when I have time to work on the game, I keep shuffling things around to fix whatever seem most important at the time, sometimes it's my call, which can go against some of your own priorities, sometimes it's Andrew's call.
 
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I understand. I just wanted to know if that was something you had plans to fix or alter in general. Good to know that Don still has a long way to go and his current build isn't indicitave of the final state.
 
--Snip--

I would consider having people work without proper compensation a fairly major roadblock. If you're going to run a fundraiser with the intent of using the money to pay people for work, then you need to either raise the appropriate amount of money or propose a realistic amount of work to match the budget. We've all seen several fundraising campaigns, and not once have I seen a realistic budget proposal.

Also, I think there's a misunderstanding around the discussion regarding Zaush? We're not talking about the content of his artwork. The argument is that he is an alleged rapist, thus his personal life has brought bad press to the development of Beast's Fury. I know nothing regarding the individual, so I won't bother commenting on him personally. My argument was that I don't believe a person's crimes should have an effect on their ability to work within their field of expertise. If he's been properly prosecuted, then he will (hopefully) be punished for his crimes. Beyond that, everyone needs to be able to move forward in life. Even if he's made some pretty serious mistakes that brought harm to others, he still belongs somewhere within our society like everyone else. Except for people that do something really really bad...we usually just kill those people :/
 
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I would consider having people work without proper compensation a fairly major roadblock
You know what's an even bigger roadblock? Asking too much and not getting anything and abandoning the project :) The previous campaign included our expectations of what we thought we could raise, combined with what we were willing to work with, including taking it in the chin and doing free work to reach our goals to have a demo of the game. We didn't raise a lot and we've done plenty with it even if it fails to live up to some people's expectations. Anyhow, if I get to work on it full time I'll be happy to do my best once more.

the discussion regarding Zaush
I'm very uncomfortable discussing this so I won't.
 
My problem with your project is that your team has continually shown that you have NO IDEA how to properly budget or scope the game, and you are still repeatedly asking for money without improving on how you use what you get. Completely ignoring the state of your demo, people should be wary of backing you because you've shown yourselves to be, quite frankly, incompetent businessmen. You have no idea what to cut, you have no idea how to use the funds you are given, you have no idea how to estimate what else you will need, and your attempts to cover up previous fundraising efforts just make matters worse. IMO, at this point your project should be classified a scam based on the business aspect alone. This latest crowdfunding effort shows unbelievable gall.

Having had 5+ previous attempts at crowdfunding is not necessarily bad in and of itself, but the WAY your team has handled each successive crowdfunding drive is not confidence-inducing. You fritter away money on ridiculous junk that doesn't improve your demo, totally over-promise your rewards, and obviously have no idea what things will cost even though you've ostensibly been doing this for years now. There are ways you could have gotten to this point and had everyone happy you are asking for more money, but the path your team has taken makes this latest crowdfunding drive a joke.

None of the previous paragraphs dealt with the quality of the demo, which is also not confidence-inducing. Your team has publicly demonstrated that you think you know better than everyone else and you're willing to gloss over, outright ignore, or respond rudely to advice that is given when you don't immediately agree with it. As a result, you have produced a lackluster, un-polished, unfinished demo...made by more people, in a longer amount of time, than the four original people (Alex, Mariel, and myself with Persona for part of it I think) took to produce the Skullgirls single-character demo that got us a publisher. And you started with Unity, which gives you rendering and input and a game loop already, whereas we did not.

You should not be spending ANY time on animated finishers (or even on Don!) until the FULL basics of the game are present and Vincent is fun to use and entirely representative of the game you want to complete, to the extent of your present abilities. This is called a "vertical slice", and it is what you SHOULD have been doing this entire time. You have been told this multiple times by multiple people, myself included, and I don't expect you to listen this time either.

