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Post by fightingcomelightly on Jan 5, 2019 12:41:26 GMT -6
Dico has noticeably been absent from recent updates. Are they still working on the game? #WheresDico ? Question Angel-Corlux Mana
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Post by Galamoth on Jan 5, 2019 18:13:41 GMT -6
fightingcomelightly DICO hasn't been directly mentioned in a Kickstarter Update since September 14th, 2017. I'd think if you were really that concerned, you should've asked them about it early last year. (I noticed that you registered on these forums back in June 2017)
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Post by Enkeria on Jan 5, 2019 18:26:13 GMT -6
Changed VITA to PS4 physical. Do not remember any refund from it either.
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Post by Yän on Jan 5, 2019 19:13:09 GMT -6
Can anyone tell me a reason for some peoples' sudden concern about the involvement of DICO? I mean, yeah they haven't been mentioned so should we not expect that they're working on it as usual, as in, there was no reason to mention them because nothing about their involvement has changed? Has there been anything official hinting at a departure of DICO? And how would information about any of this help? I really don't understand...
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Post by XombieMike on Jan 6, 2019 9:28:40 GMT -6
Heh, people being worried about DICO's involvement changing is a prime example of how following this whole development has gone. We see something in the start of the Kickstarter, or in an update then months later things have been dropped or changed or never mentioned again.
Yeah, we have no real reason to believe DICO is any less involved than originally announced.
I like monthly updates, but I think updates have been approached in a way that could have been more informative about the development process. It feels like there is a PR curtain in place, and the strategy for releasing information is just to let us know that everything is still going ok with new content, and we are on a need to know basis.
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Post by dareka on Jan 6, 2019 13:15:11 GMT -6
Heh, people being worried about DICO's involvement changing is a prime example of how following this whole development has gone. We see something in the start of the Kickstarter, or in an update then months later things have been dropped or changed or never mentioned again. Yeah, we have no real reason to believe DICO is any less involved than originally announced. I like monthly updates, but I think updates have been approached in a way that could have been more informative about the development process. It feels like there is a PR curtain in place, and the strategy for releasing information is just to let us know that everything is still going ok with new content, and we are on a need to know basis. I get what you're saying, and I totally understand this sentiment. Some of the updates have not felt very substantial, to put it mildly. However, I can also understand why this is, and it's basically these three reasons. 1. The game's proven to be way more difficult and costly to develop than anticipated. There are several reasons for this, but I'll mainly address just one here: way too many platforms and stretch-goals in the campaign. Game developers are notoriously overconfident when defining the project scope for their games, mostly because that's the way they want them to turn out. IGA had never developed for that many platforms (probably thought middleware would make things eas y, when it only makes things easi er), and I don't think he'd ever done so many features in a single game, either. So the difficulty in creating the game - and by extension the time and budget were greatly underestimated. Now, this is is actually rather par for the course in game development, but since it's a Kickstarter, they can't very well drop any stretch-goal without incurring significant backlash, so they don't drop anything other than platforms (and we're seeing how well that's working out). So in this sense, Kickstarters are more difficult than regular development, because there is a PR backlash for one of the most common practices in game development, dropping features and delaying games (I'd be willing to bet most games don't meet their original target release date, and that they go over-budget, too). So, what does this have to do with the updates? Well, having so many features means you have to spend lots of time working on the game's back-end, i.e. things that won't show well until you have the finished product in your hands. Picture it: September update: "We've made huge progress on the dev tools, guys, now our planners (game designers) can polish this feature to a shine without waiting for new builds! Aren't you excited?" October update: "OK, so after weeks of testing, we think we've found the right balance between performance and memory consumption for this area. It's gonna look the same as before, but it'll run a lot better on the weaker hardware." November update: "Finally managed to fix that bug that was causing the game to crash when you beat the game in Boss Rush mode. It was only happening with a certain specific hardware and driver configuration, but it was just unacceptable. Also, automatic enemy placement has been incorporated into the dev tools, and the ai scripting features have also been significantly improved." This is what actual game development looks like: lots and