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Post news RSS A crowdfunding attempt for Cars Incorporated

In the hope of speeding up the development of my game Cars Incorporated an Indiegogo crowdfunding campaign has been started. Details and reasons.

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Developing a game - even a smaller one - like Cars Incorporated requires a lot of effort, time and dedication. Unfortunately there are also other things in life you need to take care of. Things like working a job that actually yields the money you need to pay for a roof over your head, food to keep your body and mind going and some electrical power and an internet connection that allows you to do things like creating a game.

How much work does this take?

The first line of code for Cars Incorporated was written on August 20, 2010 - a little over a year before the initial alpha release of version 0.01 on November 28, 2011. Now, another one and a half years later we are just a few days away from the update to version 0.25 and a couple of weeks from version 0.30.

In all this time about 1,000 hours of work went into Cars Incorporated, including development, testing and building the game, creating and maintaining the website and some other smaller things related to the project. While this is an interesting number it on the other hand comes down to about 30 hours of work a month since 2010. If translated to a fulltime job with 40 hours a week all of that work could have happened in about 6 months.

So what is my point here? Despite a lot of dedication and effort the development is moving along slowly and while I would be willing to do fulltime work on it and have the game completed inside of a year from now - including an add-on (free for all who preordered during alpha) - the financial situation is just not admitting that. As I said: One needs a place to sleep, something to eat and electricity to power the computer for development.

Indiegogo

In the game's forum it was suggested to start a crowdfunding campaign to support this project. I must admit I have never done such a thing and I have no idea if it will even yield a single cent for the game. But since I have very little options to promote the game otherwise and I am still against other forms of monetization that I have been offered such as including installers for these annoying toolbars in my downloads or plastering the game's homepage or worse the game with ads I have decided to actually try this approach and I hope that all who read this and who like this game so far help me get this to work.

How to help

The obvious answer here is to go ahead and support the crowdfunding campaign directly by donating to it. But you can also help a lot by simply sharing this campaign here on indiedb, on facebook or in other places on the web you can get some exposure for it. Or outside of the web by talking to your friends.

If successful the development speed of the game will be greatly increased - if the campaign reaches the goals I have set you can expect me to get to work fulltime on it, resulting in a release of the Beta early in 2014 and the final game in roughly a year from now - possibly even the add-on by the end of 2014.

Click here to find the campaign on Indiegogo.

Developing a game - even a smaller one - like Cars Incorporated
requires a lot of effort, time and dedication. Unfortunately there are
also other things in life you need to take care of. Things like working a
job that actually yields the money you need to pay for a roof over your
head, food to keep your body and mind going and some electrical power
and an internet connection that allows you to do things like creating a
game.

How much work does this take?

The first line of code for Cars Incorporated was written on
August 20, 2010 - a little over a year before the initial alpha release
of version 0.01 on November 28, 2011. Now, another one and a half years
later we are just a few days away from the update to version 0.25 and a
couple of weeks from version 0.30.


In all this time about 1,000 hours of work went into Cars Incorporated,
including development, testing and building the game, creating and
maintaining the website and some other smaller things related to the
project. While this is an interesting number it on the other hand comes
down to about 30 hours of work a month since 2010. If translated to a
fulltime job with 40 hours a week all of that work could have happened
in about 6 months.


So what is my point here? Despite a lot of dedication and effort
the development is moving along slowly and while I would be willing to
do fulltime work on it and have the game completed inside of a year from
now - including an add-on (free for all who preordered during alpha) -
the financial situation is just not admitting that. As I said: One needs
a place to sleep, something to eat and electricity to power the
computer for development.


Indiegogo

In the forum it was suggested to start a crowdfunding campaign to
support this project. I must admit I have never done such a thing and I
have no idea if it will even yield a single cent for the game. But since
I have very little options to promote the game otherwise and I am still
against other forms of monetization that I have been offered such as
including installers for these annoying toolbars in my downloads or
plastering this site or worse the game with ads I have decided to
actually try this approach and I hope that all who read this and who
like this game so far help me get this to work.

How to help

The obvious answer here is to go ahead and support the crowdfunding campaign directly by donating to it.
If you have already pre-ordered and want one of the bigger perks
offered you can get that by donating the difference on the campaign site
and dropping me a message on the campaign site or by using the contact form. For the added thank you from the 10 € perk a message will do.

But you can also help a lot by simply sharing this campaign on facebook
or in other places on the web you can get some exposure for it. Or
outside of the web by talking to your friends.


If successful the development speed of the game will be greatly
increased - if the campaign reaches the goals I have set you can expect
me to get to work fulltime on it, resulting in a release of the Beta
early in 2014 and the final game in roughly a year from now - possibly
even the add-on by the end of 2014.


I'll see you all on Indiegogo.


P.S.: Don't forget to follow my facebook page for more frequent smaller updates about the project.

- See more at: Cars-inc-game.com

Developing a game - even a smaller one - like Cars Incorporated
requires a lot of effort, time and dedication. Unfortunately there are
also other things in life you need to take care of. Things like working a
job that actually yields the money you need to pay for a roof over your
head, food to keep your body and mind going and some electrical power
and an internet connection that allows you to do things like creating a
game.

How much work does this take?

The first line of code for Cars Incorporated was written on
August 20, 2010 - a little over a year before the initial alpha release
of version 0.01 on November 28, 2011. Now, another one and a half years
later we are just a few days away from the update to version 0.25 and a
couple of weeks from version 0.30.


In all this time about 1,000 hours of work went into Cars Incorporated,
including development, testing and building the game, creating and
maintaining the website and some other smaller things related to the
project. While this is an interesting number it on the other hand comes
down to about 30 hours of work a month since 2010. If translated to a
fulltime job with 40 hours a week all of that work could have happened
in about 6 months.


So what is my point here? Despite a lot of dedication and effort
the development is moving along slowly and while I would be willing to
do fulltime work on it and have the game completed inside of a year from
now - including an add-on (free for all who preordered during alpha) -
the financial situation is just not admitting that. As I said: One needs
a place to sleep, something to eat and electricity to power the
computer for development.


Indiegogo

In the forum it was suggested to start a crowdfunding campaign to
support this project. I must admit I have never done such a thing and I
have no idea if it will even yield a single cent for the game. But since
I have very little options to promote the game otherwise and I am still
against other forms of monetization that I have been offered such as
including installers for these annoying toolbars in my downloads or
plastering this site or worse the game with ads I have decided to
actually try this approach and I hope that all who read this and who
like this game so far help me get this to work.

How to help

The obvious answer here is to go ahead and support the crowdfunding campaign directly by donating to it.
If you have already pre-ordered and want one of the bigger perks
offered you can get that by donating the difference on the campaign site
and dropping me a message on the campaign site or by using the contact form. For the added thank you from the 10 € perk a message will do.

But you can also help a lot by simply sharing this campaign on facebook
or in other places on the web you can get some exposure for it. Or
outside of the web by talking to your friends.


If successful the development speed of the game will be greatly
increased - if the campaign reaches the goals I have set you can expect
me to get to work fulltime on it, resulting in a release of the Beta
early in 2014 and the final game in roughly a year from now - possibly
even the add-on by the end of 2014.


I'll see you all on Indiegogo.


P.S.: Don't forget to follow my facebook page for more frequent smaller updates about the project.

- See more at: Cars-inc-game.com

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