see this is the main reason why i didn't spend a lot of time typing up a kickstarter. you took the thing i said, and misunderstood it in the absolute worst possible way.
i can do art, i can do music, and i can do programming. i don't do words, because i do all those other things.
people are just going to very easily take my words out of context and interpret them in the absolute worst way possible.
read it again.
"and for the kings ransom, i won't be spending 20 seconds on that, i can tell you that much.
a properly rigged, textured and normal mapped unique character model you're talking at least 2 full days of work. "
in other words "making a properly rigged textured and normal mapped unique character is not going to take 20 seconds, it will take 2 full days of work."
Misunderstanding on my part and I apologize. To be fair, though, I read that part of your post like four times and still came out with the same understanding, so you could've cleared it up a bit more.
professionalism to me is putting out things that work, not trying to sell broken things in a pretty package.
i was uncertain whether the kickstarter was a good idea to begin with or whether it would even work.
vs i could spend 2 days and fix up that annoying bug where the whip freezes, get the doors from spinning backwards, and get another enemy into the game.
i'm focusing on the things i am good at, and i know i can get to work, and i know needs to be worked on.
The problem is, that's not all professionalism is. Part of professionalism is how you present yourself. Like I said before, rampant capitalization (or lack thereof) errors all over the KS page, no breakdown of you plan to spend the money, no plan on how you are going to obtain the license, and a very poor understanding of how Kickstarter works causing you to overprice things incredibly.
The whole "well, I could spend 2 days fixing the Kickstarter, or I could spend that 2 days fixing up the game" is a bad excuse because
you're making the KS for the game. On top of that, you are
not restricted to a deadline, and the game coming out
two days later isn't going to hurt anybody.
Wouldn't even take two days if you had someone to help you. (Which you did say you'll have happen next time, which is good. Talking with a few people about budgeting, maybe getting someone on board with you who knows how to handle finances properly, etc.)
i wouldn't have them for long. if Konami was unwilling to sell me the license, they'd probably sue me for that money.
but really, it doesn't make sense to me, that if i called Konami HQ, told them i want to give them 50 000 in cash for a castlevania license of a remake of one of their classics,
and oh btw, i am funding the development myself, and when i'm done, i'll be willing to give you royalties, they'd turn me down?
that's pretty insane. for most studios that'd be a dream come true.
usually it's the other way around, "oh hey, i want to make a game with your IP, but i don't have any money, oh and can you please pay for us to develop it?"
"Not having the funds for long because Konami would sue me" is a terrible excuse. Why even risk it then? It makes zero sense why you'd do this or even keep the KS up if you know that already. (And yes, you can cancel funding on a KS project.)
And I don't know what doesn't make sense to you. Konami is a business. And every business handles their intellectual properties the same way. They aren't going to just give you the license because you'll pay for it, because it puts an official licensing from Konami on your product. And you have zero track record to go off of. If the game does well? All nice and dandy. But they have
no reason to trust you with making a successful game because of the aforementioned zero track record. So if the game
fails, it damages the brand.
You can argue that Konami doesn't care about the brand because they've turned Castlevania into slot machines and pachinko, but that's a fallacy. Those slot machines and pachinko machines are
wildly successful in Japan, and generates them an amount of revenue that the actual CV games could only dream of. Pachinko is beyond popular in Japan, so while it destroyed their artistic integrity ditching the video games and turning them into slot machines, it makes
perfect sense from a business stand-point.
The "royalties" you plan on giving them... what royalties? You'd be releasing the game for free, so what royalties are you going to give them? Money from your own pocket? If your game isn't generating any revenue, you can't give them any royalties. That's just not how it works. And if licensing the game to you means no revenue for them outside of what you're paying for the license, it's not worth it to Konami. To put it into a hypothetical scenario:
Let's say you pay them the $50k, and they give you the license. Let's say you complete the game after two years and release it to the public. Let's say you release it free, because that was the plan to begin with (right?). And now let's say the game does pretty well. That means it does decently, but Konami isn't going to make any money off of it. Even Konami's free-to-play games generate revenue, and this simply wouldn't be a good investment.
Now let's say all that happened, but the game
fails instead. Yes, you've paid them $50k, but there's now a fan-made game with an official Konami licensing on it that has failed. It not only would make them no money, but it also
damages the Castlevania brand, and has the potential to lose them money later.
Even if you were to sell it, there's no guarantee you'll get them enough money to meet a proper quota. There's no guarantee you'll actually finish it. There's no guarantee it'll be good or bad. You can say it will, you can make promises, but again, there's no track record to go off of for you. You don't have other released games out there to judge your development skills, to see whether what you've made before has been successful or failures. All anyone would get is a promise, and without any "right now" showing, it means nothing. All you've had to show are unfinished early test videos, which don't promise anything and sometimes even give a bad first impression.
So no, it's not a dream come true. If anything, it's par for the course, because I wouldn't be surprised if you're not the first person that has tried something like this. Even I've put together stuff and ideas like this before (things like Kickstarter didn't exist at the time, though). The fact of the matter is, you would have been better off finishing the game, and releasing it on the web for people to play, and maybe getting into contact with Konami later on and pitching it. Hell, even contacting a different developer and using it as a resume or proof-of-concept.
So you got some semblance of how to obtain the license, or at least you say you do. But you're still not showing that you do. Because I could say right now "Oh, I'm good friends with Koji Igarashi. We talk all the time," when in reality he and I are just friends on Facebook and he liked my post about Bloodstained once (he accepts pretty much any friend request so it's nothing special). It's not even like you have to record a call or have a write-up from the lawyer you talked to or whatever. Just a simple explanation of how it works, even, would give you more credibility. We live in an age where everyone claims everything on the internet, and then nearly everyone doesn't provide any proof, so all this disbelief in claims shouldn't be a surprise.
I do getcha, though. And you're going about this the best way you know how. But take it from someone who's done something like this before: you're being too over-ambitious when you don't have much to show for it. Work on some simple stuff, get your name out there, or at the very least show off that you can make and complete games. Because zangetsu's comment
can sound mean ("No offence but this whole thing now feels like a cash grab.") but it makes perfect sense where he's coming from with one of my many previous points ("The reason being is that if your Kickstarter is successful and Konami does not sell you the license, you now have fifty extra grand in your pocket.")