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#1 Beernathan

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Posted 26 August 2013 - 10:34

Hi,

 

I'm working on a casual/social F1 simulation/strategy game for iOS/Android - what sort of functionality do you think it should have?

 

So far it lets you visit all 19 rounds, and "manage" the race on a lap by lap basis. You control the driver aggression - trying to balance tyre wear and fuel consumption. You can decide when to pit and what tyres to go onto. There are also some little challenges too - e.g. timing of the start (don't do a Webber!), tap each tyre during the pitstop, drive the car through a chicane (top down), decide whether to follow orders, etc.

 

Let me know if anyone is interested in having a look.

 

Nathan.



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#2 Beernathan

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Posted 27 August 2013 - 01:20

We've got  beta programme up and running... http://formulalegend...com/?page_id=14



#3 MaxScelerate

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Posted 27 August 2013 - 02:00

Sounds fun, good luck. 

 

Not for me though, I don't own a smart phone. But interested to see where this go anyway, maybe a video some day?



#4 Beernathan

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Posted 28 August 2013 - 03:09

Sure - gameplay vid coming soon. Here's some eye candy in the interim...

MercSml.png



#5 GX390

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Posted 09 September 2013 - 21:57

Maybe a Football manager like game for Motorsport? Would be interesting to see :)



#6 The Kanisteri

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Posted 10 September 2013 - 06:29

I would like to see Real Racing look a like F1-game for mobile devices.

Though with RR3 I've noticed it eats battery quite quickly from my Nexus 7, so full course Monaco with mobile device might not be possible without savegame option. :p



#7 Beernathan

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Posted 10 September 2013 - 08:09

Yep - just like a football manager - like New Star Soccer for F1.

 

Not a full 3D game like RR, so it doesn't suck a lot of battery  :clap:

I'm getting close to launch, but still looking for beta testers - link above if you'd like to help me out.

 

Thanks,

Nathan.



#8 Buttoneer

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Posted 10 September 2013 - 16:58

It wouldn't be a terrible thing if it were to be essentially batracer for smartphone.  That runs all sorts of algorithms in the background during the race to adjust for aggression and luck in home races for the drivers or weather ability etc that you set up front.

 

My favourite part of batracer is the setting up of the car and the fact that you have to pop back in to see your result and get going on the next round.  I appreciate that you may not want to be that granular but incorporating an element of time and multi-player like that is, IMO a huge bonus.



#9 Buttoneer

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Posted 10 September 2013 - 16:59

I also want it to play across three iOS devices with the same savegame please.



#10 Beernathan

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Posted 10 September 2013 - 23:52

Thanks for the BATracer lead - looks pretty cool. I've been playing iGP too which is pretty good.

 

That is essentially the premise that I'm using, but have simplified (a lot) and there are a couple of small top-down driving challenges to break up the management sim concept occasionally.

 

Here's the main management screen...

 

FormulaLegend-04sml.png



#11 rosscamero

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Posted 18 September 2013 - 16:08

I am constantly frustrated that there is no F1 equivalent of FM.  It really surprises me that no one has made an app like this before.   I wish you every luck with it and look forward to the release.



#12 UPRC

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Posted 20 September 2013 - 11:21

This looks really cool so far! As a HUGE manager/sim fan, I'd love to beta test if you're still in need of anyone for doing so.

 

You want suggestions? Hmm.... an ability to change the name/nationality of your drivers at will, though perhaps it could require a form of token or something awarded for achieving poles, race wins, or something? That way it would discourage constant use of such a feature, making players commit to the names they have, at least slightly?

 

Or to have one unique driver that you can add to your team (by setting name and nationality) from your junior driver program who you can guide a little more thoroughly than regular drivers you would hire via perks, an experience point style system for distributing points in areas for them to improve, etc?

 

How about sponsors or colouring your livery? Or livery colours changing based on your selected sponsors such as how some sponsors basically come with their own colours for the car in F1?

 

My head is a bottomless pit of suggestions.


Edited by UPRC, 20 September 2013 - 11:32.


#13 Beernathan

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Posted 20 September 2013 - 11:58

Cool - thanks UPRC!

 

We're releasing Oct 4 so you may want to just wait for that now, alternatively you can visit our site and sign up for the beta still http://formulalegend.beermogul.com

 

One of the game sites gave me a pre-release review today - https://www.develope...legend-preview/



#14 rosscamero

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Posted 27 September 2013 - 13:41

I have played this game a few times in Beta. It is a fun way of wasting an hour or two.  Congratulations to the developer for making the best F1 manager game since GPM2.

 

I have lots of ideas but aware of technical / budget restrictions on mobile app games.   I really like the realistic nature of starting with a backmarker and being next to impossible to score points.  It annoys me in a game like the codemasters game that I can win in a HRT for example.    How about a team mate challenge to gain extra points to give you so something to aim for? 

