Kickstarter Campaign

MrIdontKnow

Insider
Have you read our updates? I believe we have characterised our world, more so than the vast majority of Kickstarter projects or what you might normally pick up from a game before playing it. We're not revealing everything but we want you to discover our world and it is an original world, not something we can summarise in a few words or with parallels.

As I've explained elsewhere, I myself made the animation while designing the system and I'm no animator nor a swordsman. Hiring a professional animator is a high priority. We also plan on improving much in terms of dynamic behaviours. Our upcoming update on combat should explain more. Sorry this is a bit slow in the making, we've been having various problems with the production and it's Kieran's first time making one.
I'm not dissing the animation in anyway, 'GTA meets Morrowind' seems to be a good statement for this game, and I don't know if you're using parts of the euphoria engine GTA used to create the real life ragdoll effect, the way these characters fight looks like Niko did when he got tapped by a car, not enough to know him down, but the slight bug that made him a ragdoll for a while until he either fell over or the game realised Niko is okay or Niko fell over, and then you would go back to the defined animation. I liked that you could be running then hit by a car, and you would seamlessly go from a defined rigid animation, to a real-time simulated ragdoll. That was a good way of doing it, BUT I don't know if this engine uses part of the Euphoria engine, I'd love it if these guys made their own, I think they have if I remember what Madoc said in the video. (Coding everything himself).
 

Soren

Insider
I think you could definitely benefit from doing more updates, even if it's just minor things or hinting - it shows that you are active and reachable. For example, I saw you added the catch-line: "Grand Theft Auto meets Morrowind in an original open world RPG"- which really perked my interest and left me wanting to hear more. And I would also love hearing more on your views on what constitute a good RPG, your design principles, realism, immersion, gaming in general, etc. Until you can provide more for people to look at, reading about what drives you and what you aim at would definitely keep me interested.

And while it may be daunting to set some stretch goals, I think it really could help you as well. It will always to some extend be a gamble, but as long as you are realistic (perhaps even conservative) about what your promise and do an honest attempt at living up to it, I think most will feel satisfied even if it isn't all 100% realised at release. 200,000$ for tools for user made content, 250,000$ for internet multiplayer? Of course, that might be too late now, but not sure if you can expand the deadline. Ending it just before everyone gets their paycheck seem a bit unfortunate timing anyway.

Atleast, that's my 2 cent here, I promise to pledge more at the kickstarter page... :)
 
You definitely shouldn't give away anything with regards to the plot, but more updates would absolutely help out in piquing interest and raising funds.

Stretch goals are a great way to give supporters and would-be supporters something to strive for. It also helps people feel part of the process.

You've covered shield usage and dual-wielding, but I don't think you've mentioned anything about martial arts/grappling as possible fighting techniques. Will weapons be necessary, or can one be effective in martial aspects simply with thaumaturgic powers and one's hands and feet?

Will cover/altitude be useful for ranged weapon users, or can enemies just rush missile users and force them to go hand-to-hand?

Will shelters for stashing goods be lockable? Will you be able to set traps on the property, doors, chests? Will you be able to train guard dogs to protect the location?

Have you already developed the mythos/religious backstory? It sounds as if there is the potential to develop your character anywhere along the spectrum of saint to heathen. Are powers associated with such practises or will everything be dependent upon one's chosen specialisation in thaumaturgy?

All of these points would help flesh out the game and kindle further interest. A good mystery is definitely alluring, but one must leave breadcrumbs for others to follow.

Viva Sui Generis!
 

Psychomorph

Insider
Pros:
- Great in game footage
- A very fun combat system
- A truly compelling toolset

- Lots of great information
- A more in depth explanation of the vision

Cons:
- Lacks a cohesive vision beyond non-linear gameplay
- A bit slow to capture the viewer's attention
- Doesn't introduce the team or make a case for Bare Mettle as an entity
- A bit of a flat tone

- Too much text
- Not enough relevant images

Great kickstarter videos:
- Planetary Annihilation
- Project Eternity
- Wasteland 2
- Oculis Rift
- OUYA

The greatest "Pro" is if your name rings a bell in the industry, then you can raise millions.
Second greatest "Pro" is luck, lot's of it. The luck to raise interest, the luck to convince people, the luck when enough people are interested in the genre, and eve more luck. It's a gamble.

"Con" is essentially everything else excluded the above.
 

Venom

Member
I think an update is more than required by now to grasp attention. We have been in the dark for awhile now. WHAT'S GOING ON WITH THE PROJECT?
 

Tony

Insider
Venom, they're currently working on making another video presentation. Patience ;) I'm sure it'll be up in the next day or two.
 

