The project of last was completed and now out of our hands. Hopefully some news will be provided in early November… but dang, do I hate to convert videos to Quicktime on a PC.
Also completed another task on Sunday and that should be made available on this site on Wednesday. All I can say or type about that one is just to look at the home page here on Wednesday.
And I’ll just drop a note here while typing up the next segment; I was able to attend the Austin Game Developer Conference of about three weeks ago. Pretty much stuck to the Exhibition Hall for both days (though only mid-day on Thursday). Made some contacts and possible leads for funding.
Which brings me up to wanting to provide some short advice about funding. Your project should be able to go live without relying on funding. I know that sounds impossible, but that is the goal. Funding should not be thought up of as reliance, but rather as an asset that will make your title better, and able to release quicker. Keep plugging away at your work, making contingency plans based on the amount or lack of funding being received. Do not get into a position or belief, that in order to go any farther, funding is required. If you reach that point, chances are your project will collapse or grind to a stall and both your members and user base will loose interest. There are some examples on this site that have reached this problem for review.
Every bit of work and effort on your project, improves the chances of when acquiring funding and for a greater amount. Keep your people going and motivated, while pitching for funding. Again, it is just a matter of time when you will get it.
And a side note:
Save your movie ticket stubs. You can use those for tax deductions for research of your title.

MMORPG.com writes:
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