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KickStarter Telepath Tactics Liberated - deterministic tactical RPG inspired by Fire Emblem

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yeah, there are some inventory bugs still. Once the entire equipped inventory of most characters switched on me after a fight, and even though it was somewhat amusing to see a Barudit with Emma's gear (and vice versa), I had to strip almost everyone and redistribute gear by hand. edit: reposted it in the bug report forum instead

Encounter-related question for those who finished the campaign:
I think I'm approaching the endgame (next fight coming up is at the entrance of the mine). Thing is, though, I am a bit short on healers... they keep having accidents. Ms. Legerdemain got one-shot by an ambush in the 'save the lizard NPCs' map, and the healer guy who looked like a recruitable in the last mission was accidentally shot in the face with a poisoned bolt.

Is the rest of the game doable with just one healer (the floating black orb thing), and/or is there going to be a last chance to resupply?

edit: looks like there was! Good thing too, consumables seem to be critical to success in the endgame.

By the way, encounter difficulty seems to ramp up after leaving the big city... those frost gargoyle things are just mean when they come in packs, even with fur cloaks on most of my frontliners. I had to pull out all the stops to keep single-digit HP frozen party members alive, juggling all the movement skills, extra turn skills (Inspire is awesome), and blocking off enemies. It was really tense (and fun)!
 
Last edited:

Mustawd

Guest
Spent 5 hours this weekend and today so far (which lately is 4 hours more than usual :negative: ). Quick thoughts:


Currently 22+ hours in and wanted to add more to what I had said originally:

-Gave mindx2 a hard time about nit picking on the female roles. Still don't care, but have to say I'm not a fan of romance in my RPGs, regardless of sexual orientation. Still not. Could stand to not have it in there at all. That being said, I understand this campaign is just one story, so I'm looking forward to mods. Just..ugh..romances...ugh


-I take back what I said about having something to do in between battles. The issue definitely goes away once you get past the first part of the game. The first 5 missions or so could use a bit more to do in between battles though. It'd at least help to build further momentum.


-Also, take back what I said about restarting/PCs dying. You get so used to having XYZ character around that if they die, you immediately want to restart the mission. It actually doesn't bother me all that much. As you know you screwed up somewhere, and you need to find a better way to approach the particular battle.

-Love seeing different approaches by different players on specific maps. For example,

On the bridge, I gave Sabrina the hovercopter and had her go from island to island before finally going to the end of the bridge. Was really cool to see other players' LPs and approach the bridge and actually try and cross the damn thing. Speaks to the flexibility and replayability of the maps


-Bugs still getting in the way of the full enjoy-ability of this game. Inventory disappears, game slowdown, items unequip, etc. I'm reporting them in order to have them squashed, but it's still a huge annoyance that sometimes keeps me from hitting the "play" button on Steam

-Is there a manual somewhere I'm missing? The tutorial is light on details, and I'm not sure if there's a manual i'm just missing.

-Combat is dynamic, smooth, and AI moves differently different from session to session. Still feel like some maps are a bit too large to NOT have a save function somehow (either checkpoint mechanic or a onetime-save mechanic). And to be honest that also keeps me form hitting the "play" button as my time is limited.
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yeah, there's a manual.

At the start of the game I restarted after a casualty too, but mid-endgame I decided to just accept the losses and move on -- in each case it was me getting careless and/or getting my squishies out of position, so it was nice to have some real C&C for a change*. Since the first death was Louise (the mentalist / healer), I think it made the game significantly more difficult...


* Also, I wasn't keen on replaying 2-hour (or longer!) battles. :P
 

Zetor

Arcane
Joined
Jan 9, 2003
Messages
1,706
Location
Budapest, Hungary
Yes, it's probably the biggest missing feature right now... the lack of in-battle save also exacerbates other bugs like the animation slowdown.

One could argue that adding an in-battle save would encourage save scumming, but considering that there's very little randomness in TT's combat, it wouldn't be that substantial. I'd also be fine with an in-battle save that worked ironman style (only saved when exiting the game, deleted when party wipes)
 

Craig Stern

Sinister Design
Developer
Joined
Feb 15, 2009
Messages
398
Location
Chicago
Thanks for the report--it's on The List! (Note that I'm actually moving later this week, so the pace of updates has temporarily slowed a bit, but I'm still plugging away where I can.)