lots of coding and testing to create an environment what will let you implement and fine tune all of the features that will ultimately show in the final product. But most people probably don't want to see that in an update, so... the devs go mum. 2. The developers have opted to listen to and implement our suggestions as if they were Kickstarter campaign promises, even though they are not. And just when you thought you'd finished updating your tools and graphics engine, the community finds it " lacking." Oh, boy. So now you go back to updating your tools and engine. And you don't show any stuff until it's absolutely locked. Why? Remember when you showed off a prototype with Zangetsu and the demo then looked really shitty when compared to it? Well, maybe the final game won't look as bad - you did disable the shaders just to get the demo out (mostly) on time - but you might have avoided that sh!tstorm if you hadn't shown off a non-final version to begin with. The effect that backer feedback has had on delaying the game and increasing it's scope beyond what was originally promised should not be underestimated. The game looks the way it does because of feedback. The game is going to look better now because of feedback. They could easily ignore this feedback and they are not ignoring it. What I'm trying to say here is that we've been encouraging IGA throughout all of the project to go back to the drawing board, precisely because they've shown us quite a bit of the product - just not through updates. And every time they we make them go back to the drawing board, we extend the period before the next substantial update. 3. With some games, there's no easy way to show progress until the game is close to finished. Bloodstained is one such game. A retro style game with assets that are relatively easy to create can be shown off quickly and without much trouble, and while the same can't be said for a big budget AAA game, those have... other means to do PR. Like, you hire a separate team to work on the demo. Or you use high-end dev PCs to show off the game and then get a separate team to work on optimization so the final product looks close enough that people won't notice. Or you photoshop your screenshots. Bloodstained does not fall into either of these easily PR-able categories. They are on an extremely tight budget. I know this because the game has been in development for more than twice as long as originally planned. They also can't have crazy high expectations for sales. So they can't spend money to make the game look good before it actually looks good, like they do with AAA games, and the game is not retro-enough that it looks fine without much effort. So, there's that. Now, can these obstacles be surmounted? Sure, but it's not easy and... to be honest - and this is just conjecture on my part - there's probably another factor at work here: Japanese devs don't really feel comfortable showing off works-in-progress. They don't like talking about how the sausage is made. It's a cultural thing. Add to this the fact that the publisher is 1) a separate company and 2) not Japanese and ... there's probably communication issues working against the staff, internally, that somehow manifest externally. Not as in "they don't get along," but as in it's more difficult for them to get on the same page sometimes, because they have different assumptions about what is not said in meetings, even with multicultural bilingual team members. If you want to see an example of Japanese devs having good communication with the user-base, the only one I can think of is FFXIV's Yoshi-P. I'm sure lots of people would disagree with me, but trust me, that's as good as it gets. The reason communication flows smoothly and quickly between the devs and the player community is because Yoshi-P is not only the game's main PR guy, he's also the game's main decision maker, being both project manager and creative director. And he's one of the company directors at the publisher. So unless you get that kind of combination in a single person, there's always going to be some difficulty communicating with the user base, because all messages have to go through everyone. Different people might have different ideas about how to address an issue, and these things can be magnified by cultural differences. Anyway, sorry for the mega-long post. There's just a lot I think I understand about this situation that I feel I need to share.
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Post by Galamoth on Jan 6, 2019 13:35:22 GMT -6
dareka Makes perfect sense. There's no denying that this project definitely had its bump-in-the-road moments (and might have a couple more in the future), and I would've liked to hear about certain things earlier on, but of course I still remain optimistic.
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Post by Pure Miriam on Jan 6, 2019 17:05:06 GMT -6
dareka I believe you are completely right about what you said. I'm not a developer, but you explained in a way that is very easy to understand. The stretch-goals are something i think most can see that it was underestimated. Some of them were quite easy to grasp, some are completely limbo ("New Boss" what that means?) and some of them were completely gigantic ideas. IGA himself said that some stretch-goals were thought in as single night, because they needed to keep the money coming in and they needed something interesting as a reward for that. We can easily say they didn't planned most stretch goals in the most careful way they could.
