The game is in very early development, and there's not much to show off other than under-the-hood engineering work and concept art. The foundation the game is built on is nearly done, but the gameplay and art still needs to be built upon it.
If you have any questions, please do message me! It's not a bother- in fact, I love talking about it!
These cute guys move into an old barn when their old home is flooded with instant tapioca. They are slow to learn farm life, but they learn to love it. The story is told through their interactions with each other, in speech boxes. There's plenty of fun writing to read. There's no Simlish here! Every interaction you'll see is both meaningful and hand prepared by me... or the fans! Have your li'l buns till, sow, harvest, and upgrade their house, their land, even the vegetables themselves! The story advances as the farm grows. Order new stuff in the mail order catalog or on infomercials on TV (Did I mention I'm a huge fan of infomercials?)
I will create a community site for the game, with a browser based story editor. You will be able to create stories, download them, and play them offline. Registering for an optional free account will let you share with others using the central server. If you play the game with an internet connection, the game will automatically include some player made stories, hand picked by a team of approved moderators. Everything in this curated list will be "officially unofficial". It is the game's fanon. If your story is picked, you might even see the consequences of your story addressed in one of the game's official story packs!
But why Patreon? Why not just charge for the game?
I will charge for the game, as well. I need money to eat, money to pay rent, and money to keep the internet and lights on. I decided against Kickstarter. I don't want to have you guys pay me money for a product you haven't even seen yet. I want to take small donations in exchange for behind the scenes extras, early access to the game, and access to Patron-only polls.
I am currently looking at ways I can monetize the game. I may add Patreon rewards to the game itself, or I may charge for DLC. After some thinking, I'm leaning towards a free to play model, since that would help get more people into the game, and quickly grow the base of player content. And more player content means more fun for everyone! If I go this route, I would most likely create "Supporter's Packs" that add additional, non-essential furniture, items, vegetables, and stories, in exchange for a pay-what-you-want or small fee.
When the game is released, if it has an initial cost, I will see to it that every Patron who has paid at least the price of the game via Patreon will get a key to unlock the game.
What will you spend this money on?
In addition to bills and groceries, I will spend my Patreon money on license fees, subscriptions and game making tools. Here's what I use, and what it costs:
- Adobe Creative Cloud: I use Adobe CC for art assets. I use both Photoshop and Illustrator extensively. I occasionally use Animate, as for the animated splash screen in the beginning of the game. I use Dreamweaver to update my website. I have about 8 months of subscription left before I must renew at $599.88.
- Unity: When the game gets ready for public release, I will want to remove the "Made in Unity" splash screen to dissociate myself from crummy Unity games. I don't want someone's first impression of my work being "Oh, this is a Unity game. I know how these usually are." The splash screen can only be removed by paying for Unity. This isn't going to be something I do for until I'm ready to release the public Beta version. When I do, my yearly operating costs will grow by $395.00
- Miscellaneous expenses: There's a lot more stuff, one time costs, that I can't list. They come up occasionally and I can't usually predict them. There's music that I want to commission, and friends I sometimes have to compensate for their help. Things that fall under this category are: Spine Pro to give floppy ears to rabbits, the occasional time saving asset from the asset store (time is money- and I can sometimes save both by spending a few dollars), Sony Vegas from Humble Bundle to do video promos on YouTube for publicity, and others like this. I try not to go crazy on buying software for this project because I realize that my own effort is what is going to make or break this game, not how much money I spend on my kit, but on the other hand, if I have money coming in to cover those costs, there's no reason to stick with Gimp, CC-BY music and sounds, and other lesser-quality free solutions.
It'll be awesome, if you want to be involved in the game's creation. The early access builds won't be fun. They will be functional, barebones game demos that you can help me shape! I will have polls accessible only to my Patrons, which gently guide me to prioritize, add, or remove features. I like to create for me, but I also like to create for my friends. These urges conflict, and in the case of Rabbit Ranchers, the desire to create for others has won out.
How complete is the game? How do I know you're actively working on this project?
Watch my progress bar fill up on the roadmap to get an instant idea as to how far away I am from the next version.
How can this be your only job?
It isn't. I also work together with a team/game company making other great games (Products for Robots), so I can't devote every single day to Rabbit Ranchers. I would love to devote more time to this project, and the more money it makes, the more time I can devote.
Why does the company logo still say "Your company slogan here?"
I think it's funny, and I enjoy a healthy dose of Comic Sans.