 

Being able to participate in qualifying would be good too.  Perhaps just one lap?   I would like to be able to play with the tyres more and perhaps pre arrange my pit strategy but play with the fuel and tyres in race to make the strategy aspect more interesting.   Also, how about more in race retirements?    I've played it three times and never had to use wet or intermediates.  I am not even sure how to tell if it is raining. 

 

One criticism I have of the game is that I do not like the in race challenges (although I do like the pit/start challenges) they do not really serve any purpouse, difficult to master on a mobile and repetitive.  I understand the aim of the game is to be like New Star Soccer for F1 but in NSS there are several different in play scenarios and how you do in them effects your proggress up the leagues/cup which is satisfying.  In this game you gain a second.  They key to NSS is the details, every club, every division and something to aim for.   I would prefer these were taken out and replaced with more strategy options..   If you are aiming at the NSS market then they may get bored with the  in three in play options.  In my opinion the sucsess of a game like this is tapping into the strategy/simulation market. 

 

Having played every F1 manager game that has came out since GPM2 I appreciate getting every aspect of an F1 management sim is near impossible and probably required a massive budget for an audience that is not there, hence why there has not been a decent one since 1996.     

 

I am no tech/app expert but I can't help think that a app that copies the GMP2 which was released 17 years ago must be transferable as an app.   I prefer playing Football Manager app than the real game as it is a stripped down basic version similar to the game 10 years ago that does not take over your whole weekend.  I appreciate the budget/resources maybe slightly different in this case and congratulate you for getting many things right where people with bigger budget have got it horribly wrong.


Edited by rosscamero, 27 September 2013 - 14:07.


#15 GX390

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Posted 27 September 2013 - 22:54

I am constantly frustrated that there is no F1 equivalent of FM.  It really surprises me that no one has made an app like this before.   I wish you every luck with it and look forward to the release.

Exactly, an exact copy for Motorsport would be immense imo.



#16 Beernathan

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Posted 29 September 2013 - 00:11

I have played this game a few times in Beta. It is a fun way of wasting an hour or two.  Congratulations to the developer for making the best F1 manager game since GPM2.

 

I have lots of ideas but aware of technical / budget restrictions on mobile app games.   I really like the realistic nature of starting with a backmarker and being next to impossible to score points.  It annoys me in a game like the codemasters game that I can win in a HRT for example.    How about a team mate challenge to gain extra points to give you so something to aim for? 

 

Being able to participate in qualifying would be good too.  Perhaps just one lap?   I would like to be able to play with the tyres more and perhaps pre arrange my pit strategy but play with the fuel and tyres in race to make the strategy aspect more interesting.   Also, how about more in race retirements?    I've played it three times and never had to use wet or intermediates.  I am not even sure how to tell if it is raining. 

 

One criticism I have of the game is that I do not like the in race challenges (although I do like the pit/start challenges) they do not really serve any purpouse, difficult to master on a mobile and repetitive.  I understand the aim of the game is to be like New Star Soccer for F1 but in NSS there are several different in play scenarios and how you do in them effects your proggress up the leagues/cup which is satisfying.  In this game you gain a second.  They key to NSS is the details, every club, every division and something to aim for.   I would prefer these were taken out and replaced with more strategy options..   If you are aiming at the NSS market then they may get bored with the  in three in play options.  In my opinion the sucsess of a game like this is tapping into the strategy/simulation market. 

 

Having played every F1 manager game that has came out since GPM2 I appreciate getting every aspect of an F1 management sim is near impossible and probably required a massive budget for an audience that is not there, hence why there has not been a decent one since 1996.     

 

I am no tech/app expert but I can't help think that a app that copies the GMP2 which was released 17 years ago must be transferable as an app.   I prefer playing Football Manager app than the real game as it is a stripped down basic version similar to the game 10 years ago that does not take over your whole weekend.  I appreciate the budget/resources maybe slightly different in this case and congratulate you for getting many things right where people with bigger budget have got it horribly wrong.

 

Hey Rosscamero - thanks for the feedback - that's great.

 

On the realistic performance - this is something I've worked pretty hard on - it annoys me that I can win in F1 2012 with a backmarker car too. Still working on it - it's far from perfect - especially when you get through a few seasons and end up in a front-running car - the performance is a little too good (not unlike the way VET wins by a mile!).

 

Do you think the race lengths are OK? Would you like to see them longer or shorter?

 

Yes, qually is on the list for the next version. Been thinking about way to make it interesting, like making it a "challenge" where you have to draw the racing line around a track (like Draw Race)? Perhaps it's still strategy, but about when you go out of the pits and what tyre you are on (could also carry over the qually tyre to the race)? I'm open to suggestions.

 

There are occasional retirements now, due to fuel running out  - if an AI car makes a bad decision it can backfire on them. Usually only happens on the longer tracks like Spa. I'll be including mechanical failures and crashes in the next version. Wet tyres aren't used yet as I haven't built the weather engine, but that's also on the list. I think it will add a lot more to the strategy complexity which will be good.

 

Thanks for the feedback on the driving challenges - I've had mixed feedback on them. They were initially designed to break the monotony of the strategy screen - the last thing I want is for them to become a source of it! Will be interesting to see how it goes when released to a broader audience next week.