Venom

Member
The next day or two they will be out of a day or two of possible extra funding. They should make haste.
 

oldgamer4

Insider
Sorry to harp on, but I have to agree with Venom - a whole week without a KS update seems a little lethargic. Perhaps you guys will turn out to be right all along, and the project will be funded with plenty of time to spare (I hope so ;)) - but at this stage it almost seems a little complacent to presume it will be. People aren't asking for a feature length 'Making Of' documentary - just a little update on how/what you guys are doing - or a few new screenshots, or a very brief video, or a new pledge level between £20 and £40 (something several have asked about). Anything.

You guys say "We do have a Facebook page though it's not something we're particularly keen on". I am slightly aghast. You don't need to be keen on it - you just need to link it to your Kickstarter homepage properly (in the short bio section on the right) so people can find it. It currently still says "Has not connected Facebook".

Again, maybe you don't need to do any of these things and you'll get funded anyway, but even a little more interaction would increase the buzz about Sui Generis exponentially.

(Edit - Update 6 and the new video are great- well done!)
 
1) I think the project cover art for Sui Generis on KS should be changed. The cover art used for the Steam green light project is much more interesting. And to be frank I think the cover art for the project on KS looks a little weird. The way the man is holding his sword is awkward. And the arc of the monster's swinging mace looks clumsy.
2) Plus the pitch video doesn't mention that Madoc wrote the entire engine and tools used for the development until the 6:00 min mark. I think that's a strong point that needs to be addressed at the beginning of the pitch video. If the video was redone or edited, so that that point could be included at the beginning. There would be a lot more people convinced of Bare Mettle Entertainment's prowess. There have been over 45,000 views on youtube for the pitch video. But there are only 2,879 backers for the KS project. How many unique viewers there are for the video on youtube? Who can say. But the number of backers would increase with this change to the pitch video.

I know you guys are really busy, but I really think these two changes could help up the number of backers. People would probably be more likely to look at the Sui Generis project page, and take this project into consideration.
 

oldgamer4

Insider
Re: your first point above, David -
They already changed the cover art on KS from the black/blue logo thing to the in-game screenshot - based on forum feedback. People thought the original one (i.e. the one on Steam Greenlight) was too generic-fantasy looking (which I think may have been good advice). Though I agree that a more-awesome screenshot could be used.

I think the main problem is still the lack of updates and lack of publicity/buzz around the game. It's just chugging along at a fairly slow level of funding progress, and unless there is a serious upsurge towards the end, it's not going to make the goal unfortunately. If you look at the kicktraq graphs - the spikes coincide with positive reports on gaming websites, or the release of new updates material. The former is largely out of their control, but it's a shame to fall down on the latter. Is a daily update really out of the question? And what about the extra reward tiers or random merchandise that so many people have recommended?

Speaking personally, I would increase my pledge from £20 a little, but I think £40 is too much just to get alpha access and a 2nd copy (which I don't need) - i.e. I pay £40 (i.e. more than most AAA games) up-front to help you test your game and provide feedback! That's asking a lot. If I get one copy for £10 (which is a great price), shouldn't I get 4 copies for £40? With alpha and beta thrown in for buying in bulk?? I don't want 4 copies - I'm just pointing out that your pricing seems poorly thought out.

Star Citizen or Elite (for example) have more tiers, which offer more options, and those guys have track-records - i.e. to any sensible person they seem like relatively safe investments. So my advice (for what it's worth), would be to stop whatever else you are doing (within reason - I do realise you have to accommodate day jobs), and just push the publicity and the social media interaction for the next 10 days and make it seem like there is real value to be had in supporting you at this early stage.

Obviously I don't want to sound harsh - and I could be completely wrong (I hope I am) - just thinking out loud here, so to speak! ;)
 

Psychomorph

Insider
Speaking personally, I would increase my pledge from £20 a little, but I think £40 is too much just to get alpha access and a 2nd copy (which I don't need) - i.e. I pay £40 (i.e. more than most AAA games) up-front to help you test your game and provide feedback! That's asking a lot. If I get one copy for £10 (which is a great price), shouldn't I get 4 copies for £40? With alpha and beta thrown in for buying in bulk?? I don't want 4 copies - I'm just pointing out that your pricing seems poorly thought out.
£20 gives you beta access and one copy of the game, £40 gives you alpha & beta and two copies. There need to be a middle thing, £30 would have alpha & beta but only one copy. Many would find that much more attractive.

Who thinks they should add this tier?