Me too, we're at that point where funds are spent and people are still working, but for free. We can't sustain that for much longer. I know I can't.
AHAHAHAHAHAHAHAhahahahahahaah. Hello, welcome to my world. The snacks are over that way.
Let's see...if we ignore the decade of unpaid side work on the engine and concept (separately, since Alex and I hadn't met yet) from 1999-2009, that only leaves the following unpaid periods:
- Mid 2009 to mid 2010, 1 year full time unpaid work on the demo while trying to find a publisher. *1, below.
- April 2012 through Feb 2013, 1 year full time unpaid work on what eventually became Skullgirls: MDE, after being laid off from Reverge because of Autumn's financial problems until we decided to try the IndieGogo because none of us could afford to continue.
- Last ~6 months of full time work on the end of the IndieGogo project because it ran long, due in part to problems with Konami having the game pulled from XBL/PSN in the middle.

That adds up to 2.5 years of free work for the team, 2 years of which came BEFORE we asked the public for money.

*1 - "unpaid work on the demo while trying to find a publisher" is the period Beasts Fury is in right now. That's the time when you GO unpaid because you are working to be in a state where you eventually can ask for money and have a real hope of getting it.

This is my last post on this subject because I have no more energy to shout into the wind.
 
It's not really the place to discuss that sort of thing anyways. We'll leave it at that. Anyone who thinks it's worth discussing should simply create a thread regarding the topic.

And yes, I imagine that asking for a higher budget would not have gone over so well. At least, not at the beginning. But that doesn't really change how things currently are, or how the road leading up to this point may have been. Regardless of perspective, I still stand behind the notion that the current budget doesn't line up with the amount of work that is being proposed. This wouldn't seem so bad if many of the design choices being made weren't as questionable as they are. Low budgets being spent on arguably unnecessary content that continues to be unfinished (even if ever so slightly) makes for a questionable outcome, especially when the same mistakes keep being made time and time again.

Regardless, I wish you and the rest of the team the best of luck. Keep pushing forward man, and do what you have to do.
 
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You're saying the project fails especially IF it's funded? And respecting the devs and team by NOT supporting us being able to keep working? Can you explain that? Not sure I understand that logic.
I would like to see your team succeed, but just as others have also mentioned, I do not think this campaign shows a plan for success. Once you guys take the funds from this campaign, you lock the team into yet another commitment with a budget that has been proven unsustainable. Funding this will just mean beginning the cycle for you guys all over again, and I can't imagine the team will want to deal with this kind of stress for much longer.

Right now this new budget is banking almost entirely on whether or not these animation studios you've talked about can deliver to the standards you guys will set for them. Are these magic animators? No. They're the same kinds of hard working people that have been laboring for you guys up to this point. They're the same kinds of people that, two years ago, put their heads down to work with a $21,000 budget (the first IGG), and months later, lifted their heads up and realized things were not going to work out the way they had thought. Once this new team of animators reaches that same point (and they will, whether it's at the office, or in their homes), I shudder to imagine the circumstances that might force them to put their heads back down again. They deserve better, and you deserve better.

Even if a higher budget goal would be harder to obtain through crowdfunding, it would still be a realistic number that reassured everyone that the livelihood of the team could be secured. It would also ensure that a year from now, you wouldn't be back here trying to make the case for another campaign.
 
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As things are now, another fundraiser strikes me simply as a move to serve the vanity and stubbornness of the people working the game.

I think there's value in knowing when to say, "hey, we completely fucked this up. Every dollar we raise at this point is just sending good money after bad." I could at least have respect for that.
 
I don't expect you to listen this time either.
Strong words all around. Sure you're right on most of what you say, and still we're here devoted to work hard on the game no matter what mistakes we've made in the past, I stand by saying we accomplished something good with the money we had. And we certainly will make mistakes in the future, who doesn't. My part of this is working on the game now for free with the time I have and working on it full time if it's funded. I mean you had your pet project and your dealt with it with flying colors and I'm happy for you. You were able to afford working on it for free for years and strike a smooth perfect deal from that hard work, that's fine, that's awesome even, YOU could do that, I can't. And our animators can't. You can disrespectfully say and imply that we're scammers, liars, rude, lazy and all that, but that's simply not the case. We do our best, and if we suck at everything by your standard then there's nothing I can do about that. We take plenty feedback and seek help where it is, trying to find the best way to continue working on the project, working for free isn't the way, dropping the project isn't the way, asking for way more money than we could ever get isn't the way either, so here we are. The budget we did include the costs that the people we'll work with wanted and that's what we're going with. Can we fail? Sure, projects have gotten millions more than they wanted and still failed, AAA companies start projects and fail, some other projects got just what they needed and succeeded just fine.
Me, I'll do my part and program the game if the funds are there.