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Post by purifyweirdshard on Jan 6, 2019 23:01:57 GMT -6
purifyweirdshard it's actually pretty easy to pick out Linux and Mac users on PC, at least on Steam. Just need to check the Steam account to see if someone's ever logged in on, or run games on Linux or Mac before. I don't think GOG has that kind of data, though. That seems anything but pretty easy logistically, to me. Out of a potential 50,000+ -something requests, they would need to look up everyone's individual Steam account for that information, and only if they had actually played a game on the platform before. If it's their first game or they're GOG, sounds like it doesn't work. About people fighting for refunds for Vita versions - what happened was that beforehand, refunds were only full in the case that Vita was your only backed platform. If you had 1+ copies coming of non-Vita RotN, it was partial, to cover the amount of the Vita copies themselves. Soon after starting the process, they changed it to a full refund even for multi-platform tiers. Great post dareka.
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Post by Busterific on Jan 6, 2019 23:07:29 GMT -6
So, what does this have to do with the updates? Well, having so many features means you have to spend lots of time working on the game's back-end, i.e. things that won't show well until you have the finished product in your hands. Picture it: September update: "We've made huge progress on the dev tools, guys, now our planners (game designers) can polish this feature to a shine without waiting for new builds! Aren't you excited?" October update: "OK, so after weeks of testing, we think we've found the right balance between performance and memory consumption for this area. It's gonna look the same as before, but it'll run a lot better on the weaker hardware." November update: "Finally managed to fix that bug that was causing the game to crash when you beat the game in Boss Rush mode. It was only happening with a certain specific hardware and driver configuration, but it was just unacceptable. Also, automatic enemy placement has been incorporated into the dev tools, and the ai scripting features have also been significantly improved." This is what actual game development looks like: lots and lots of coding and testing to create an environment what will let you implement and fine tune all of the features that will ultimately show in the final product. But most people probably don't want to see that in an update, so... the devs go mum. I'm probably in the minority here, but I would find the inclusion of some of the more technical details related to development mixed in with the current style of update to be fascinating. It would probably put me a little bit more at ease with the way things have been going as well. While the reasons for them dropping other platforms based on their becoming obsolete seems more like something that has to be grudgingly accepts, I find them dropping Mac and Linux with very little explanation of why to be more off-putting.
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Post by purifyweirdshard on Jan 7, 2019 8:47:06 GMT -6
So, what does this have to do with the updates? Well, having so many features means you have to spend lots of time working on the game's back-end, i.e. things that won't show well until you have the finished product in your hands. Picture it: September update: "We've made huge progress on the dev tools, guys, now our planners (game designers) can polish this feature to a shine without waiting for new builds! Aren't you excited?" I'm probably in the minority here, but I would find the inclusion of some of the more technical details related to development mixed in with the current style of update to be fascinating. It would probably put me a little bit more at ease with the way things have been going as well. While the reasons for them dropping other platforms based on their becoming obsolete seems more like something that has to be grudgingly accepts, I find them dropping Mac and Linux with very little explanation of why to be more off-putting.
The understanding should be, I think, that it's a given and obvious thing they're doing/working on mundane things regarding the game's development. The alternative situation to that is that they did nothing at all for a month's time, which is audaciously negative and being skeptical due to some external anxiety. Regardless, it seems and sounds that many feel that way, which I don't quite understand myself. I think many are just too used to the excess of information and transparency given so far that it's a situation of "never enough". I hope it doesn't bother the team overmuch however, as for the greater many of us, it's been a great thing to see so much inside, but just enough. They have to be crunching on the game, especially at this point, for many of the reasons dareka outlined. Money, time, product needed, us breathing down their necks, whatever else.
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Post by clivethebarker on Jan 7, 2019 14:00:40 GMT -6
I'm probably in the minority here, but I would find the inclusion of some of the more technical details related to development mixed in with the current style of update to be fascinating. It would probably put me a little bit more at ease with the way things have been going as well. While the reasons for them dropping other platforms based on their becoming obsolete seems more like something that has to be grudgingly accepts, I find them dropping Mac and Linux with very little explanation of why to be more off-putting.
The understanding should be, I think, that it's a given and obvious thing they're doing/working on mundane things regarding the game's development. The alternative situation to that is that they did nothing at all for a month's time, which is audaciously negative and being skeptical due to some external anxiety. Regardless, it seems and sounds that many feel that way, which I don't quite understand myself. I think many are just too used to the excess of information and transparency given so far that it's a situation of "never enough". I hope it doesn't bother the team overmuch however, as for the greater many of us, it's been a great thing to see so much inside, but just enough. They have to be crunching on the game, especially at this point, for many of the reasons dareka outlined. Money, time, product needed, us breathing down their necks, whatever else.