Same with the in-battle save thing. A lot of folks have requested that, so I'm keen to add it in; it's just that it'll be laborious to implement in a way that doesn't introduce serious bugs, so I'm waiting until I've ironed out the other issues first to code that in.
 

Mustawd

Guest
Thanks for the report--it's on The List! (Note that I'm actually moving later this week, so the pace of updates has temporarily slowed a bit, but I'm still plugging away where I can.)

Same with the in-battle save thing. A lot of folks have requested that, so I'm keen to add it in; it's just that it'll be laborious to implement in a way that doesn't introduce serious bugs, so I'm waiting until I've ironed out the other issues first to code that in.


:bro:
 

Craig Stern

Sinister Design
Developer
Joined
Feb 15, 2009
Messages
398
Location
Chicago
I just pushed the version 1.036 update, which finally addresses some of those annoying bugs that would occur during deployment (as well as a few other things): http://sinisterdesign.net/telepath-tactics-v-1-036-patch/

Also, here are five other updates I've pushed since 1.03, that I didn't get around to posting about here:

http://sinisterdesign.net/telepath-tactics-v-1-031-patch/
http://sinisterdesign.net/telepath-tactics-v-1-032-patch/
http://sinisterdesign.net/telepath-tactics-v-1-033-patch/
http://sinisterdesign.net/telepath-tactics-v-1-034-patch/
http://sinisterdesign.net/telepath-tactics-v-1-035-patch/
 
Self-Ejected

Bubbles

I'm forever blowing
Joined
Aug 7, 2013
Messages
7,817
3,490 owners on Steam! That's pretty good, isn't it?
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
The number seems to be a bit low, but the game had 1700 backers on its KS, getting 41k (nearly 3x the required amount) and all but the last stretch goals. It's also a niche game, so maybe sales on his own site and GOG were higher than the usual 10-20% of the sales outside Steam other games have. The developer also has a day job, so he isn't dependent on the financial success of his games (at least that's what I think).
 

deuxhero

Arcane
Joined
Jul 30, 2007
Messages
11,388
Location
Flowery Land
I just got the game on Steam sale after seeing this thread and remembering about it.

I can't beat the tutorial though. Whatever I do (hitting it with all 3 characters at once) the altar winds up with 1 HP and regens.
 

Mustawd

Guest
I just got the game on Steam sale after seeing this thread and remembering about it.

I can't beat the tutorial though. Whatever I do (hitting it with all 3 characters at once) the altar winds up with 1 HP and regens.


Get gud. :P


Seriously tho...this game is not an easy one; which is pretty refreshing. It helps t actually read the manual to understand and analyze how each class causes damage, resists spells, and moves.

And it took me a couple of tries to beat the tutorial as well. don't forget to use the spearman correctly (aka put him behind a swordsman in order to attack from a square away).
 

Craig Stern

Sinister Design
Developer
Joined
Feb 15, 2009
Messages
398
Location
Chicago
Helpful Advice Parrot says: distance affects damage on ranged attacks. Get as close as possible with your ranged units to increase the damage they do with their ranged attacks!:M
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,443
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Craig Stern talks development costs: http://sinisterdesign.net/telepath-tactics-brass-tacks-and-sales-stats-part-1/

Telepath Tactics: brass tacks and sales stats, Part 1
I’ve posted a lot about the development of Telepath Tactics: my design philosophy, my month-to-month progress, and so on. Now, a couple of months out from the game’s release, I want to take an in-depth look at Telepath Tactics from a financial standpoint.

Prior to Telepath Tactics’s release, I did not make games full-time. Rather, I had to maintain a day job in order to pay my bills (and to hedge against the possibility that Telepath Tactics might not be commercially successful).

I haven’t made a secret of the fact that I dislike having to compromise like this, nor have I hidden the fact that I very much want to go full-time with game development. Will Telepath Tactics tip the balance of my finances in favor of being able to quit my day job and develop games for a living? That depends entirely upon some cold, hard numbers, which we will now examine!

What did it cost to make?

I began developing the Telepath Tactics engine in April 2009, a little over 6 years ago. I worked on it only occasionally until March 2012, at which point I began regularly devoting 10-20 hours a week to the game on top of my regular full-time employment. For a four-month period during the summer of 2013, I took a sabbatical from my day job and worked on the game for 40 hours per week. Other than that sabbatical, I did not receive pay for any of the time I spent working on the game.

