Sunday, April 6, 2014

Sci-Fi Radio Drama from Down Under



Welcome back to the Conversation!  Today I am joined by Ben McKenzie to talk to us about an interesting project from down under Night Terrace.  Thank you for joining us today Ben!

It's a pleasure to be here! Thanks for having me, James.

After watching your Kickstarter video it is obvious you’re a fun loving bunch of chaps, one might even call you a bunch of Splendid Chaps.  Would you be so kind as to give us an overview of Night Terrace?  

Of course! Night Terrace is a an eight-part audio series - like a radio serial, but you'll purchase and download the whole thing in one go, like a Netflix show. It's a sci-fi comedy about a scientist who used to save the world for a secretive government agency, but now wants to retire to the suburbs. It was all going well - until her house mysteriously starts travelling through time and space! Now she's stuck having adventures with a guy who was trying to sell her an electricity plan on her doorstep at the time, and they also keep encountering a strange woman known only as "Sue"...and all the while trying to figure out how to get home.

It grew out of our live podcast about Doctor Who, Splendid Chaps. The team really wanted to work together on something new, using the skills we had.


It sounds like you’ve created a female Doctor Who of sorts, was that the idea?  

It was part of it! We started with the idea of the show having things in common with Doctor Who - the broad scope of all of time and space, where each adventure could happen anywhere. And one of the early things we all agreed on was having a female lead. There just aren't enough of them, especially in action and adventure shows, and we all think it'd be great if the Doctor became a woman. This is our alternative!

Monday, March 31, 2014

Planets³ taking cubes to the stars and beyond, one Planet at a Time.


Welcome back to the Conversation!  Today I am pleased to be talking to Michel from Cubical Drift who is here to talk to us today about Planets³. Thank you for joining us today Michel.


Hi, I am pleased to be here, thank you for your invitation. I will present myself: I am 32 years old and I am the Planets³ project director. Last year when I saw the potential of our project I quit my job to focus only on Planets³.


Ever since a certain mining and crafting game showed up any time a game shows up with cube style graphics people immediately make a comparison, so how does Planets³ differ from other cube games?  


First by it’s art. With our 25cm square blocs and their different shapes, it’s really something else.


Secondly Planets³ is a RPG. There is a story, quests, dungeons … Some characters will accompany you along your adventure, helping you to progress.

And third : Space !




How hard is it to create a storyline in a world that can be changed so dramatically?  Does that ease in changing the landscape play into the story at all, say in a Hercules and the stables kind of way?  


Planets³ is all about bringing a story over a voxel world. So yes there will be some “awkward” situations, it will be our job to avoid or resolve them.

Lot of story elements will be “placed” manually in all the landscape and caverns.



Will it be possible to simple build a tower into the sky or will buildings have more stresses than just gravity to deal with?  Will space elevators be an alternative form of getting into orbit or even traveling between planets on a “bridge?”  

There will be some altitude constraints for construction. But “space” elevators should be something possible. It’s a little too early to talk about that in fact, but I would love that this will possible.


Add Some "POW!" to Your Role Playing Combat



Welcome back to the Conversation!  I’m joined by Mark Scott from ConflictRPG who is here to talk to us about their Combat Description Cards.  Thank you for joining us today Mark!

Hello James. Thank you for having me aboard.
The Combat Description Cards seem like such a simple but powerful game mastering tool, could you tell us all about them?  

No problem.

Okay, I'm a long-time gamer. Over the years, I've sat at a lot of gaming tables, as both a player and gamemaster. And if there's one thing I've come to realize it's that combat is a lot better when it's vivid and descriptive, rather than being just, "You hit for 17 points of damage."

But all too often, that "17 points" is all we get.

I'd been wanting to tackle this particular issue for a while, and I'd been playing around with the idea of having some kind of list ready-to-hand that people could consult whenever they needed something interesting and fresh to say during a combat. But there was one major issue. How do you get the words to people in a quick and simple manner that doesn't involve consulting books and lists? How do you get those words to them in a way that doesn't break the flow of ideas?
Then I had an epiphany - cards. Quick, simple, ready-to-hand, and with just a touch of randomness to keep things always fresh and new. And thus the Combat Description Cards deck was borne.
Are these cards only for fantasy settings or do they work well for gunshots and vibroblades as well as swords and fireballs?  

The CDC deck is as system neutral as we can make it. What we have done is split combat up into damage types, and kept our wording as generic as possible, offering it to the GM to fill in the details as needed. So, in the deck, we are describing cutting, slashing, and piercing damage, but not the weapon that does the damage. That is left for the GM to fill in.

Thus, the CDC deck can be used for just about any RPG, regardless of its game system or its time frame. We do have plans for expanding the CDC deck outside of the range of physical damage, but getting just physical taken care of was a large enough project as it is.

