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Excels
Mar 7, 2012

Your plastic pal who's fun to be with!
whenever something like this crashes and burns, you can never shake that feeling that someone in the fandom probably could have taken the script and made their sequel in a fraction of the time in RPGmaker, with standard turn based combat, and everyone would have been happy. well, i guess except the dude who made like ten thousand gun sprites.

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oddium
Feb 21, 2006

end of the 4.5 tatami age

wanting to make nuclear throne with 8 types of elemental damage.... now that’s win

Pablo Nergigante
Apr 16, 2002

CrossCode ended up being a good RPG with guns

oddium
Feb 21, 2006

end of the 4.5 tatami age

when we set out to make a mario platformer we wanted players to constantly be asking: am i using the right boots for this jump. does mario have the right elemental flower equipped

Dias
Feb 20, 2011

by sebmojo
Barkley was a pastiche of overly complicated JRPGs, Barkley 2 died because it became an overly complicated ARPG. Also it seems like management was garbage and didn't settle on any design decisions at all. Doing work just to see it get completely revamped on a whim sucks.

KirbyKhan
Mar 20, 2009



Soiled Meat
Man, Darks Souls but you got a gun in the most hamfisted way sounds like the absolute best tho. The cascading mechanics that are rendered meaningless don't matter because the difference between optimal and uninformed is like 3 bullets is, to me, a galaxy brain joke that is genuinely genius.

The first Barkley Shut Up And Jam: Gaiden had the bball combat where you do timing button presses to do extra damage. That was genuine effort that put the game above all the other RPGmaker messes out. I guess that can't really be scaled in the vaporware era. Be proud you tried.

Ghost Leviathan
Mar 2, 2017

Exploration is ill-advised.

Dias posted:

Barkley was a pastiche of overly complicated JRPGs, Barkley 2 died because it became an overly complicated ARPG. Also it seems like management was garbage and didn't settle on any design decisions at all. Doing work just to see it get completely revamped on a whim sucks.

That seems fitting given most overly complicated JRPGs have become overly complicated ARPGs.

Excels posted:

whenever something like this crashes and burns, you can never shake that feeling that someone in the fandom probably could have taken the script and made their sequel in a fraction of the time in RPGmaker, with standard turn based combat, and everyone would have been happy. well, i guess except the dude who made like ten thousand gun sprites.

This also sounds eerily fitting because it seems to be exactly what keeps happening with Final Fantasy where apparently the artists just keep making assets and assets and apparently no one tells them to stop and they end up making FF13 sequels and FF14 expansions just to use them for something.

Tiler Kiwi
Feb 26, 2011

oddium posted:

when we set out to make a mario platformer we wanted players to constantly be asking: am i using the right boots for this jump. does mario have the right elemental flower equipped

it could work, if you had like, eight guns, total, and instead of elements they were just different gun gimmicks so they were distinct to use, and switching between them was seamless instead of horrible, and then the game was called "doom" or maybe "half life"

redneck nazgul
Apr 25, 2013

was there ever a list of the eight elements

Tiler Kiwi
Feb 26, 2011
eight versions of the same element

Pomp
Apr 3, 2012

by Fluffdaddy

Chas McGill posted:

I'm only looking forward to two computer games - this, and Dark Souls 2.

oddium
Feb 21, 2006

end of the 4.5 tatami age

there is a legend of ten elements and their respective masters

Dias
Feb 20, 2011

by sebmojo

redneck nazgul posted:

was there ever a list of the eight elements

djing, rapping, breakdancing, graffiti, shadow djing, shadow rapping, shadow breakdancing and shadow graffiti

Pomp
Apr 3, 2012

by Fluffdaddy
Shadow Graffiti is my favorite wutang album

Pomp fucked around with this message at 16:13 on Jun 3, 2019

everythingWasBees
Jan 9, 2013




Bisse posted:

The Save Station Menu

I feel like it's the fact that they made three different versions of the same menu with the same design docs each time that makes this.

instead of just, you know, reverting back to the last one

Liquid Dinosaur
Dec 16, 2011

by Smythe
This is sort of rambling and mostly reiterating what others have said but whatever.