It's hard not to be sceptical with no release estimate. Without a reference frame to go to, it's become Schrodenger's game in my mind. It doesn't exist in either state until I see some proof, but Question has stated that big updates will only come with the release date. Would love to trust in the team, but I've been burned by KS too many times to believe without some evidence at this point. All this is ignorning the dropped Linux/Mac which doesn't bode well.
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Post by RichterB on Jan 7, 2019 14:09:41 GMT -6
Hey, all. I just wanted you to know that we are here and on Monday will address the questions posted. I apologize for the delay caused by the holidays.
Refund Requested (Reason : Dropping linux support, Which i use), And Rejected.
I guess i shall wait for the answers on Monday...
Granted, based on the answers on Monday by "505 Games", I will have to decide if to start inciting for backlash or not, Even if its against the forum rules...
At this point, a stand need to be taken as to whatever you have done with the backers money (You will be amazed by how effective anger and hate can be).
Whatever case 505 games has to make, Make it a good one and an honest one, All scams in history always went bust.
Unraveling the truth is more important than "public forums politeness" and "feelings", Its our money at stake here, People worked for this.
* I will suggest to the audience here , Not to be fooled by demos (Small sections of the games that are ready) As for the E-mails; if you read the E-mails once more, You will see that the the status of the game is unknown and it is kept that way intentionally... The mailing-system serve as a communication way to tell you "We are communicating with you but we won't address anything". (The communication method with koji and his team on forums / emails / social media is only active to maintain the statue of "Active", But it is NOT USEFUL).
@ Question , My Question : Would you FINALLY address for ONCE AND FOR ALL , TO DATE, the status of the project? You need to start divulging "Development secrets" in details, Because consumer trust grows dim (For me , its already lost).
@ Question , Question details : Start naming it as such : - How much of the art is done, Voice over, recording, stages, concept design, monster design, balance, monster placement, soundeffects, level design, scripting, coding, Texture work, materials / shaders, 3D models.
- How much more must be done? - The size of the group that is working on it? - When it the estimate release date, How much leeway do you need in case the release date isn't met?
- How much of the initial budget remain?
- Do you need a second round of crowdfunding? (The time for holding secrets for the audience to be wow'd on release is over, You had time for that years ago).
Not that I think all of these types of questions will be answered, but I thought I should tag the above poster's questions w/ Question , because the @'s above were incorrectly formatted by mistake. (Then again, maybe by Question being quoted in the post, it works the same way? Not sure.
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Post by Question on Jan 7, 2019 16:06:27 GMT -6
Sorry for the delay. One of the people I need to speak to was supposed to be in the office this afternoon, but it looks like they are not going to make it in. I am going to address the topic as soon as I am able.
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Post by Question on Jan 7, 2019 16:14:33 GMT -6
The understanding should be, I think, that it's a given and obvious thing they're doing/working on mundane things regarding the game's development. The alternative situation to that is that they did nothing at all for a month's time, which is audaciously negative and being skeptical due to some external anxiety. Regardless, it seems and sounds that many feel that way, which I don't quite understand myself. I think many are just too used to the excess of information and transparency given so far that it's a situation of "never enough". I hope it doesn't bother the team overmuch however, as for the greater many of us, it's been a great thing to see so much inside, but just enough. They have to be crunching on the game, especially at this point, for many of the reasons dareka outlined. Money, time, product needed, us breathing down their necks, whatever else.
It's hard not to be sceptical with no release estimate. Without a reference frame to go to, it's become Schrodenger's game in my mind. It doesn't exist in either state until I see some proof, but Question has stated that big updates will only come with the release date. Would love to trust in the team, but I've been burned by KS too many times to believe without some evidence at this point. All this is ignorning the dropped Linux/Mac which doesn't bode well. I absolutely understand skepticism. However, it's a bit disingenuous to say that there's no 'proof' of progress. Curse of the Moon was completed by Inti Creates and backers got a playable demo. We've brought on WayForward to assist with the project. We've been working since the demo to address the concerns from the beta and to complete the game as a whole. We have not shown much of the work since that time, so it's fair to wonder what's going on. We won't keep everyone in suspense forever. When we do reveal details we expect that the wait will have been worth it.