Wednesday, March 26, 2014

E-Depth Angel


Welcome back friends to the Conversation!  Today I am joined by the creator of E-Depth Angel to talk about the Anime Kickstarter that was recently launched.  Thank you for joining us today.  

A: Thank you so much for inviting me. :) It’s an honor to answer your questions.

Why don’t we start off by talking a bit about E-Depth Angel?  What made you want to make a webcomic?  



A: E-depth Angel is a story about a girl without any superpowers being forced to face a family of crazy cyborgs with mechs and all sorts of weapons that want to kill each other. Not only does she need to survive, but she will also have to help bring them the peace they have been missing.

KS-banner.jpg

In the past, I have always read about comics, western and eastern alike focusing on the power of force and wealth when it comes to a hero or heroine like character. While I loved the idea of relating to characters that stir my fantasy with their super powers or weapons, I can’t help but to feel empty walking away from this fantasy world back into my world, powerless.
I want my audience to be able to walk away from my story with some kind of encouragement that can relate to their real life, to empower them with their decisions, while still create a world with new things they can discover. Taking something out of a fantasy world.  

And why a nurse? It was inspired from a documentary, where a nurse in China took care of a group of people with leprosy.  They would fight and bite each other viciously. Yet she still managed to turn them around and live with each other in peace by caring for them. I felt that story should be reshared in some other form, and this story is what came out of it. Except now her patients are a bunch of rich and mighty cyborgs that hardly listen to her.

And to the people who are very curious about her young look, it’s modeled after myself, because my face is a baby face. Yes, and I still trick people unintentionally. If I line up with my brothers, I always look like the youngest… That’s the part of the inspiration behind Angel, our main heroine. I want to talk about a girl who has a hard time being taken seriously.

Angel-banner.jpg

When did you decide to try your hand at animating your work?  

A: My first try was probably around 2004. Using flash to try to turn my characters from still images to moving images.
Back then I had no previous animation training except some training in using flash so I couldn’t even get a character to walk consistently. Later I enrolled into School of Visual Arts for 4 years under 2D traditional animation department. That’s when my animation skill shows a jump and learned to work with a team.
Through out the school, I have done shorter animations as tests, starting from 30 seconds, to 1 min, 2 min, eventually to 6 mins. Each step of the way is an individual lesson on its own.



Tuesday, March 25, 2014

SpaceBear


Welcome back friends to another Kickstarter Conversation!  Today I am once again joined by Andres Salazar whom long-time readers will remember from his successful Pariah, Missouri campaign.  Thank you for coming back to the Conversation Andres!

Hello James, thank you very much for inviting me.  I can’t do this crowdfunding thing without great people like you.

You’re too kind. Before we get to your newest project could you tell us how Pariah, Missouri went?  I understand you did a second Kickstarter for it to produce a “director’s cut” version as well, how has that project gone?  

Both went extremely well.   I did almost 300% goal funded for the first one and then another almost 200% for the second (which was at a higher goal amount)  I didn’t get rich off them, but I was able to cover all the production and shipping costs, which is really all I wanted.  I’ve had some great emails and responses from the backers on the book, and they were all shipped on time, I pride myself that I have always came through with the goods on time.


Your latest project SpaceBear seems to be a stark departure from your previous project.  Can you tell us all about it?  

Sure!  SpaceBear is a children’s book, ages 3-6.  It’s a fun sci-fi story like from the 50-60’s, but told for children and enjoyed by parents who are into that genre.  I add pop culture references, like Adventure Time to make it fun for the adults to read.  my goal was to make it fun for kids, educational and can be read in different ways, depending on the development of the child.

This is also the first in a series in the Bear-verse with other Bears in different worlds that I’m excited about and so I hope to build this into something VERY special.

Wednesday, February 26, 2014

The Same Mistakes Every Time

With the popularity of Kickstarter and Indiegogo many people who had never even considered getting involved in running a crowdfunding campaign have tossed their ideas, hopes, and dreams into the crowdfunding arena often with mixed results.  For every big giant success story like Pebble Smartwatch and Banner Saga,  there are dozens of smaller projects that have a hard time getting 2 backers, let alone 2000.  Yet even though all these failed projects are for a hundred different kinds of things, many of them have these same problems.  While there are dozens of books and articles explaining how to run a Kickstarter and what you should do, fewer point out the huge things you shouldn’t do; and since I got started in Kickstarter writing by focusing on the negative I figure why not go for more?  

So here are a list of some of the biggest things new creators do wrong when they post a Kickstarter campaign and what makes them wrong.  I’ll be including real examples of projects with links so you can see that I’m not making this stuff up, people really do these things and continue to do so.  Taken individually many of these will not sink your campaign, but none of them help!