the vanity and stubbornness of the people working the game
Hey thanks for the gratuitous insults buddy. I'm glad that coming here as the hired programmer to talk to you guys and doing my best to be civil and composed against a tidal wave of criticism (which is hard as hell by the way) is met with at least some decency :|

I've heard Adam Wan is working on this, is it true?
Yo, I confirm that he is not.
 
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At least you're putting up with the criticism. I don't think anyone here voicing their distaste actively wants the project to fail, we're all just skeptical and based on what we've seen it doesn't look like good will come of it. You're trying to make good on your end and finish this, though, and that's good. Being able to deal with those who voice issues they feel are legitimate issues (and tbh I'm fairly inclined to agree with many of the negative points made here), and get responses continually showing support is good.

I still cant back Beast's Fury till I see something more complete, but I still think this game has some potential. So I wish you luck. There are never enough new fighters out there.
 
I still cant back Beast's Fury
Yeah that's fine, I mean if you don't trust something, you don't support it, totally normal ;) Potential? For sure, look at the combo videos, they're awesome haha but if you start nitpicking then yeah, it falls apart and it's not a fighting game demo worthy of fighting games, but it is a fighting game demo nonetheless. Mike is totally right, we don't have a vertical slice and that is crucial to getting a publisher and showing the game is tight. But hey, I've made game where I didn't have a vertical slice for almost the whole project and it all came together like clockwork as planned in the end and was still an award winning game (Road of the Dead 1) and is still played by tens of thousands daily 5 years after its release. I'm not a moron, I know the job and I know the risks. We're going with a budget we're confident we can realistically raise and confident we can work with with the people who are involved. I mean at this point, support us or don't support us, beyond that, I'll be around answering actual questions about the game and sharing updates and stuff.
 
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the point is you SHOULD have a vertical slice by now, that should have been the first thing you made. The fact that you've moved onto other aspects of development before finishing the core mechanics of your game is extremely telling, it absolutely blows my mind that you all though finishers took precedent over core gameplay.

Road of the Dead isn't a fighting game; you cant make a fighting game piecemeal, it's a massive interconnected system where every mechanic effects every other mechanic.

You keep making excuses like "we're new to this" and "mistakes will be made" but I clearly remember mike offering his insight a long time ago. The fact that you both acknowledge your fallibility and yet also ignore advice from a seasoned developer is the most baffling thing I can imagine.

I mean you had your pet project and your dealt with it with flying colors and I'm happy for you.

I don't think you understand what the skullgirls dev team has gone through to bring this product to fruition. If your team isn't willing to put the level of work up front that lab zero did, you should go back to developing for publishers.



Bottom line, here's what I think y'all need to do.

1.) Stop promising things we both know you can't possibly deliver. I think it's fair to call it a scam if you're trying to get money from people with false promises, even if you don't intend it that way. Either stop the kickstarter, or alter it drastically to ONLY include work on Vincent.

2.) Play more fighting games. This is going to be really important for the next step, and you should not even consider further development till you have a thorough understanding of the genre. Learn the key games inside and out, I'm not a programmer but I'm sure there are resources for looking at the code of some of these games. Just play them and critically analyse what works and what doesn't. Street fighter, Mortal Kombat, Anime, versus games, just do it. Play online and watch tournaments. If you dont have it, I will give you copy of skullgirls.

