balldancing wrote:I was wondering if you had any experience with a GoFundMe type budget-raising deal?
Unfortunately not, as my $0 budget comments already suggested.

In fact I can't say I've even heard of it before, but perhaps others here have. I assume from the name it's either something like Patreon or Kickstarter?
balldancing wrote:I really feel like this game could be something big. I've already written two routes and there's one more to go, plus a bonus route that people are going to love (I can just tell !!!) but I have no experience with marketing my VN, nevertheless recruiting people to help with my project. What I would prefer is to have others to do programming, music, backgrounds, sprites, etc. so I can focus on the storyline and tidy up any plotholes. I also have no idea if its worth as much as I think it is. I guess I'm just ranting at the moment but if you do have any tips, please share
I can see a few things in here I'd like to already warn/alert you of:
-Marketing VNs is probably the biggest issue around here, with some people saying that you should invest anywhere between 25-50% of the time it took you on making the VN on advertisement once you've got it. Not the script, the entire VN. Got scared? If you didn't you should, because the very idea scares me every time. While most people here don't advertise their games this intensly, there's no clear bar for what a decent amount of exposure is. Rather, you only have those that advertise it enough to become a hype or well-played game, and people below that. Most people around here do invest quite a bit of time in their WiPs and eventual pages, as well as in trailers and trying to get a social media account for their game to build a following, but still end up mostly as an obscure game once it's released. There's really just too many games coming out these days for the game to speak for itself without all that public and social investment, unfortunately.
-Getting a background artist is possible but not that likely, they are the high-demand low-supply group of the art community and rarely available for free or low-budget. Fortunately though this part is also one of the most accepted creative common parts of a game, so don't feel bad if you use some of Uncle Mugen's backgrounds or render some pictures with a few filters. Backgrounds are much more acceptable and sometimes even preferred to be the standard, while using other assets like CC sprites in your end product is much less accepted and appreciated. So if you get a proper budget a background artist isn't out of the question, but it's probably for the best to keep it in mind but not yet in your planning.
-Something I as a writer would always recommend fellow writers is to get acquainted with Ren'py's programming. Even if you get a programmer and don't learn it a lot, just knowing the basics of how to write a script in a renpy-friendly way is real useful for everyone involved. Always having people speak 'in these' can be a useless effort because the programmer might have a trick to add those automatically, or even be a nuisance because they interfere and have to be manually removed from the script. And I often see people write scripts in Unity ways with Clara: to show that Clara says something, while this too is a lot of wasted effort for a script meant for Ren'py. Learning the basics of how to work with persistents and to call scenes, cg and images are recommendable too. Learning how to write those can be a lot clearer and easier than having to describe them with words.