This project will show up many many times.

Video killed the Kickstarter star


The internet LOVES video and Kickstarter isn’t an exception.  With every phone, laptop, and video game console now a days seemingly all equipped with video cameras why would you ever launch a campaign without a video?   If you can’t find a friend of a friend of a friend with a smartphone to film you, or even a web camera, then how can we expect you to get anyone involved in funding or making your project?  

Don’t feel comfortable on camera?  Don’t know how to edit?  No worries!  Sometimes figuring out how to get past these problems can lead to some of the most interesting successes such as Help Fund My Robot Army!!!  John didn’t like the video of himself talking and couldn’t come up with a good way to pitch his book in video as he didn’t have an animating or editing experience so he used his resources to unleash one of the most powerful forces on the internet: Cats!  Seriously go check out his video and see how resourceful and great that video is without being a simple “stare blankly into the camera and talk in a monotone from a script” video.  

Another problem with videos comes with not viewing the videos before going “live” with a project.  We all know cel phone cameras suck, and the microphones suck, but there are plenty of ways of getting by with those limitations you just have to try.  Don’t put the light behind you, but in front of you.  Don’t try to record outdoors on a windy day, or by a woodpecker or a busy street.  Record at night when your kids are asleep.  There are lots of ways of improving the quality of the video no matter your source, but the biggest way to do so is to WATCH IT BEFORE IT GOES LIVE!  Let people who aren’t connected to you see it and comment on it.  There are Google+ and Facebook groups full of people who will critique your campaign before hand and help you fix it before you waste your time going live. (Get used to this point as it’ll come up a lot as well)

Finally in videos, please for the love of all that’s good in the world: help stop the spread Vertical Video Syndrome!


Trust Me!


I love creative people, they’re the ones who invent everything after all; but one of the biggest problems I’ve noticed with creative folks when it comes to Kickstarter campaigns is they’re not really any good at selling themselves or their work.  They seem to think that “their work speaks for itself” or that “if you build it, they will come.”  Sure, once upon a time when Kickstarter first started you might have had a few folks post a few pretty pictures and a quick bit of words, maybe even a video and still get funded; but those days are long gone.  As such creators have to actually attempt to sell not only their ideas/products/concepts, but their ability to actually deliver on all of those promises to complete strangers.  

I think everyone knows a relative, or a coworker, or a crazy blogger who has lots of “great ideas” for this or that but we all know there’s absolutely no way they will ever actually make it.  They’re either not motivated, don’t have the skills, or have no clue what they’re actually talking about.  Yet people like that often come to Kickstarter and toss up a campaign that isn’t much better than a “give me money” sign.  

No, I won’t trust you and neither will the vast majority of people on Kickstarter.  No matter how interesting your idea is you have to demonstrate some ability to actually pull it off if we give you our hard earned money.  There’s a reason why people ask for resumes, we want to see if what you did previously shows you have the skills to do what we want; and in Kickstarters case having an actual product in hand goes a long way!  That means prototypes, game demos, rough cuts, past performances, restaurant experience, and many other kinds of things that show you have the experience and drive to actually go out and do it when you have our money in your hands.  


That’ll be $24,000 please

The Cost of doing business


Speaking of money, you can have a great looking project, with plenty of pretty pictures and videos; but if you can’t tell me what you need all that money for, what makes you think I can trust you with it?  When you get down to brass tacks crowdfunding is all about getting money to creative people to have them do creative things with it, but as I’ve mentioned before creative people aren’t always the most business savvy.   One way to help alleviate potential backer’s fear and show that you have the most basic level of business acumen is to include a budget breakdown of some kind.  

The budget breakdown is the most basic of budgeting tools that everyone thinking of doing a Kickstarter should use.  Simply put you need to show us where the money is going!  If you’ve come to Kickstarter to ask for $5,000 you’d better be able to tell us how you’re planning on spending the money and show that you’ve prepared for problems in some small way.  Have you taken into account taxes and fees?  How about shipping costs for all those cool gizmos you’ve invented?  How about having a solid price for whatever service you’re going to buy before you need the money?  These are extremely basic and key questions that are covered in a good budget breakdown.


Who says budget breakdowns are boring?  

Just because a budget is a boring thing, doesn’t mean you have to present it in a boring way!  Area 5 has done a good job of making a fancy looking budget for their Outerlands campaign, but it doesn’t have to be that fancy or even done with pictures.  A good thing to do is to think of a used car salesman coming up to you, would you really want him to say, “oh sure this car is worth $10,000!”  Just like a used car salesman potential backers know you’re trying to sell them something so everything you can do to alleviate any concerns they have is a good thing.  



