It’s been a few weeks since all the mayhem and antics of the 59 Days of Code competition. I felt the experience wasn’t complete until after we had our meeting with Farsight Studios. Now, let’s get up to date on “Fuzzy Brain Lost”, and find out where it’s going!
59 Days of Code Recap
First, in case you aren’t aware of the outcome in this year’s 59 DoC, we didn’t win. It didn’t come as a shock. In addition to not being a game centered app competition, many others had apps that were close to release, or even available already. Simply put, there were many competitors closer to profiting from their projects.
Meeting with Farsight Studios
Annie Winston, the children’s author that originated the idea for this game, has a connection to Farsight Studios in Big Bear California. They are a respected developer in the industry, and have been in operation since the 80s. Their most recent success is “Pinball Arcade”. The most realistic pinball recreations available. I highly encourage you all to check it out. It’s available for Windows, iOS, Android, and just about every major platform.
On July 11th, we had an in person meeting with the heads of the studio. Farsight got its start in educational software, and has always had a fond curiosity toward projects that can actually turn learning into a fun and successful formula.
Walking away from the meeting, I believe it went as good as it realistically could. They were incredibly polite and diplomatic in their feedback. It took a bit of prodding to get them into heavy criticism mode, but thankfully they did. We got some great points about how a developer sees our project right now, versus how the end users would view our project in the arena of a Kickstarter campaign.
Here is our plan based on the feedback and conversation we had.
We are going to create the game in two phases, each with it’s own Kickstarter.
The first will be the completion of just one island. This island will feature a handful of missions and objectives. The overall story that Annie wants to tell will be largely not present. This demo will be to create something representative of the larger game. It will showcase our final art style and the core play mechanics that make or break its fun factor. Upon the success of the first (and small budget) Kickstarter, we’ll have a true working demonstration. The backers of the first Kickstarter campaign would receive a copy of the working beta, and other potential perks towards the full game. Later, when the game proves fun, we will do a large budget Kickstarter campaign to raise the amount needed for full development.
Defining Support from Farsight
It was a good meeting. They like our ideas and want to see us keep moving forward. That’s all good and well, but what benefit did we get besides a pat on the back?
They’ve agreed to be our “technical advisers”, and to publically support us through interviews that we can use in our Kickstarter campaign and elsewhere. That’s actually a big deal. This will provide us with credibility. We’re thankful for that. It provides the morale and positive outlook needed to go just little bit further on an empty tank (no money) and get us to our first Kickstarter.
Farsight also offered to name drop us with another well known developer who may have interest in publicly supporting our project. I’d love to say who; however, as usual I won’t unless the connection pans out.
When is the First Kickstarter Going Down?
We’re planning for October, but as with most things in game development, we’ll do it when we’re ready.
Stay tuned to FuzzyBrainLost.com to keep up to date
Also, you can visit Step2Digital.com for all the latest info and insights into Step 2 projects.
Thanks for reading!