| I don't really think it was an engine so much as a peripheral with some mediating libraries. I would do that plus write a C# interop to make it compatible with unity so you could make your die by the sword clone quickly. What they were trying to make was basically a better wiimote, and a wiimote is essentially an arduino with a single accelerometer hooked up to it and a bluetooth receiver. I think without the budget restrictions of a wiimote you could probably use better/more responsive parts and then basically just mimic a wiimote with the wiimotion plus(which is just a single gyroscope) and call it a day. Or you could add several of each of those components and then average their output or do other clever math with their separate outputs. I think this would take a little more than a year if the person who was doing it knew what they were doing. Then you need to make the game/demo which you would do in parallel with a team of 3-4 additional people. "Even if you are able to donate a year of developer time, valued in the six figures" See this is where misunderstandings with kickstarter begin. We assumed almost no risk in making Road Redemption. In addition to salary we get 100% of revenue less distribution. So not only did we get to draw salary during development, now we get all the sales revenue and we own the IP. It is a crazy good deal, nobody needs to donate anything. It is basically like you get a bunch of VC money and also the VC's have no equity interest. The problem comes in when someone who is unqualified tries to middleman the operation and takes a bunch of money but is totally incapable of doing what they said they would do. Now they both don't have enough money to actually get the shit done at cost, and don't want to give away all the equity. The biggest problem though is that they are unqualified to discern who is capable of doing the task because they don't know anything about how to actually do things. So they fritter away the money and then the project falls apart. |
It's a garbage-in, garbage-out scenario that is really, really hard to solve in software. And come on, why am I explaining this to you? Why are there zero compelling or realistic Wii/U sword games?
It also doesn't sound like you've put any thought into the challenge of simulating realistic swordplay as a generic engine that supports different historically accurate fighting styles, with all the nitty physics, kinematics, and for that matter historical issues to be dealt with.
But I don't know why I'm having to defend the concept that software costs money. I think I'll just quote Neal's apology:
"Members of the team made large personal contributions of time and money to the project before, during, and after the Kickstarter phase. Some members, when all is said and done, absorbed significant financial losses. I am one of them; that has been my way of taking responsibility for this. The team had considerable incentives--emotional and financial--to see CLANG move on to the next round of funding. They showed intense dedication and dogged focus that I think most of our backers would find moving if the whole story were told. I will forever be grateful to them. In the end, however, additional fundraising efforts failed and forced the team to cut their losses and disband in search of steady work." https://www.kickstarter.com/projects/260688528/clang/posts/9...
These were intelligent people, working with passion, on something hard. I'm glad your Kickstarter was a success, but maybe a little humility is called for.
[0] As in accelerometer+gyro, in general. It's fundamentally flawed, and you can't buy your way out of it with better parts.