It's tragic how many early Kickstarter games flamed out because of ambitious indie devs suddenly being handed money and total creative freedom, "limited" only by whatever outlandish things they promised in the initial pitch and stretch goals, intent on making a completely revolutionary workof avant-garde gameplay. I guess this still happens now, but now there's less excuse since you can see the corpses of all those first wave Kickstarter game projects as a warning. Some eventually released but were disasters after agonizing and embarrassing productions.

Like, I remember early on thinking how a sprite-based Diablo with Random Guns with Silly Affixes seemed like it could be cool, but that it being a fully interconnected open world with real-time ticking quest flags so you can't do everything in one playthrough, like Dead Rising or some poo poo, sounded like it would be too complex and unfun. I think we'd all have happily just gone for more Mario RPG style turned-based combat, with that good sweet late 00s-early 10s writing, and Frankie's amazing art in place of the blatantly stolen assets.

I think the biggest loss is that since everyone burned out/exiled themselves out of shame, there probably won't be any more of the trademark brand of Joke's that I still think are funny no matter how outdated they probably are.

All the more reason for one of you to just dump all the files somewhere for somebody to cobble together the dialogue into a semi-coherent, low-tech game. Like how some people are apparently trying to make Half-Life 3 based on that plot summary Laidlaw posted.

cboy
Jun 3, 2019
Hey guys, this is Chef Boyardee, one of the writers and musicians for the game, and I was one of the original Barkley 1 guys.

Barkley 2 was our dream game. When we asked for $30k and received $120k, it felt like a mandate to go absolutely bonkers and make the game far, far larger and more convoluted than it actually needed to be (and as we learned, than we were more capable of making). To talk about all of our inspirations is to basically give you a laundry list of multi-million dollar Square-Enix RPGs with teams of hundreds of guys - so who WOULDN'T believe a bunch of dudes in their dad's basement could make it?

We moved into bhroom and bort's dad's basement and got to work. We went absolutely nuts with scope, and planned out a massive game that, in reality, would have taken far more resources than we had. I'll give you an example: Barkley 2 had a 24 hour time system. As you completed quests and events in the game, the time would pass and new events would open. In reality, what this meant was that we had to make new content for each in-game hour. This is an awesome idea, but even for all the content we made, it was not feasible for our limited crew. Work was abound with stories like this - we dreamed and attempted all sorts of crazy systems, thinking that we had the experience and ability of Square's A-team.

I stopped working on the game when my mom became ill and passed away abruptly. It's hard to talk about, so I won't. I wanted to go back, but the longer I stayed away, the more difficult it became, first because it was apparent that this project was just too ambitious and that what we needed was scope control, and second, it was the hardest thing in the world to admit failure. Failure, not just to the people I was beholden to, the people who had misplaced their faith in my ability to make this massive, sprawling game, but to the people I worked with. I love, deeply, everyone who worked on Barkley. I love GZ, Laz, bort, bhroom, bisse, Konix, Frankie, Neon, everyone who ever tried to help this madcap dream a reality. And I didn't know how to say I was sorry, or that I'd failed. My regret is that I could't do that. I am sorry, everyone.

That said, I'm extremely proud of the work we did on the game, all of us. I think that everyone who worked on this project are among the best out there. The jokes, the world, the coding, the design, the art - it's awesome. I think the writing and music I did is some of my best work. There is nobody on the team who deserves more praise than GZ, who was the only voice of reason during all of this. It's to him that I'm most sorry.

As far as money goes, although I was never the money dude, it was all used to my knowledge pretty responsibly to hire contractors. At the beginning of the project, I think we all took $1000 for food and expenses and stuff, and then another $1000 for the same a while later. The company also took a $10,000 loan from my dad which I paid back with an absurd 20% interest. So at least for me, this endeavor netted me a whopping -$10,000. I'd say the only wasteful thing we did with money was take the game to PAX, which really was an amazing experience and at least people got to play the game there. It was met with an awesome reception, especially our booth, which involved bhroom dressing as a wizard and acting out our character creation - which I contend is still the best ever.

