Immortal Souls, new trailer and demo!

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jack_norton
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Re: Immortal Souls, new trailer and demo!

#16 Post by jack_norton » Wed Nov 17, 2010 6:02 am

bobbk wrote:But then as we got started I decided to invest a lot of money (2 years worth of heavy saving) to produce something I could actually sell.
Wow that looks really an ambitious project. Watched the trailer and is really good. Your money was well invested I think :) good luck with it!
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bobbk
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Re: Immortal Souls, new trailer and demo!

#17 Post by bobbk » Wed Nov 17, 2010 11:45 am

thanks for the positive feedback!

the game was designed in flash so we can eventually sell it online through our browser (something we can't afford the backend for right now)

we're at 4,100 views on our trailer, exciting!

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DaFool
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Re: Immortal Souls, new trailer and demo!

#18 Post by DaFool » Thu Nov 18, 2010 1:48 am

bobbk wrote: the game was designed in flash so we can eventually sell it online through our browser (something we can't afford the backend for right now)
Just curious about the cost differential of hosting direct downloads versus a streaming online game... is the gap really that wide?

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Re: Immortal Souls, new trailer and demo!

#19 Post by bobbk » Thu Nov 18, 2010 12:10 pm

wow a bot just spammed after dafool :P

Anyways, to answer your question dafool, paying for bandwidth is actually the least of the costs when you're making an online-only game.

We'd have to build a payment system into the website, then host the file, and then offer support for any and all billing or tech issues.

I would basically need one part time IT guy and one part time tech support person... and they'd have to be communicating... so that's something I don't want to do until we can afford it

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