EXPO FIGHTER is a free to play web browser fighting game pitting video game industry inspired characters against one another. The creation of the game will be live streamed throughout the entire development. EXPO FIGHTER is planned for release by June 1st 2013.
I am asking for your help to raise $18000 to fund the development of this game project.
UPDATE MAY 17 2 Weeks Left! --------------------------------
2 Weeks left to make this game a reality!
We have 2 weeks left on indiegogo and still a long way to go. Looking at it realistically I dont think the $18,000 goal is going to be hit but that doesn't mean things are over. If we can raise enough funds I can still put together something that is fun and fit as many features in as I can.
If you know ANYONE who would be interested in putting even $10 towards this game idea now is the time to reach out to them. If you have a favorite game site or forum please post some info about the game. Below is a breakdown I've put together of smaller goal tiers to shoot for:
- $1500(current rank) - Unity Pro - The currently raised money is going to one purchase, the Unity Pro license. This will allow for some upgrades in lighting and other back end processes.
- $4000 - Online Ranking System - If we can raise $4000 I can spend a couple months to develop a robust online ranking system. This will include individual win ranking, rankings for the best players of each character, AND a faction based ranking allowing players to fight for their favorite company in the console wars!
- $6000 - Graphic Additions - At $6000 I can spend some time upgrading the graphics to include full normal mapping for the characters, upgraded shaders, and more work on the visual effects.
- $8000 - Single Player Content - At $8000 I can spend about 5 months on the game full time. This will allow me to add in some robust single player features such as a fully featured training mode including dummy recording and link timing indicators. Also a full mission mode which will include a dummy to beat on inspired by Kudo Tsunoda!
- $10000 - Complete Package - If we can raise $10000 I can complete this game nearly to the level initially planned. I will have to slum it a little more than I had hoped but I can do it. This will also mean no contract work for the audio and animation so those will be lower quality overall.
- $14000 - Contract Audio + Animation - At $14000 I can finish the game on time as planned with some kick ass Audio and Animation to boot. I have the contractors super excited to work (all have worked in the game industry) I just need to line up the pay.
- $18000 - Rollback Netcode (GGPO style) - One of the major reasons I am spending the time I am on this game is to get the netcode right. A fighting game requires a precision and plays at a speed that standard interpolation netcode isn't sufficient for. The plan is to implement a GGPO style rollback netcode into the game. Of course that will take time which in turn costs money.
Thank you guys for all the help and support you've given me so far. I just need a little more of a push for this last 2 weeks to make it come together. If you have any ideas or questions please post them.
UPDATE MAY 9 Hype Trailer! ----------------------------------
The first promo trailer is live on youtube. A huge thank you to everyone involved. This will be going out to major gaming site to generate buzz for the project.
Some bad news, I found out the hard way that Twitch.tv doesnt archive your old streams unless you specifiy it so many of the previous streams have been deleted :(. At least most of the work was focused on the trailer and not the game proper so it wasnt too important. Good to know from now on though.
UPDATE APR 27 Character 2 model nearly complete -----------
working hard on the model for the second character Donny Matchstick. He should be done by May 1.
I am going to be shooting a live action portion of the teaser trailer next Friday. If you are going to be in Vancouver on May 4th come down to the VFS game design campus at 4:00pm to join in and get hype!
UPDATE APR 19 Reggie is ready ------------------------------
The model of our first character, Regicide, is complete and in engine. He seems pretty happy about it. I hit my target time estimates pretty well; he took about 24 hours to get to this state.
Next up is animation...
UPDATE APR 17 Answering some questions -------------------
I want to answer some questions that have come up a lot lately. If you have a question please ask me at email@example.com
Who are you and why would I give you money?
I am a game designer who has been working in the industry for 7 years now. During that time I have been a developer on 3 indie projects in varying roles:
Once Upon a Time - Role: Combat designer/Level designer
Super RPG Boss Battle Master (coming soon) - Role: Scripter/Game designer
DrumSkulls (unreleased) - Role: Level designer/Game designer
In addition to working on game projects I have been an instructor of game design at Vancouver Film School game design program. There I taught classes in game mechanics (awarded best course by students) and level design as well as mentored over 50 student final projects (basically 3 month game projects).