I think we were just too young and too ambitious and I want to say we tried to fly too close to the sun, but I don't think we ever took off. What we have is great, but I failed. And I'm sorry. I don't know what I can do to at least partially make things right, but I welcome suggestions.

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
the answer is obvious

You Need To Make A Video Game Development Documentary And Sell It

Mad Wack
Mar 27, 2008

"The faster you use your cooldowns, the faster you can use them again"
think Jorodowsky's Dune

Vermain
Sep 5, 2006



cboy posted:

I don't know what I can do to at least partially make things right, but I welcome suggestions.

If the responses I've seen so far to the most recent news - and, indeed, the overall longevity of this thread - are any indication, I think releasing a simple game would be enough. At this point, it doesn't have to be (and shouldn't be) an extravagant tour de force. People liked Barkley 1 because it was a funny game that fully embraced its RPGMaker aesthetic and didn't try to take itself seriously. If the team put together, like, 5-10 hours of something along the same lines, I think it'd satisfy the majority of backers completely.

Liquid Dinosaur
Dec 16, 2011

by Smythe
You need to start taking five-figure donations in exchange for promises of even more ridiculous and outlandish gun's and replace the PR guy with your domestically abusive, tickle-porn making ex.


Also include high-fidelity whiskey physics and track the levels of argon in the air.


Edit: I realize that this projects doom was similar to Homestuck: Where from the beginning, the mission statement was that it would start from a core of tight writing and humor, and then exponentially go off the rails of complexity to the point that it loses itself up its own rear end in a top hat. And like, while that itself is a funny idea, ironically ruining your project under its own weight is still ruining your project.

Liquid Dinosaur fucked around with this message at 16:39 on Jun 3, 2019

everythingWasBees
Jan 9, 2013




cboy posted:

I think we were just too young and too ambitious and I want to say we tried to fly too close to the sun, but I don't think we ever took off. What we have is great, but I failed. And I'm sorry. I don't know what I can do to at least partially make things right, but I welcome suggestions.

I feel like at this point the best solution would be to convince bhroom to just upload the repo and let it die as gracefully as it can.

and not attempt to spend another 6 years slowly making gradual progress on God knows what

Lurdiak
Feb 26, 2006

I believe in a universe that doesn't care, and people that do.


Vermain posted:

If the responses I've seen so far to the most recent news - and, indeed, the overall longevity of this thread - are any indication, I think releasing a simple game would be enough. At this point, it doesn't have to be (and shouldn't be) an extravagant tour de force. People liked Barkley 1 because it was a funny game that fully embraced its RPGMaker aesthetic and didn't try to take itself seriously. If the team put together, like, 5-10 hours of something along the same lines, I think it'd satisfy the majority of backers completely.

You're asking people who wasted 6 years of their life and strained their friendships on a failed project to start it over.

Cough Drop The Beat
Jan 22, 2012

by Lowtax

Hat Thoughts posted:

Here, now gimme the CODE


Posts like this are more than worth the $10 I spent on the Kickstarter like 6 years ago. :allears:

Big Mad Drongo
Nov 10, 2006

In all seriousness, just coming forward and admitting what happened has gone a long way in making things right. It's nice to receive closure on why things ended up the way they did.

vvv Yeah, this.

staplegun
Sep 21, 2003

It really sounds like you all already put in your dues with the game and really shouldn't worry too much about trying to "make things up" to backers. A portion of those people you're trying to get forgiveness for or whatever are never going to get the struggles of game design and nothing you do will ever be enough, so is it really worth the time? TBH moving on sounds like the best option.

