Scraps Kickstarter and stuff
I’ve been working on my vehicle combat game Scraps full-time for over a year now. The basic building mechanics are all done and a multiplayer prototype is working, but it’s still months away from a solid alpha release where you can start playing proper multiplayer deathmatch games and I can start getting a few dollars coming in.
Originally when I started I’d hoped to have an Alpha release out by now, but once the project got going it became apparent that this was a bigger job (doesn’t that always happen?). I now have a much better idea of how long the game is going to take, but it’s a while, so I’m getting near the point where I’m thinking about getting some extra part-time work. Of course that’d slow down development even more.
However, Kickstarter has just become available in this country and it’s a good time to go for it. I’m looking for a bit of funding now, not to cover the whole of development, but to give me free reign to keep working on it full-time until it’s really ready to go. Chipping in $20NZD (~$16USD) or more also secures you a copy of the game.
Here's the link: Scraps on Kickstarter
Thanks to everyone who’s made a cool vehicle, reported a bug, or just been a fan on the journey so far. There’s more to come.
It's also now on Steam Greenlight: Scraps on Greenlight
Music fans deserve an update as well. First of all, you might be wondering why I went from an album with, y'know, meaning and art or whatever, to a game where you put vehicles together and shoot other vehicles. Well, this is a very old game idea. I've been wanting to play this since I was a kid as it has some of that childlike Lego building aspect. My more recent game ideas tend to have more of a "meaning" and "art" component, whatever meaning and art are, but that doesn't mean I don't have an enduring desire to build stuff and shoot stuff, so I'm making this first. It also probably has more mass appeal. There's something to be said for simple fun once in a while.
Unfortunately this is really taking up all my time, and I don't have any new music stuff. It's been a busy year. That doesn't mean I'll never have new music, but at the moment I haven't really been writing songs let alone recording them. Writing good songs also requires having good ideas to write about.
The fact that I don't have to do music work is an aspect that makes it more real anyway. Making games is my real job at the moment, and it's a cool job, but marketing isn't fun and the risk of failure is high. I've always recorded music primarily for myself and I'm glad that other people get to hear it, but even if no-one listens to it it's still essentially achieved its purpose. When I do release music, I don't have to say it's awesome and you should buy it or whatever, it can just be what it is. I'm lucky that my job is also one where I work on stuff that I want to make, so I can market it honestly. I couldn't work in a job where I have to push a product that I don't actually like.
I saw a thing the other day where a guy posted a game, with a title like "my friend just released this game but he thinks no-one will play it!" All the comments were marketing advice and admonition for the fact that the guy (whether it was truly his friend or he was really the "friend" himself) hadn't marketed it throughout development.
He needed to post in in these places, his search results were crap, he needed to send it out to press. What a terrible job he'd done, surely cheating himself out of his goal of a successful game. The supposed actual guy who made the game wasn't in attendance to give his opinion on all this, but the feeling was that apparently we can't create stuff for ourselves anymore. Apparently we have to want to share it with the entire world. If it's not disseminated, if it's not viral, if it's not worth something - on the NASDAQ, on Alexa, on Klout - it doesn't have value. "Art for art's sake is an empty phrase" indeed.