dunno, i'm hearing all these people saying konami is satan, and eats fanprojects for lunch, yet i've been hammering away for a year at this, even had a small article in kotaku, and still nothing from konami.
the KS is obviously going to fail, but i'm kinda wanting to keep that kickstarter up just to see if people are wrong about konami.
I don't know where you're getting this. Belmontoya even said Konami gave them their blessing on Lecarde Chronicles 2 so they can continue making it without a hitch.
well, i have 11 years of experience as a 3d modeler for a company called esim games, which has released 4 versions of a tank simulator called steel beasts.
dunno if that'll count for anything.
Doesn't really count for anything when you don't provide those background details for anyone to see. If you have experience, that's definitely something you should've brought up the last ten or so times I brought up the zero track record. 11 years as a 3D modeler doesn't mean your fan-game will be successful though (though it does show your prowess at modeling, especially when watching your modeling videos. I was really impressed with that stuff).
i've released the game for free, and going to keep the first 3 levels free.
if i get the license, i'll sell the full game with all levels for maybe 5-10$
if i don't(which seems very likely, given how the kickstarter is failing) i'll finish up level 2 and 3, and then work on my own IP.
I don't... what? So now your plan is to sell the game if you get the license? This is the kind of lack of communication that I've been talking about.
You don't even have a plan laid out for what you want to do with the game. As a fan-game, it's expected you'll release the whole thing for free. Obviously, as it's not your IP to sell. And yeah, you're keeping the levels free. But only the first three? So the last three are going to be paid downloads? So why go nuts on zangetsu for the "cash grab" comments? I'm really not understanding here.
people were making comments on my video such as "konami, take note, this is what you should have been doing all along"
i believe that is a fairly strong indicator that what i'm doing is in no way damaging the brand, but rather strengthening it and giving people back a little faith in it.
This is gonna be the bit that absolutely no fan, let alone a fan-game developer wants to hear:
Views from fans on fan-games is horribly skewed.[/i] Let me use an example of a fan-game: Castlevania The Lecarde Chronicles 1. I never played this fan-game until recently, even though it's been out for a long time. But I heard all the hype surrounding it, many calling it the best CV fan-game ever created, some even touting it as better than most official CV games. And with how
awesome the second one is looking, I decided to try it. The end result? Most of the hype was bullshit.
Lecarde Chronicles was definitely a quality fan-game, and emulated the CV style pretty well. But there were design flaws
everywhere that people are seemingly overlooking. Too many traps that blend in with the background too much. Poor enemy placement that results in unfair damage. Non-adjustable controls making custom controls an absolute hassle. The existence of being able to travel downward by jumping down, making it confusing if a downward drop will lead into a death or another area, or possibly another area that results in death.
Is Lecarde Chronicles bad? Hell no. It's definitely a really good fan-game. But it goes to show that views over fan-games are incredibly skewed. Now while I know your game isn't finished yet, if I were to judge it the same way I judge LC1, these are the things I'd point out (Disclaimer: I have kept critique of your work to a minimum previously simply because I'm aware it's still a work-in-progress. This critique is purely for the sake of my argument):
-Animations are wonky and look really silly, which completely goes against the atmosphere.
-It's
too dark. WAAAAY too dark. Some areas it's nearly impossible to see and there are light sources coming from
everywhere. Half the time Simon is impossible to see, but you mended this by making his whip glow, but that makes it look even worse cuz now Simon's shadow is spinning around every which way. The panthers in Stage 1 are especially cheap because
you can't see them at all.
-Candle placement is out of whack. In the original CV1, they were simple to whip. Either straight on the ground, or at the peak of your jump, making it simple for you to keep moving while collecting hearts. In your demo, I've noticed several times where you've missed candles because of their strange placement, and even saw you stop and have to time your whip strike to get it. This terribly breaks up the pace of the game.
-The platform where you get the double-shot during the first boss fight is too high up. I saw in your videos when you'd struggle to jump over it.
All in all, just from those, your demo has: wonky animations, awful lighting, poor placement of candles, wonky platform placement. But most of the people I've seen give you praise have left out all this, and simply given you a "This looks great!" or a "Konami, take note!", completely ignoring things that are wrong with it.