I have a strong background in fighting games, playing for many years and running many tournaments and ranbats in the vancouver area.
This project is a labor of love for me. I have been working towards this for many years and I am at a point in my career where I have the understanding to create a strong game design and implement it effectively.
If you have reservations about contributing based on my experience or understanding I urge you to watch the live stream at twitch.tv/miggsthejust to see how I work and even ask me any questions you might have.
Why are you creating this by yourself?
This isnt entirely true, I am the project lead and will be handling a majority of the work, but I will be contracting several key pieces of the project. I will be contracting the design of the interface and menus out to another designer as well as the music of the game. These contracts are factored into the contribution goal.
What I dont want is to talk people into working on this game for free. I've worked on many projects where this was the case and not only is it a disservice to the talent these guys have, it also puts a lot of pressure on the project to generate a lot of money just to cover backpay. I'd rather not end up in that situation again.
I feel I've been able to scope this project so that it is manageable with my personal skillset, and I will be able to deliver an engaging, well built game on time based on the project budget. That being said, if we are able to raise beyond the project goal, I will be seriously considering bringing more talent on board to make the final game even more polished.
$18000 seems a little odd, where does the money go?
$18000 is the number I determined would be a realistic project budget for the timeline and quality I am looking to achieve. Let me break it down a bit:
Indiegogo 4% cut - $720 (if I raise the full amount, if not $1620)
Contributor Perk costs - $1500
Monthly Development costs for 8 month dev cycle - $1400 ($11200 total)
Pay for Contract work - $5000
These are rounded numbers and dont necessarily take into account the odds and ends fees that tend to come up. I feel it is a reasonable budget for a project of this size. Please email me if you have any further questions about the budget, I'm completely open to answering them.
What happens if we dont reach the project goal?
The Indiegogo flexible funding system works a little different than Kickstarter in that if the project goal isnt reached by the deadline the project will still receive the money raised.
That being said, if we dont raise the full $18000 amount I Promise to contact each contributor directly and ask them if they want the money sent back. It is fully up to you. I will still be giving out all the perks that have been promised and I will still use all of the money raised to finance the game project. I will still be developing the game, but it will either be scoped down or will be delayed until I can raise money from other sources or finish the game as a part time project.
What happens if we pass the project goal?
If the campaign is able to raise above the $18000 goal, I will move the project forward into some of the stretch goals planned for the game. Integrating GGPO netcode into the online play is a major one. Hiring on more developers in order to increase the character count to 6 is another.
What is Unique about EXPO Fighter
Expo Fighter is a traditional 2D fighter and in that vein I didn't want to reinvent the wheel when it came to the general game system. That being said, the ability to chain EX attacks together to allow for custom supers and the meter costing parry system are both improvements that I believe will give the gameplay a fresh feel, and will engage fighting game fans.
But Remember this is a game where you play as the President of Nintendo piledriving the President of Sony into the pavement! The game is full of E3 inspired insanity and that alone will make it a hilarious experience.
I don't like your perks, can I have something else?
In short, Yes! I want to create perks that will get people excited about helping out. If there's something you want to see, let me know and I'll do my best to make it happen.
ROUND 1: FIGHT!
Hello Internets, my name is Justin Meagher and I have been designing and instructing the design of video games for seven years here in Vancouver,BC. Recently I was laid off from one of the big companies in town and I decided this would be a chance for me to fulfill a game design dream I have had for a while now; create a fighting game.
I have been playing fighters since I was nine years old playing at the corner hockey card shop and fighting games have been a major influence on the way I approach designing games. For a while now I have been refining a design for a fighter, developing an interesting theme, and researching the tech involved. Now seems like the perfect time to move forward.