As for the KS campaign. I've been following it the entire year, among them was a game that was in development for years and I've been following it all that time, the KS failed unfortunately.
I came to the conclusion that if you're a small newcomer (no name, no previous games) it is not enough to start a KS campaign and wait the outcome. Before doing the KS you have to plan the entire campaign. I mean you must have a schedule through out the entire campaign. You have to know what you are going to show people three days after the start, then three days after that, the weekend and the next weeks. Few updates with lots of fresh (not necessarily new, think of repackaging) information and tidbits of content.
I believe I've seen indie devs jumping into the KS as if like without thinking, not thinking ahead at least and then being under massive pressure to try make some updates which can be seen to be really rushed. I mean nothing forces you to make the KS, technically you have all the time to prepare, but often I see devs just making the initial pitch and think it's all they need.

I am not telling that Bare Mettle made some kind of a mistake, I'm just saying that I am experiencing quite a deja vu with this KS campaign.
 

hredthel

Insider
Have you read our updates? I believe we have characterised our world, more so than the vast majority of Kickstarter projects or what you might normally pick up from a game before playing it. We're not revealing everything but we want you to discover our world and it is an original world, not something we can summarise in a few words or with parallels.
As I've explained elsewhere, I myself made the animation while designing the system and I'm no animator nor a swordsman. Hiring a professional animator is a high priority. We also plan on improving much in terms of dynamic behaviours. Our upcoming update on combat should explain more. Sorry this is a bit slow in the making, we've been having various problems with the production and it's Kieran's first time making one.
Well the animations you put in the pitch video were the first things that nabbed me. I flat-out suck at animating organics, so I typically don't critique someone else's work unless it sucks worse than mine 'laughs'.
My best friend and I were watching/discussing the video, and it was obvious the animations were un-refined: but damn me if it didn't look like a better and more realistic foundation than most games out there at the moment. It's the realism you've put in the sword-swinging: a clumsiness on the characters part: and it looks like an actual fight, not a goddamn martial-arts superhero dance.

As to not revealing anything about the game's story: Thank you. I don't read the back of a novel first and I'm excited for when I start my journey through Sui Generis. I think simple details from the game editor, or a couple production screenshots are all that are necessary until you make your marketing release videos. At least thats all I ever hope to see until a game is out.
 

oldgamer4

Insider
Great to see @stephenfry tweeting about the KS project page link today - that's bound to bring in a lot of new visitors (he's got over 5,000,000 followers!). Any updates for the KS page in the works?
 

Psychomorph

Insider
This project really needs more exposure. Has TotalBiscuit mention it yet? If not than only because he doesn't even know about it, because I'm 100% sure he would mention it somehow.

Someone said he dropped him a message, but this is easy to overlook, Bare Mettle should try to get in contact with him somehow in a sort of an official way.
 

Brendan

Developer
We did try contacting him but really he only reviews games, he doesn't talk about games in early stages of development.
 

Psychomorph

Insider
We did try contacting him but really he only reviews games, he doesn't talk about games in early stages of development.
Mostly he reviews games before they are released, I think he's sometimes given a copy during the games development. I guess you have not that much to show, but maybe it's worth a try? He could make a tweet, but I guess you cannot exactly go begging for it.


Otherwise, only thing that I can say, from my very narrow point of view, see if you can get some major big update, with new or repackaged content. Art work is always a good way to set the mood and convey your vision of the experience. Maybe some excerpts from working progress (how it began, where it goes). And try to get more exposure and try to get in contact with the right people.
Who would be righter than Lord British himself? If he could drop a line about your project, that could be a boost. If you have something playable that can be shown, maybe he can try it out?

I guess you know all this already, just throwing around aimless ideas.
 
Mostly he reviews games before they are released, I think he's sometimes given a copy during the games development. I guess you have not that much to show, but maybe it's worth a try? He could make a tweet, but I guess you cannot exactly go begging for it.

Otherwise, only thing that I can say, from my very narrow point of view, see if you can get some major big update, with new or repackaged content. Art work is always a good way to set the mood and convey your vision of the experience. Maybe some excerpts from working progress (how it began, where it goes). And try to get more exposure and try to get in contact with the right people.
Who would be righter than Lord British himself? If he could drop a line about your project, that could be a boost. If you have something playable that can be shown, maybe he can try it out?

I guess you know all this already, just throwing around aimless ideas.
I don't think that is a good move, at least this early. Biscuit tends to be rather honest in his reviews, and giving him a horribly unfinished copy; no matter how fun, is both un-professional and unwise. He is going to tear the game apart and make it look horrible simply because the unfinished copy is not going to be any where near the quality of the finished game.
 

Rob

Moderator
Sui Generis doesn't need to be featured on PC/tech websites for sake of review, not even a preview... it should be featured as an appeal to encourage people to pledge on Kickstarter, to raise awareness. As such, it shouldn't be criticised for being unfinished!
 
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