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Post by dareka on Jan 7, 2019 16:39:20 GMT -6
Sorry for the delay. One of the people I need to speak to was supposed to be in the office this afternoon, but it looks like they are not going to make it in. I am going to address the topic as soon as I am able. ...*ahem*... like I said... The reason communication flows smoothly and quickly between the devs and the player community is because Yoshi-P is not only the game's main PR guy, he's also the game's main decision maker, being both project manager and creative director. And he's one of the company directors at the publisher. So unless you get that kind of combination in a single person, there's always going to be some difficulty communicating with the user base, because all messages have to go through everyone. Unless you're the creative & administrative lead & one of the company directors and the publisher at the same time, i.e., unless you answer to no one else (like Yoshi-P), you always have to go through all the people concerned with the matter in the your organization before you give the user base an answer on controversial questions. Thanks for the update, Question ! We'll wait.
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Post by browren on Jan 7, 2019 16:43:17 GMT -6
I absolutely understand skepticism. However, it's a bit disingenuous to say that there's no 'proof' of progress. Curse of the Moon was completed by Inti Creates and backers got a playable demo. We've brought on WayForward to assist with the project. We've been working since the demo to address the concerns from the beta and to complete the game as a whole. We have not shown much of the work since that time, so it's fair to wonder what's going on. We won't keep everyone in suspense forever. When we do reveal details we expect that the wait will have been worth it. Neither Circle of the Moon nor the playable demo are supported on Linux or Mac.
I am not doubting your visible progress on other platforms.
I am asking for evidence that work was actually done to support Linux and Mac.
As I said in the original post, not one screenshot, demo, or update mentioned Linux or Mac, not even to complain about difficulties encountered supporting these platforms. There is no proof that tests were ever run, or a build even attempted for either platform, before they were abandoned.
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Post by ssokolow on Jan 7, 2019 22:08:49 GMT -6
I'm probably in the minority here, but I would find the inclusion of some of the more technical details related to development mixed in with the current style of update to be fascinating. It would probably put me a little bit more at ease with the way things have been going as well. While the reasons for them dropping other platforms based on their becoming obsolete seems more like something that has to be grudgingly accepts, I find them dropping Mac and Linux with very little explanation of why to be more off-putting.
Likewise. Even if I didn't have technical experience, I'd still be in the camp of "the more open people are being, the more I'm willing to trust them and cut them slack."
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Post by raptor85 on Jan 8, 2019 3:45:19 GMT -6
Neither Circle of the Moon nor the playable demo are supported on Linux or Mac.
I am not doubting your visible progress on other platforms.
I am asking for evidence that work was actually done to support Linux and Mac.
As I said in the original post, not one screenshot, demo, or update mentioned Linux or Mac, not even to complain about difficulties encountered supporting these platforms. There is no proof that tests were ever run, or a build even attempted for either platform, before they were abandoned. Yeah, that's kinda a weird answer to me too, on linux the backer demo and curse of the moon just show "not available for your platform", so not really sure how those show progress being worked on a linux version of the game. (And honestly, I'm fine with curse of the moon not being available, I wish it was but it was a bonus anyways, not the actual product)
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Post by illasera on Jan 8, 2019 5:35:28 GMT -6
Hey, all. I just wanted you to know that we are here and on Monday will address the questions posted. I apologize for the delay caused by the holidays.
Well done on your well descriptive answers so far.
He did manage to reassure me though, A promise was made for an answer on monday and nothing was offered...
The same as with bloodstained development, they both work on the same methodology of not answering anyone.
I will provide a leeway for another week to reply , In case there will be no further info regarding the project development AND an established refund policy for defunct Linux support. I will involve legal in this and backup my statements and provide a follow up (If i will be allowed to disclose information).
While it is true that kickstarter provides no legal contract in any-way, I can still pursuit my own case, And i do believe i have a cause here, I will have a lawyer look into this, Once and for all. (I am willing to pay premiums that cost more than the backed project itself, I grew tired of this charade).
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