The good, the bad, and the ugly


Art is a very subjective thing, and if you don’t believe me go look at the list of successful comic and art Kickstarters!  One thing about art that isn’t subjective when it comes to Kickstarters, If I can’t see it, I won’t buy it.  In this case I’m talking about not having any pictures to show for your comic project, or art project, or photo project, or anything else really that has some sort of visual aspect.  This would include screenshots, prototypes, and even artist concepts everything helps in the visual medium that is the internet.

Now just tossing up every image in your hard drive can often be worse than putting up only one or two, the big key here is trying to put out enough visual information without being overwhelming.  This can be a tough balancing act to pull off but I’ve found at least one image a section (like this article) tends to be plenty.  The idea is you shouldn’t make the potential backers guess as to what you’re doing, show us whenever possible.  Also, when art isn’t final, be sure to point that out especially if part of your budget (see budget breakdown above!) is specifically to make better art!

Again I have to reiterate you NEED to have folks who are not involved and who don’t know you personally to take a look at your project before you list.  They will point out things like how good or bad the pictures are, if you need more pictures, and the like.  Again find yourself a group to follow, a forum like Board Game Geek or whatever other specialty site that fits your project and let them look at it.  It will do wonders for your project’s presentability and get more eyes on it down the road.  


Yeah I live here and still don’t
know what this one was about.

You’re doing what now?


Remember when that guy did that thing in that movie?  You know the one, the one with that one girl who played music on tv that one time.  You know?  Yeah, that doesn’t work in regular conversations why do you think it’d work in a digital sales situation?  

The final problem on this list is the general “vagueness”  of some projects.  Often these projects will require inside knowledge of a subject, the creators aren’t native English speakers, or the project is just poorly written.  Whatever the cause there are plenty of projects on Kickstarter that do a very poor job of telling you why they came to Kickstarter, or what their project is all about.  Proofreading by those who aren’t connected to you (told you this would come up a lot) goes a long way to making sure your campaign actually makes sense outside your head.  

Words matter, and even with all the pictures and videos you can put on a project a good number of folks will still be reading your campaign and as such you need to ensure they make sense.  If you make a reference to a specific genre like “six-axis shooter” you should, at a minimum, link to an outside reference if not spell it out in the campaign.  Just because everyone you know understands 4d6 keep the highest, or knows what IDIC is, or can tell you how many rounds a minute a ma deuce can put down range doesn’t mean everyone else does.  Even if your project is in a specialized field there’s no reason you should exclude those outside the field the opportunity to help you out by aiming your pitch only at them.  The Kickstarter community is a very inclusive one so why try and exclude potential backers?  

Why even bother?


Everyone makes mistakes, and there are many failed Kickstarters who have learned from their mistakes and come back to great success.   Even if you only had one backer the first time you tried making a Kickstarter project doesn’t mean your idea is bad.  You shouldn’t let failure dampen whatever passion you have that drives you to create!  The best success stories are surrounded by failure but one thing comes through, perseverance and the ability to learn from  you mistakes are the keys to success.  So learn from these mistakes I’ve listed and go out there and have a great campaign!  Who knows, I might even ask you to participate in a future Kickstarter Conversation.  

Tuesday, February 25, 2014

QuadStick



Welcome back to another Kickstarter Conversation!  Today I am pleased to be joined by Fred Davison who is here to talk to us about the QuadStick.  Thank you for joining us today Fred.  


-Thanks, James.  It’s my pleasure.

Just looking at the pictures in your campaign it’s a bit hard to understand what the QuadStick is all about.  Could you give us a brief rundown of the product?

It is a mouth operated game controller, mouse, and keyboard for people that cannot use their hands.  It has a joystick the user can move with their lips, a lip position sensor, and air pressure sensing tubes mounted on the end of the joystick into which the user can sip or puff to provide inputs.

It connects to a game console using a USB cable and also has a Bluetooth transceiver to connect to a secondary computer or device.

The QuadStick does more than function as a game controller, it also makes a great mouse for a computer and can be configured to generate any keystroke.  It can become a key device in the way a paralyzed person interacts with the world.






That’s seems like an awfully niche market, how did you find yourself wanting to create controllers for quadriplegics?  

I am an embedded systems engineer.  An embedded system is computer dedicated to a specific task, in my case, energy and temperature control systems used in commercial buildings.  Smart buildings.

Years ago, my mother was a victim of ALS and I learned about some of the different ways technology is used to make life more enjoyable for people with some kind of disability.  That was the beginning of my interest in systems like that and when I read about the Quad Control game controller and that the owner was going to stop production due to declining health, I realized I had the right cross section of technical skills plus the incentive to do something.  I met with Ken Yankelevitz, the owner of Quad Control, and the project started.