In total, I spent $13,266.25 out of my own pocket to pay for art, tools, and marketing opportunities for Telepath Tactics over the past three years. Of that, $6,034.38 was spent before (and during) its second Kickstarter campaign, all on expenditures to secure the assets and attention needed to crowdfund the game successfully.

The game’s first Kickstarter campaign did not succeed. The second Kickstarter campaign, however, raised $41,259.00, or 275% of its funding goal. After accounting for Amazon’s cut, Kickstarter’s cut, and pledges that didn’t go through, I eventually received $37,161.75. Of that, I was able to spend $29,560.78 on the game before the end of 2013, thereby dramatically reducing the taxes I would owe on the Kickstarter money come April 15, 2014. Still, I ended up owing several thousand dollars more in taxes for 2013 than I did the year before as a direct result of what I’d raised on Kickstarter; these taxes ultimately had to come out of the Kickstarter funds as well.

Counting my out-of-pocket expenses, the available Kickstarter budget, and all of the cuts taken out of the Kickstarter budget by the government and various private middlemen, Telepath Tactics’s monetary cost to develop totals $54,525.25.

Money isn’t everything, however. With all the recent brouhaha over developers underselling people on the cost of developing games, I feel obligated to mention that the true cost of developing Telepath Tactics is actually a good deal higher than that. Other than a small chunk I used to keep myself alive during the 4 months where I coded full-time, I did not pay myself for my work. The average entry-level salary for a full-time game programmer is something like $66,000 per year. The average calendar year has an average of 2,087 working hours for a full-time employee, making the corresponding hourly wage rate something like $31.62 an hour.

Starting around March 2012 and ending with the game’s release, I coded without compensation for 32 months at 10-20 hours per week (which we’ll average to 15 hours per week, times 4 weeks per month); prior to March 2012, I’d give a lowball estimate that I put in 400 hours or so getting the engine prepped. That’s 2,320 hours of work.

At $31.62 an hour, 2,320 hours of work puts an additional $73,358.40 of uncompensated labor onto the game’s true cost to develop. Had I compensated myself fairly for all the time I spent developing Telepath Tactics, the total actual cost of development would actually be something closer to $127,883.65.


As far as money actually spent, the game’s budget breaks down like so:


  • $26,497.60 for visual art
  • $10,201.53 for marketing (mostly appearing at conventions)
  • $8,000.00 not starving or becoming homeless during my 4-month coding sabbatical
  • $5,326.12 for tools, Kickstarter reward fulfillment, and misc. business expenses
  • $4,500.00 for music
I was not even close to being able to pay for my own work on the game out of the game’s available budget. Thankfully, I went into development of Telepath Tactics assuming that I would be working without pay, and ultimately subsidized this cost by keeping a day job. This was what allowed me to make the game with the budget I had.

So what does that mean? Is that good?

Yes. RPGs in general are extremely costly to develop due to the high number of required assets and content compared to other game genres–this remains true of strategy RPGs as well.

Telepath Tactics’s budget is incredibly small given what we achieved with it. Compare Telepath Tactics to Fire Emblem: Awakening, for instance. Fire Emblem: Awakening costs $39.99 at full price; it reportedly needed to sell 250,000 copies at that price to be considered “worthwhile” (which we can assume means “profitable,” or something close to it). 250,000 copies sold at $39.99 equals just shy of $10 million. That’s about 200 times the budget that Telepath Tactics had (or 78 times its total cost to develop that includes my theoretical salary).

Hitoshi Yatagami of Nintendo has said that a WiiU Fire Emblem would need to shift 700,000 copies to cover the costs of development; WiiU games typically cost $49.99 or $59.99 new. Giving the benefit of the doubt and assuming the lower of these two prices, that means a WiiU Fire Emblem game would cost roughly $35 million to make. That’s about 700 times Telepath Tactics’s budget, or more than 273 times its total cost to develop.

