Racing to Kickstart VR: Tammeka Dev Diary #5

This is it. Crunch time. The Kickstarter campaign for Tammeka Games’ upcoming sci-fi racer Radial-G is due to end in less than 24 hours and is yet to reach its funding goal of £50,000 GBP.  It’s been a long campaign for the developers, beginning back on 3rd July 2014 with the team pushing the title at every possible opportunity.

RadialG_2

Obviously, success was never guaranteed for Radial-G. As appealing as Kickstarter is to indie developers, it’s also a huge risk to place all of your hopes on enough people showing enough interest to get your project funded. Smart developers will have a back up plan in event of failure, and that’s exactly what Tammeka Games has. In this, the final developer diary before the campaign’s end, the team’s Sam Watts talks about plans B through to F. We’ll leave it to him:

Whilst we are confident in succeeding with our Plan A for Radial-G, we wouldn’t be able to back up our claims of having carried out competent levels of research, planning and realistic projections if we didn’t also have a Plan B to fall back on.

As mentioned in the first dev blog post about preparations for Kickstarter, we dismissed IndieGoGo as our primary crowdfunding source but if we do not succeed on Kickstarter, this is where we will relaunch our campaign, albeit with a smaller, narrower focus with less lofty goals. IndieGoGo is growing and there are a number of success stories, so we didn’t want to rule it out completely, especially as it is more gaming specific.

If we went to IndieGoGo, our initial thoughts are that we would only concentrate on the PC, Mac & Linux / Oculus Rift version and drop all plans for mobile or PS4 versions. Although of course we would carry out a period of investigation and feedback amongst our committed Kickstarter backers and judge our options based upon what our community wants to see. If they want a Morpheus edition as their primary desire, then we would realign our development towards that instead.

Being an indie gives us the flexibility and option to amend and mould our development path as time passes based on the most important aspect, community feedback. The greatest appeal of being indie is that we have direct connection to our community and players, something that is generally lost with AAA games titles and the faceless PR marketing machine these titles have. Huge budgets are one thing, but genuine love and interaction is something that money cannot buy.

For those of you thinking negatively, yes there even a Plan C if Plans A and B fail. Plan C would involve Early Access on Steam. The Greenlight campaign is going very well and it looks like we will be greenlit in the end-of-July selection. We could then raise funds this way to help develop the full game.

If Plans A, B and C fail, we have options for typical game investment, with a number of parties interested in the normal manner of investment in return for equity. However this is the route that should be considered the last, final option since we want to remain independent, in control and able to make the game that you, our dedicated & growing fanbase, want us to make.

However, whatever the outcome, whichever plan is the one that is seen through to completion, there will still be the single player demo experience and the one track / one ship multiplayer demo that we are currently developing irrespective of successful crowdsourced funding campaigns. By hook or by crook, Radial-G development *will* be completed and you *will* be able to play the full version soon!

By now we should have a clear indication where the Kickstarter and Steam Greenlight campaigns are headed. My final blog post will cover the post-mortem review of both of these campaigns and their success rates.

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