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Beast's Fury Kickstarter is Live!

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I thought they already did a kickstarter and were in the middle of development? you sure this is real? hey wait? I though boxing kangaroo girl was like the second to be made characters? why is she last one?!HOW DID SHARK GUY GET MORE PRIORITY?! He was like third guy right? And I don't even remember a hype dog? What happen to like parrot lady and horse man and shit? I know there was a dog guy but he didn't look like that? CRAP THIS IS WHAT HAPPENS WHEN GET OUTTA THE LOOP I'M CONFUSED @A@
BOXING INJUSTICE I SAY! VERY UNJUST!
 
pretty sure their indiegogo failed, could be wrong though.

Edit: no it didn't but they only raised like 20k, which isn't enough for something like this.
 
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Why is Maximillian in every indie fighter now?
 
Why is Maximillian in every indie fighter now?

Cause hes a cool guy that doesn't talk shit about other people or games, he's a very mainstream outlet when it comes to fighters. People leverage that popularity to boosts themselves, aint nothing wrong with that.
 
I agree with you but its the 3rd time this has happened already.
 
its only the 2nd time.
 
Oh sorry I'm getting mixed up by multiple conversations. I dont know, if someone approached you and asked if you wanted to be in a fighting game, wouldn't you say yes?
 
I dunno, I like Max, but even I'll admit seeing him in these projects is starting to get tiresome (don't forget Yatagarasu too). I can't blame him for jumping at the chance to have his dog made into a playable character though. I mean, who WOULDN'T want that?

Anyway, since this game has been in the works for so long, I'd certainly give it more credibility than The No-Gameplay Incident. Their new animations for the Shark guy also look pretty good so far. They might actually need to consider updating some of their older animations as a result.

I wonder how they plan to tackle those fancy Super animations though. They look cool, but they do seem overly long and expensive right now.
 
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There's a pretty big difference between this and Chainsaw Incident. This game seems to be being made by people who actually know how fighters work, have been working on actually implementing their work into the game instead of just working on animation and their immediate goals are actually seemingly reasonable. (and no pretzel motions, that was meant to be a selling point how?)
 
While i LOVE the sprites and it really looks intresting, i'm still a bit shaky...

They fully admit the kickstarter is ONLY for the demo. the first goal is for vincent and don, if it goes really well, we get 2 more characters.

the price is pretty good for what they're offering, but still just a 4 character demo. They have only one programmer with experience (worked at UBIsoft, so the guy must be good, at least), but i don't know how experienced he is in fighting games

Most of the team are animators and artists (understandable: 2d art with so many frames needs a lot of time and (wo)manpower). I don't know how far they could go without someone with a solid background on fighting games (be it playing experience, or even working on one)

IMO, they don't need crowdfunding, they need a company to fund them. It's too delicate to work on other people's money, unless your team is extremely capable AND experient, you'll end up with little money sooner than anticipated. It's better to work on the demo and show it to big companies. Having one company to please might be a tad easier than 9 thousand micro investors (UBI and EA might want to try getting a slice of the 2d fighting game market eventually... as much as i hate EA, they have deep pockets)


On the plus side, DANIELLE MCRAE IS IN IT! GO, PAINWHEEL GO!
 
I wonder how they plan to tackle those fancy Super animations though. They look cool, but they do seem overly long and expensive right now.

yeah the supers are the one thing that I'm not liking right now. Their even 1 hit kill moves, which are universally terrible.

IMO, they don't need crowdfunding, they need a company to fund them. It's too delicate to work on other people's money, unless your team is extremely capable AND experient, you'll end up with little money sooner than anticipated. It's better to work on the demo and show it to big companies. Having one company to please might be a tad easier than 9 thousand micro investors (UBI and EA might want to try getting a slice of the 2d fighting game market eventually... as much as i hate EA, they have deep pockets

I couldn't disagree with this sentiment more. This way they get to keep the rights to their work instead of giving them up to a publisher that will screw them.
 
I couldn't disagree with this sentiment more. This way they get to keep the rights to their work instead of giving them up to a publisher that will screw them.

point taken, but they need a bigger backup than they're asking AND getting. Being an indie game developer is a complex and risky business, and there's a lot of things that can be made easier with a publisher or a game company backing you up, including advertising, licenses, ports, even PR to some point.

Skullgirls got lots of bad stuff happening for the game, but in a not-that-problematic environment, the team is absorbed/employed/contracted by the big company in question and keep working from them. even if you have no rights over the game/series you created, you can still live by working on it and worrying only about working on it! If it is a success, you start to making a carreer on the industry and work on different projects. It's STILL a risky and stressful area to work (budgets and deadlines everywhere), but it is the "safest" option.
 
Not that I blame them, $5k is a low promise, let alone $20k, but...why promise at that level? And now ask for more?

You should ask them mike.
 