No Mods No Masters
Oct 3, 2004

I think the best thing you could do is try to convince pathetically deluded kickstarter post man to let it go and move on. The rest of us aren't really owed anything, kickstarters fail and this one was uniquely set up to fail. But that guy's ready to throw good money after bad for some time to come. Release what you've got, let people pick through it for the funny cool stuff, and put a period on it IMO

everythingWasBees
Jan 9, 2013




Lurdiak posted:

You're asking people who wasted 6 years of their life and strained their friendships on a failed project to start it over.

Liquid Dinosaur
Dec 16, 2011

by Smythe
Oh yeah I forgot to say how it occurred to me that in your postmortems ya'll aren't even bothering to obfuscate that X114JAM9 is Hoopz anymore.
I still use the kickstarter reward cellphone backgrounds, as well.

Please don't hate yourself.
And hell, if you ever feel like making more content, we'd totally consume it.



No Mods No Masters posted:

I think the best thing you could do is try to convince pathetically deluded kickstarter post man to let it go and move on. The rest of us aren't really owed anything, kickstarters fail and this one was uniquely set up to fail. But that guy's ready to throw good money after bad for some time to come. Release what you've got, let people pick through it for the funny cool stuff, and put a period on it IMO

Yeah but they COULD take people like that and bilk them like Star Citizen!

Vermain
Sep 5, 2006



Lurdiak posted:

You're asking people who wasted 6 years of their life and strained their friendships on a failed project to start it over.

If you want to satisfy your backers, that's the way to go. If you want to let the project enter the pages of history, that's also an option. At the end of the day, Kickstarter projects are promises, not guarantees, and a level of risk is inherent to them. There's no moral obligation to actually push out a completed project, but if the desire is to try and make amends, that's probably the only real way to do so.

Blattdorf
Aug 10, 2012

"This will be the best for both of us, Bradley."
"Meow."
I still think you could cobble together a Barkley 2 if you cut scope like crazy and just made a simple, straightfoward game with funny jokes. There'd be something positive at the end of all this instead of a lingering regret of what could have been. Although I realize it's easy for me to say this as someone who was not in the middle of it.

Dias
Feb 20, 2011

by sebmojo
Yeah, closure is already enough and getting a peek behind what happened is interesting. I'd say release the unfinished thing for shits and giggles, just let it go and move forward. Maybe one day you'll be able to revisit the Hoopz Saga with the lessons you've learned from this whole debacle, but for now calling it quits is probably the smartest thing.

MMF Freeway
Sep 15, 2010

Later!

Thanks for posting. I'll echo was others have said in that I don't feel owned anything, it was a long time ago and you guys are infinitely more broken up about the whole situation than any of us will be. I will take any and all Dark Draker type tidbits though

Wrex Ruckus
Aug 24, 2015

I'd be fine with a Half life 3 style pastebin plot dump with a fig leaf of obscurity over the original names of the characters.

And thanks Chef for your work and for coming forward. Sorry to hear about your family, you have my condolences.

KirbyKhan
Mar 20, 2009



Soiled Meat
I wanna know what the 8 elements are. Is one of them Bullets?

Rotten Red Rod
Mar 5, 2002

cboy posted:

I don't know what I can do to at least partially make things right, but I welcome suggestions.

Hey. I'm a backer, and I'm not mad and I don't need my money back. You want to know how to "make it right"? Just never stop making awesome things dude. I noticed some people say you are in the credits of Katana Zero - that makes me really happy, I'm glad you're still working on games and I hope to see your name in the credits of many to come.

Wrex Ruckus
Aug 24, 2015

Yeah this thread has me interested in Katana Zero, I'll have to check it out

Bongo Bill
Jan 17, 2012

Barkaley

Blattdorf
Aug 10, 2012

"This will be the best for both of us, Bradley."
"Meow."

Wrex Ruckus posted:

Yeah this thread has me interested in Katana Zero, I'll have to check it out

Katana Zero is fantastic, everyone should play it.

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Shinjobi
Jul 10, 2008


Gravy Boat 2k
I'm going to name my first child BBall TactixXx, at the very least

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