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I may be reading a different thread to you, but I didn’t think there was any negativity on this forum to this project, after all, this is the right and best place for support!
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Apologies, I didn't explain myself very well! The negativity I was referring to was more from journalists and indie game developers. I've seen editors of well known websites spouting complete untruths, and indie developers sniping on Twitter. It's all very unnecessary IMO.
Sorry for any offence caused!
[quote data-userid="90" data-postid="78427"]
One area that you haven’t touched on, and one that I believe you are in a very good position to comment on, is the amount required. You have independently released Clover, a very nice polished game. Did this cost £350K to bring to market? I very much doubt it cost anywhere near this amount (in the nicest possible way) as this figure would make independent publishing nigh on impossible. So, is the £350K required reasonable? I appreciate that, of course, if you had a budget of £1million, you could easily spend it on making the game, but would the extra cash really make a lot of difference? I realise that the Olivers will have costed what they want to produce, but my feeling is that they would have more chance of success compromising some areas with a lower budget, for example in the graphics. This may be one area where the game could cut corners, as lets face it, the graphics aren’t the reason we love Dizzy games, and are still all these years later more than happy playing DizzyAge games with Spectrum style graphics 30 years on. After all, a lot of Apps market their ‘Retro Graphics’ as a plus point! Gameplay is king, as our eggy friend has showed us for all that time!
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Clover made a huge loss, and was funded through a redundancy payment. The only real outlay was for my rent and food bills, but even then cost tens of thousands. We were living in central London, when really I should've moved somewhere much cheaper. The main cost in Dizzy Returns will be quality staff, and that experience makes all the difference between something amateurish and something polished.
For the scope of the game they're planning, I'd say £350k is reasonable. Ian Hardingham from Mode 7 Games, creator of the IGF-award-winning Frozen Synapse pointed out a budget twice that size wouldn't be unreasonable. To put it in context, for a mid-tier Xbox 360/PS3 game you're talking about an 8-figure budget.