I'm thinking about supporting this game, but since this might be my first time, I have concerns, like whether they'll get their goal and if they'll succeed. I should try to go for my own gut, but I don't trust it. Then again, I'm just waiting for Mane 6 to get their IGG or KS ready. Since they have the Z-Engine, I somehow trust them considering I've played another Z-Engine game and loved it!
 
I mean, its up to you. the engine doesn't dictate the quality necessarily.
 
I mean, its up to you. the engine doesn't dictate the quality necessarily.
I understand that, but I don't know if I can trust any investment I make, but I guess since I get my money back if the KS fails, then its okay, and if I can't offer any money, I can spread the word on the internet.
 
Indie fighters go to Max because of his audience size.
 
Indie fighters go to Max because of his audience size.
So size DOES matter!
RonJeremy2.jpg
 
You know the irony in all this? I was planning to make a fighter with animals in it! It's so amazing! I especially like Don! He's already my favorite character.
 
Hmm. I'd be very, very apprehensive about throwing in more money after these guys when they already promised a product with their last funding. It's understandable for a project to go over-budget of course, but have they ACTUALLY budgeted for it properly this time? (They didn't bother to create a breakdown for this campaign even.) In my line of work, we call this a moral hazard.

EDIT: The fact that they haven't updated their IGG backers on this... development... is extremely shady. Wouldn't the first people you tell about this be the people who have already given you money to do what you promised to do?

https://www.indiegogo.com/projects/beast-s-fury-project#activity
 
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I think it would be very dangerous of them to address the previous campaign though, would probably turn off new backers who are just seeing the project for the first time.

Whether that is good or not is a value judgement for the individual.
 
Hmm. I'd be very, very apprehensive about throwing in more money after these guys when they already promised a product with their last funding. It's understandable for a project to go over-budget of course, but have they ACTUALLY budgeted for it properly this time? (They didn't bother to create a breakdown for this campaign even.) In my line of work, we call this a moral hazard.

EDIT: The fact that they haven't updated their IGG backers on this... development... is extremely shady. Wouldn't the first people you tell about this be the people who have already given you money to do what you promised to do?

https://www.indiegogo.com/projects/beast-s-fury-project#activity
Do you mean their stretch goals? Or is it supposed to be another breakdown?
Also, can the KS users choose how many days their campaign lasts?
 
EDIT: The fact that they haven't updated their IGG backers on this... development... is extremely shady. Wouldn't the first people you tell about this be the people who have already given you money to do what you promised to do?

I think it would be very dangerous of them to address the previous campaign though, would probably turn off new backers who are just seeing the project for the first time.

Chrono isn't suggesting they make an announcement on their Kickstarter about how this is their second crowndfunding run. He's saying they should tell their existing backers from the previous campaign that they're starting a new one because they ballsed up the first one.

My thoughts on this are... ehhhh...
First, it should also be known this is actually BF's 4th crowdfunding campaign. They had two failed ones before they succeeded their previous, horribly underfunded one.

Every time they made one of these campaigns, the creator has learned so much about making crowdfunding campaigns. I actually really like this new one purely on the tiers they're offering - virtually all of them are purely digital (no shipping costs or logistics to work out) and the one physical one is a huge jump in costs. Good planning there.

However, learning how to make a successful campaign is one thing. Learning how to make a good fighter has not been proved yet, and I am still not sold on that. Blowing their animation budget on insane finisher super's like Don's car smash is pure idiocy when you're trying to make a game for the budget they're proposing.


In general, I've been following the BF various campaigns long enough that I do not have faith in this project. It'd be nice if I'm be proven wrong, but I'm not funding it. (Sorry, Danielle!)
 
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Blowing their animation budget on insane finisher super's like Don's car smash is pure idiocy when you're trying to make a game for the budget they're proposing.

This everyday forever. It wont even add anything to the gameplay, they clearly aren't budgeting well. I just want another skullgirls success story, ya know?
 
Blowing their animation budget on insane finisher super's like Don's car smash is pure idiocy when you're trying to make a game for the budget they're proposing.

Now, it has music and voice acting to boot!
EDIT: I forgot to mention the music was already made, but the voice acting is something new. I hope they learn how to manage their money, though.
 
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Do you mean their stretch goals? Or is it supposed to be another breakdown?
Also, can the KS users choose how many days their campaign lasts?
A breakdown like this:
CostBreakdown.jpg


A breakdown that shows what the money they're taking in will be spent on. A proper breakdown shows that the developers have given serious thought and research to all the costs they're going to face once they get funded, and not just slapped a random $45,000 price tag on it hoping for the best. It also lets the backers make a more informed decision on what exactly they're spending their money on.

And yes, Kickstarters can choose how long their campaigns are active for. 1-60 days I believe.
Typically though, the rule of thumb goes that if you can't make your funding in 30, you're not going to make it in 60.