The problem of course comes down to money as always, and that's where YOU can have a huge influence. My goal is to raise 18000$ dollars over the coming few months to finance the development of a small web browser based fighting game. The majority of this amount is to cover development expenses while working full time on the project. If I am not able to reach this goal I will probably have to put a halt on the work until I can generate the funding which will probably mean the game will not be released on time. I need your help on this one.
ROUND 2: EXPO FIGHTER
I am looking to create a web browser based fighting game to be released by June 1st 2013. The game is tentatively titled EXPO Fighter and it parodies the silliness surrounding the large video game expo's and announcements by pitting major game company exec inspired characters against one another.
The game features 2D gameplay with 3D graphics similar to Street Fighter 4 or Mortal Kombat 9, and will be released with 3 fully playable characters to start. The game will support local multiplayer and will have fully featured online play. I plan to have an individual online ranking system in place along with a faction based ranking system so that players can battle it out to see who wins the console wars once and for all.
There are some interesting gameplay systems planned and over the course of the month I am going to be talking in depth about them. If you wish you will also be able to see and take part in the development process itself.
ROUND 3: THE LIVE STREAM
This is somewhat of an iron man challenge for me; designing, coding, and creating the art for a fighting game in 1 year! So I thought this would be an interesting way to open up the game creation process and let you see how I go about this project.
Starting April 1st I am going to begin live streaming my work on this game in its entirety. Each night I will alternate working on the design, the scripting, or the art of the game and live stream it for anyone to watch. If you want to learn about the process, if you are interested in fighting games, or if you just want to come make fun of me you can check out the insanity at twitch.tv/miggsthejust!
YOU WIN! PERFECT!
Thank you so much for taking the time to read over this pitch, I really appreciate it. I am very excited to attempt this project and you can make it all possible with your support. Feel free to email me at firstname.lastname@example.org if you have any questions about the project.
There are going to be a lot of updates over the coming month, follow me on twitter @expofighter to keep up with the development.
NOTE: Expo Fighter is still very early in development, but let's go over some of the currently planned mechanics.
Much of Expo Fighters gameplay follows the standard format of traditional 2D fighters: players choose one of a selection of characters and attempt to knockout the opposing players character by reducing their health gauge to zero. By default a player needs to do this 2 out of three times to win the game.
Expo Fighter uses a set of directional buttons/keys and a four button/key attack layout.
Throws are executed with the two light attacks.
Each character has a set of unique standard attacks and special attacks.
I'm attempting to create a fighter that I don't feel exists in the current market, a game with strongly defined character match-ups but gives the player the freedom to freestyle within those defined boundaries.
Movement speeds will be fast overall and hit stun will be high in general to allow for players to create a strong offense. At the same time smart defense and good reads will have strong rewards.
I like the purity of a meterless fighter such as SF2 Hyper Fighting but I also think there is a lot of strategic possibilities in meter management. I'm attempting to create a nice middle ground allowing for a flexible meter management game without it overwhelming the fundamental game.
Players generate hype by connecting attacks and successfully blocking attacks. Hype charges the hype gauge up to four levels. These levels can then be spent offensively or defensively to gain a stronger advantage. Unused hype stays stored in between game rounds.
Players can spend a hype gauge level to turn a special attack into a hype attack. Hype gives an attack new properties such as increased hit stun, overhead properties, or invincibility frames.
One unique aspect of Hype attacks is that many of them can be chained together into a combo if the player wishes to spend the hype gauge. This allows players flexible options to increase damage or create pressure.
Players can choose to spend a hype gauge level to parry an incoming attack. The player simply taps forward for high attacks or down for low attacks at the point of contact to resist the damage and leave yourself at an advantage.
Once an attack is successfully denied the player may continue to parry attacks at no hype cost until a specific frame window has passed. This allows parrying to have a cost associated while still allowing a skilled player to benefit from making a good read.
This is an early proof of concept I created about a year ago and have been tinkering with to try out ideas. I wanted to make it available even in it's rough state just to prove the technical feasibility and give you a taste of what will be possible.