The official CV titles don't have lighting problems, or problems with things blending in too much (okay, some do, but there's a reason those are called the bad games). In the popular ones, like Aria of Sorrow, or Symphony of the Night, all enemies, all characters, all items and hazards, they can all be seen
clearly. This makes the challenge
fair, and
fun.
The popular official CVs have great placement of candles, and enemies, and such. Attacking candles in nearly every CV game feels fluid because of the fact that they're put in such simple spots so you can attack the candle, pick up the item, and keep moving, all without stopping.
The official CVs aren't without their problems, but people criticize them for their problems. Fan-games often have their problems completely over-looked. And that's my point here.
Fan-view on fan-games is extremely skewed.[/i]
Disclaimer again: The point of the critique above was, again, simply for the sake of my argument. It's not meant to be taken super seriously because I know it's a work-in-progress and you're in the process of ironing things out.i believe that is a fairly strong indicator that what i'm doing is in no way damaging the brand
As for this, well... You've got quite a few comments doing the opposite of the comments you've shown. Which you've neglected to mention.
http://www.siliconera.com/2016/10/17/demo-now-castlevania-remade-unreal-engine/"I don't get the appeal of this, honestly."
"Me neither, part of appeal of the original Castlevania was the fact it looked retro. Remaking anything in the Unreal Engine doesn't make it better."
"3D makes me realize how silly it is that you hit lanterns, candelabras and other things that would obviously be way off to the side of the road or on the wall. [...] Overall, this isn't the most terrible thing I've seen for some fan's home project, but he won't get far like this."
"Isn't that... Kinda uncanny ? I don't know i don't think the mix between very realistic graphics and that kind of music and gameplay really work"
"Congrats on managing to look even more drab than the original NES game, I guess?"
"It's honestly awful. It's too dark and controls suck. Hitchy as hell."
"So, basically it's an NES Castlevania?"
"Wrong. That's playable. This is straight shit."
The point of showing those comments off is that you can't be selective with what comments you pull out, and from where. Just going down the Siliconera articles about this remake, you'll see a significantly high amount of people that are against it. Even on your YouTube videos there are quite a few people that don't like what they see. Having the Konami license on your fan-game will make Konami look better to a lot of people, but when you've got
numerous comments like this, it can only damage the brand, about as much as the LoS trilogy did.
a "proper quota?" what, if i fail to make them enough money? that's usually only is a problem if the game has a budget.
e.g we spent 50k on this game, so we'll need to earn at least 70k for this project to be worth it.
in this case konami spent 0, so the "proper quota" would also be 0.
well, that'd be my problem, given how Konami would have to pay me nothing for development.
Using your Kickstarter as a base, you've only managed to get $193 USD off of it. To a company like Konami, that's worthless, and giving the license out for only that wouldn't mean anything to them. Remember: even Konami's free-to-play games make them money.
sure there's other games that have been made into 3d sidescroller platformers, like mega man x, which got slammed pretty hard by critics.
and mega man powered up: https://upload.wikimedia.org/wikipedia/en/e/e0/Mega_man_powered_up.jpg
myself i got the idea of doing it in unreal engine from watching a guy who did mario and zelda in unreal:
https://www.youtube.com/watch?v=zW4L9CuZ3Ak
https://www.youtube.com/watch?v=GgbGgtq-NMc
https://www.youtube.com/watch?v=z9I-aTPwda0
https://www.youtube.com/watch?v=65JEfWpy7N0
...I don't... what? What is the point of the Mega Man remakes? Those were officially-developed-and-licensed Capcom games, and are completely irrelevant to this conversation. That wasn't the point of what I was saying. I was stating that I'm sure you aren't the only person who has ever tried to do the whole "I'll buy the license!" thing, and presented them with a game.
I get why you posted the Unreal videos, but the bottom three are just tech demos being used for practice. The first one looks pretty decent though, as a fan-game.
i could dig up their phone number here and give them a call:
https://konami.com/jobs/en/
...Okay? So basically what you're saying is you don't know how to get the license, but calling them is a good start? Cuz if you do know how, you're still not showing anyone.