3.) Make the vertical slice with what you have. You promised this a long time ago and yet it's still not here. Halt animation, you have plenty of frames to make a gameplay demo, and the art isn't as important at this stage in development. If the kickstarter continues, all that money should go to you as the programmer. When Skullgirls was early in development Mike made something like 3 characters out of an incomplete filia as a proof of concept. Vincent needs to have all his hitboxes and hurtboxes in order and the core mechanics need to be nailed down, you absolutely need a firm foundation for further development.

4.) Don't come back to kickstarter. You're fundraising opportunity is long over. Go shop it out to those big names you were talking about. Get funding from a publisher. You cannot make a game of your scope on crowdfunding alone. Lab Zero was only able to be so successful with their crowdfunding because they already had a product, and even then they were only able to add 5 dlc characters, which is nowhere near the size of their original roster. You do not have the clout to get anywhere near this level of success, especially with the history of botched campaigns.

6.) Tighten your scope and cut corners. You don't need an insane number of frames, I think it was brought up in the last thread that you were animating sprites with more frames per second than skullgirls? That's completely ridiculous and a waste of resources. Cinematics like finishers are completely unnecessary. if you're serious about making a fighting game, and don't just want to make an animated feature, throw those ideas out the window. Complete waste of resources that will just bore players after one or two times. There's a reason people press start and rematch at the end of mortal kombat matches, people don't want to see the same fatality or winning cinematic over and over again.

7.) Listen to Mike. He's done all the grunt work and made all the mistakes so you don't have to. Even people that actively dislike skullgirls admit that he has created one of the most solidly built fighting games there is. Watch every panel he's ever given, read every piece of advice he's tried to give you, just do it. The level of craft and attention to detail the guy puts into his coding makes AAA devs look like absolute chumps.



As burned as I am on this project, I think you could pull it through if your team is willing to put in the work. Furry art is not me jam, but the animation is fluid and the talent is there. At the end of the day people just want a quality product, if you come back with something good people will accept you with open arms. I'm a big indiephile so I'll be the first in line. There's no vendetta against the project, we're just calling it like it is.
 
I stand by saying we accomplished something good with the money we had.
I disagree, because what you have is objectively not good as far as a fighting game demo goes, and includes lots of work on things like finishers that basically qualifies as wasted time compared to what that time and money should have been spent on. And other teams have accomplished something better, with less money.
This is part of what I mean by your team not listening and having a very high opinion of themselves despite facts to the contrary - the first step to improving is ADMITTING YOU FAILED. So admit it. The demo is not good! Time was spent on the wrong things! Your team doesn't have enough fighting game experience! The previous crowdfunding efforts were vastly overpromised and the budget was not realistic! We can start from there.

I'm not saying we did something you can't. I'm saying we did something you DIDN'T - but should have.

I'd like to add that I don't believe in donating to a project that is not the primary aim of the people working on it - if you have a regular day job and this is a side thing, I don't think you should be soliciting money from people (multiple times) since you already have a source of income. That's just wrong.

I'll also say this: you keep pointing out your previous industry experience. I do not think that means what you think it means. Experience is not a synonym for skill, knowledge, or talent. It just means "I've been there." There are plenty of people who worked on Star Wars Battlefront II with me that have amazing skills and talents, and there are some who couldn't make another good game if their lives depended on it. Yet everyone came out of that project with the same amount of experience. So don't trumpet that junk. You may have been on successful projects before, but that doesn't change the direction Beasts Fury has gone.
 
Simple question that might put some of this to rest: Considering that you're so confident in this new budget, should this current campaign succeed are you willing to say that you won't be starting yet another one until the demo is complete with all promised features/characters/etc.?
 
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FWIW, John Romero had lots of industry experience, including some of the most genre defining games on PC. We've seen how that panned out
 
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Sure, projects have gotten millions more than they wanted and still failed
Why did they fail, though? Look at Timmy "3.3" Shafer. His project, Broken Age, received 8 times as much money as was asked for, and they still delivered only half of a project a year behind schedule (and kept doing kickstarters in the interim). Bobby Kotick said before that he's bad at meeting deadlines and staying within a budget. We also know he centered development around San Francisco so that he could use a particular artist. Look at the decisions that were made.
 
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