But even without comparing Telepath Tactics to other sRPGs, it’s pretty impressive that it got made on the budget it had. This was a focused but ambitious game–and knowing the limited resources I had available, I tried to make every last dollar go as far as it could. Still, I was forced to procure a lot of assets:

  • There are 23 base character classes in Telepath Tactics; 20 of the 23 base classes have both male and female sprite variations (male and female shadowlings look identical, and the bronze and stone golems do not have gender). Each of those 23 base classes has sprites for a promoted version of that class, with both male and female gender variations for 20 of them. There are also a handful of unique sprites for certain characters. All of the game’s character sprites are high resolution and smoothly animated frame-by-frame at 15 frames per second. There are a whopping 660 sprite sheets in the game, the vast majority of which animate in 4 directions, meaning that there are something like 2,400 high res, 15 fps character animations in Telepath Tactics. (I leave it to someone else to guess how many individual frames of animation that is.) Paying standard industry rates, this alone would have cost me more than the entire game’s actual, real-world budget.
  • There are 58 different visual effect animations that accompany the game’s attacks (including several big AOE effects with individual frames as large as 292 x 292).
  • There are 118 different character portraits and portrait variations in the game, each a pixel art graphic somewhere between 256 x 256 and 512 x 384 in size.
  • There are 6 tilesets containing approximately1,800 pixel art tiles, each 64 x 64 pixels in size.
  • There are 210 destructible object graphics.
  • There are 91 different icons depicting the game’s various items.
  • There are 133 different images used to represent the game’s enormous roster of attacks and character abilities.
  • There are 5 large (940 x 580) pixel art cut scene backgrounds.
  • The game’s musical score consists of 26 original tracks. 22 of the game’s tracks were composed by Ryan Richko; the title theme composed by Nick Perrin; and I did the last 3 myself. The 23 tracks I didn’t write myself contain a whopping 57.5 minutes of high quality, original music.
And this is without getting into the title screen art or miscellaneous user interface graphics. Given the budget I had, this is an astonishing amount of graphical and musical content to have procured. My artists understood my budgetary position, and they graciously agreed to accept compensation far below what they truly deserved in exchange for making the game possible. Frankly, I feel bad that I wasn’t able to pay them more.

Despite my ruthless efficiency in getting as much out of the game’s budget as I could, I still had to make some hard choices on how to spend the budget I had. I dropped a variety of wish list items from the game, including: animated character portraits, idle animations, hurt animations, swimming animations, battlefield corpses for each class type, and custom character sprites for all unique characters. Faced with the choice of making the game deeper or making the game prettier, I sacrificed innumerable pieces of polish like this throughout development in favor of focusing on giving Telepath Tactics as much complexity and depth as possible. I don’t regret my decision, though I believe that this ultimately hurt the game’s commercial appeal.

How much does it need to make?

Now that we’ve established the game’s cost to make, and established that I was being extremely (perhaps overly) efficient in allocating its limited budget, let’s get into what sort of sales revenue I need to meet my goals.

My first goal is the same as every developer’s first goal: don’t actually lose money on making the game. To hit this goal, I only need to make back my out-of-pocket costs, or $13,266.25.

Thanks to the generosity of my Kickstarter backers, any sales I make beyond this “out-of-pocket expenses” level will give me money that can compensate me for my time spent (which I don’t care too much about) and can allow me to survive while making my next game (which I do care about). Since I’m not interested in taking back-pay for this game, we’ll operate under the assumption that 100% of excess funds will go toward funding my next game.

My second goal is to make enough money beyond the first goal that I can quit my day job and survive as a full-time indie developer for as long as it takes to put out my next game. This second goal is trickier to calculate, but still doable.

On average, the last two games I’ve made have taken me something like four or five years each to create. However, I made both of those games while holding down an unrelated full-time job. Development of my next game will occur much more quickly if I am able to work on it full-time. Let’s say that it will take me two years to create a new RPG while working full-time and reusing the existing Telepath Tactics engine and assets.

I am used to living on relatively low income, and can survive without any great privation on $24,000 per year. As established above, my time is actually much more valuable than this by any reasonable market standard, but we’ll use $24,000 per year as a baseline. Keep in mind that that’s not enough money for me to commission much in the way of new art or music, let alone visit conventions to promote the game–I’d probably need to run a Kickstarter campaign to get money for those things–but it will be enough to keep me not-starving, not-homeless, and with the necessary utilities (such as electricity and internet) while I work. Frankly, it helps a lot that I do not live in New York or San Francisco, and don’t have any children.

Two years at that income level is $48,000; however, self-employment taxes in the United States are more severe than the taxes one pays while working as someone else’s employee, so I actually need to earn more to remain at my baseline standard of living! Let’s inflate our two-year figure to $54,000 just to give me a safe buffer. For our purposes, then, $54,000 is the bare minimum in profit that I must make to hit my second goal.