This everyday forever. It wont even add anything to the gameplay, they clearly aren't budgeting well. I just want another skullgirls success story, ya know?
I know you're really gung ho about supporting these indy crowdfunding things, but try to remember that Skullgirls came froma a VERY different place than a lot of these projects.

Firstly - Skullgirls was picked up by a major publisher and their game was finished before they went to crowdfunding. They were not an unproven, unfinished (in some cases unstarted) project. They had a game on digital store shelves already and a history of working for free out of pure dedication to the project as proof of how they were going to treat any success they made off the campaign.

Secondly - Skullgirls had a professional games programmer and well known tournament level fighting game player helming the gameplay design half of the project. In virtually all of these projects I have not seen anything like that. They're most often artists with a game idea and then programmers come second. (Which is how Skullgirls started, but not where it was by the time they were actually published. Coincidence?)
 
I'm confused. Their first $20k should have covered Don, Vincent, and Matilda. But... now they need another $45k before they can finish Don and Vincent? And they need to reach $105k before they get to Matilda? What's going on? Would love to play this game, Don looks amazing (even without the ridiculously unnecessary finisher), but I don't know...
 
Came back and Cellsai already answered my questions for me. Thanks <3

But yeah, I also am not sure how happy Kickstarter would be if they find out that Beast's Fury's devs are using their platform to refinance an underfunded project from a rival platform, and vice versa for Indiegogo.
 
Now, it has music and voice acting to boot!
EDIT: I forgot to mention the music was already made, but the voice acting is something new. I hope they learn how to manage their money, though.
What really bugs me about this is aside from the general "they could be using the time spent animating this for actual useful parts of the characters" is that they are going to have to animate special sequences for every other character in the roster and every future character. If the other finishers in the game follow this style it's going to be really awful.

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I'm confused. Their first $20k should have covered Don, Vincent, and Matilda. But... now they need another $45k before they can finish Don and Vincent? And they need to reach $105k before they get to Matilda? What's going on?
They realized their initial cost projections were insane. It's actually a credit to them that they reevaluated how much this stuff would cost and adjusted their pricing to a more reasonable level instead of just launching another identical KS.
 
I have one question: do the developers know that at first glance their title reads "breasts furry"? Like was that an intentional joke? If the answer is "no" I'm just done here.

Although the Benny character is kind of awesome...
 
What really bugs me about this is aside from the general "they could be using the time spent animating this for actual useful parts of the characters" is that they are going to have to animate special sequences for every other character in the roster and every future character. If the other finishers in the game follow this style it's going to be really awful.

They realized their initial cost projections were insane. It's actually a credit to them that they reevaluated how much this stuff would cost and adjusted their pricing to a more reasonable level instead of just launching another identical KS.
Yeah, I hope they drop that animation. They don't need anything like it anyways, but every thing that doesn't make extra work for them in the long run is great.

And I guess that makes sense. But how did they miscalculate so badly?
 
OK I'm gonna be that guy.

I'm gonna look past the fact that this is not appealing for me at all from an art/character design perspective and address the massive problem I see in all the development process/character videos. Why on earth do NONE of the moves have any hitstun whatsoever? They attack the character and...nothing happens. In one of the videos the default character gets hit by a fireball and doesn't rear back at all.

I don't know much about game development, let alone fighting game development, but it seems like a basic concept like move hitstun needs to be in the game as soon as the moves are functional. It seems like the developers are animating everything first and then going back and programming technical stuff which I'm not sure will work.

I'm not saying this too be a cynical asshole, I'm saying this because you HAVE to get basic details like this right or the entire game falls apart from day one. Fighting games are probably the hardest genre of game you could possibly try and make. You gotta nail stuff like this from day one or you're destined to fail.
 
So not only does this animation take forever to finish, they're low budget and blowing all of their money and time on animating stuff like this.

Someone needs to get their priorities straight, even if this crowdfunding campaign succeeds, it only guarantees a total of 4 characters or so.
 
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I have one question: do the developers know that at first glance their title reads "breasts furry"? Like was that an intentional joke? If the answer is "no" I'm just done here.

Although the Benny character is kind of awesome...
Basically the game's title is meant to be a Rorschach test. How you read the title at first glance says more about you than anything else. :^)
 
Basically the game's title is meant to be a Rorschach test. How you read the title at first glance says more about you than anything else. :^)
ARE YOU SAYING I SPEND TOO MUCH TIME ON THE INTERNET?
 
By the way, this is maybe slightly off topic, but does anyone know what happened to that other anthro fighting game, Monster/ Monster AC?
I remember it being mentioned during the last Beast's Fury campaign, and supposedly it was still being worked on, but any news on it just seemed to fizzle out. Was it also another independent project? It looked pretty far along, and apparently there was even an arcade version of it somewhere.

You'd think the Beast's Fury guys would like to get in touch with those Monster devs somehow, if only for the sake of camaraderie. There must have been a pretty decent group of artists and designers on that project.
 
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