To hit both goals, then–to both make up my out-of-pocket costs and then go on to make $54,000 in profit–the game must net me at least $67,266.25.

How many copies must the game sell?

Now that we know how much money the game needs to make, let’s figure out how many copies I have to sell to make it.

I’m selling Telepath Tactics at a $14.99 price point; in an ideal world, I’d be able to get really good sales numbers just from selling it direct to consumers. I use BMT Microas a payment processor for direct sales. BMT Micro takes a 9.5% cut of each sale, which means that I make about $13.56 for each copy sold directly to players, before taxes. At that rate, I’ll make back my out-of-pocket expenses after 979 copies sold; to hit the second goal, I must then sell an additional 3,983 copies of the game directly. To make $67,266.25, I must sell a total of 4,961 direct copies.

This is unrealistic, however. In the current environment, most gamers buy games through distribution platforms, not directly from individual game developers. This means that I cannot expect to make the bulk of my money from direct sales. It ispublic knowledge that most online distribution platforms take something like a 30% cut of all sales. I am not at liberty to confirm that figure, but for our purposes here, let’s assume that it’s at least close to correct. This means that even without sales discounts, I receive a much smaller portion of each sale made through a distribution platform: specifically, about $10.49 for each copy sold at full price, before taxes (versus $13.56). Under those conditions, Telepath Tactics would have to sell 1,265 copies at full price (i.e. without any discounts) for me to recoup my out-of-pocket expenses via distribution platform sales. To hit my second goal, I would then need to sell an additional 5,148 full-price copies. To make $67,266.25 via online distribution platforms, I must therefore sell a total of 6,413 copies.

Even that isn’t realistic, however, as many of my sales were made during launch week (when the game was discounted by 10% on both Steam and GOG), and during the Steam Summer Sale (when it was temporarily discounted to 25%). Let’s make a rough guess and say that the game needs to sell 15% more copies to make up for revenue lost due to discounting–this bumps us up to 1,455 copies sold to make back out-of-pocket costs, and a final goal of 7,375 copies sold in order to go full-time as a developer. According to Steam Spy, this is well below average for a game sold on Steam in any category, which is good news. On the other hand, the nature of averages is that big hits skew them way upward relative to the median–given that video games are a hit-driven industry, it’s likely that most games make sales below that average.

I’d like to end this part of our analysis with one final thought: it made a big damned difference to have (1) a successful Kickstarter and (2) an outside source of income during this whole process. Had I not run a successful Kickstarter, and had I found it necessary to pay myself the equivalent of a $66,000 annual salary for my work during the game’s development, I would have had to sell 14,020 full-priced Steam and GOG copies to make back my initial costs (versus 1,455), and 19,940 full-priced Steam and GOG copies to meet both goals (as opposed to 7,375).

Next time, on Brass Tacks and Sales Stats: I’ll reveal some initial numbers onTelepath Tactics sales, compare them to my sales targets, and discuss what they all mean for the future. Stay tuned!

Vault Dweller This is relevant to your interests
 

vonAchdorf

Arcane
Joined
Sep 20, 2014
Messages
13,465
Interesting read, though I think, I have a different opinion on this:

At $31.62 an hour, 2,320 hours of work puts an additional $73,358.40 of uncompensated labor onto the game’s true cost to develop. Had I compensated myself fairly for all the time I spent developing Telepath Tactics, the total cost of development would actually be something closer to $127,883.65.

I don't like the use of "fairly" in this context. I understand where it's coming from and Crag isn't the only one using it in such calculations, but I think it's not a spot on description. E.g. the employed programmer generally has no rights on what he codes for his employer, therefore his compensation has to include that somehow.
 

Craig Stern

Sinister Design
Developer
Joined
Feb 15, 2009
Messages
398
Location
Chicago
the employed programmer generally has no rights on what he codes for his employer, therefore his compensation has to include that somehow.

That's true. For purposes of this article, however, I'm just looking at this from a financial perspective. From that perspective, the rights to the game only matter in terms of the money that the game produces for the rights-holder. If owning the rights to the game does not provide wages equivalent to what one would make working on someone else's game without owning the rights, then it's a net loss.

(There are other, less hard-nosed perspectives, of course, ones which would assign a value to intangible factors like the satisfaction of complete creative control and the pride that comes from being synonymous with the game itself. Needless to say, I value these intangibles quite a lot--they're a huge part of the reason I'm an indie developer!)
 

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