 

I think the key to a game like this working well with a low budget (one person working on it!) is to release early and release often - that's why I'm releasing now, with a commitment to continuing the evolution of the game once the feedback starts flowing. Keep it coming!

 

The other key is to achieve some success early in terms of downloads (I know that financial success can follow from that). On release day I'd really appreciate as many downloads as you can generate (they are free) so the game can make it into the charts - make sure you tell family & friends. Without that it will be hard to sustain.

 

P.S. Do you mind if I use your quote in my promo material? "Congratulations to the developer for making the best F1 manager game since GPM2"

 

Regards,

Nathan.



#17 rosscamero

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Posted 02 October 2013 - 21:27

Hey Rosscamero - thanks for the feedback - that's great.

 

On the realistic performance - this is something I've worked pretty hard on - it annoys me that I can win in F1 2012 with a backmarker car too. Still working on it - it's far from perfect - especially when you get through a few seasons and end up in a front-running car - the performance is a little too good (not unlike the way VET wins by a mile!).

 

Do you think the race lengths are OK? Would you like to see them longer or shorter?

 

Yes, qually is on the list for the next version. Been thinking about way to make it interesting, like making it a "challenge" where you have to draw the racing line around a track (like Draw Race)? Perhaps it's still strategy, but about when you go out of the pits and what tyre you are on (could also carry over the qually tyre to the race)? I'm open to suggestions.

 

There are occasional retirements now, due to fuel running out  - if an AI car makes a bad decision it can backfire on them. Usually only happens on the longer tracks like Spa. I'll be including mechanical failures and crashes in the next version. Wet tyres aren't used yet as I haven't built the weather engine, but that's also on the list. I think it will add a lot more to the strategy complexity which will be good.

 

Thanks for the feedback on the driving challenges - I've had mixed feedback on them. They were initially designed to break the monotony of the strategy screen - the last thing I want is for them to become a source of it! Will be interesting to see how it goes when released to a broader audience next week.

 

I think the key to a game like this working well with a low budget (one person working on it!) is to release early and release often - that's why I'm releasing now, with a commitment to continuing the evolution of the game once the feedback starts flowing. Keep it coming!

 

The other key is to achieve some success early in terms of downloads (I know that financial success can follow from that). On release day I'd really appreciate as many downloads as you can generate (they are free) so the game can make it into the charts - make sure you tell family & friends. Without that it will be hard to sustain.

 

P.S. Do you mind if I use your quote in my promo material? "Congratulations to the developer for making the best F1 manager game since GPM2"

 

Regards,

Nathan.

 

Not a problem at all.

 

Regarding strategy and qualifying. You could mirror the old F1 regs where you start the race with the amount of fuel you used in qualifying (and perhaps the tyre as well) The less fuel you have the quicker you go in qualifying but it may mean an extra stop or a conserving strategy during the race.    This in turns gives you different options on how you want to run a race.



#18 Beernathan

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Posted 03 October 2013 - 23:12

Launch day - the game is now available for iOS (https://itunes.apple...app/id700326466) and Android (https://play.google.com/store/apps/details?id=com.beermogul.games.formulalegend).

 

I'd really appreciate a download and a review ;-)

 

Nathan.



#19 Beernathan

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Posted 08 October 2013 - 01:12

Some great reviews coming out...

http://androidspin.c...lopment-talent/

http://www.rachf1.co...ula-legend.html

 

Game is doing pretty well on iOS with good consistent downloads - just made the top 100 for racing games in the UK. Lots of awesome feedback coming from users too.

 

If you know any good F1 sites, facebook pages, or media people let me know - trying to keep up the momentum.



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#20 Reinmuster

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Posted 08 October 2013 - 05:32

Good job, mate.  :up:



#21 SB

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Posted 09 October 2013 - 06:38

Great job, mate !   :up:

 

 

I enjoy playing the game but wonder if it is possible to pause the game "when the race is on" ? Since I play the game when I am traveling in the subway, it happened a few times that the race was on-going at the time I have to get off the train. And when I have time to check my phone again, the race was effectively over as my "car" has run out of fuel or tires.  :o

 

Thanks for listening.



#22 Beernathan

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Posted 09 October 2013 - 06:45

Yes - this is on the list of enhancements - you can vote for this and other enhancements here... http://beermogul.uservoice.com



#23 Lights

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Posted 09 October 2013 - 07:31

I honestly was a bit skeptical when this thread started, but having just tried to do a few races it already made me want to write here that it's simply a great mobile game  :up:



#24 Beernathan

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Posted 09 October 2013 - 09:48

Thanks Lights. Just had the latest iOS and Android version approved - if you're playing make sure you upgrade for all the latest.

 

Nathan.



#25 mmmcurry

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Posted 09 October 2013 - 17:20

Just ran out of fuel on my first race, should probably have paid more attention to that.

 

Steve.



#26 Beernathan

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Posted 09 October 2013 - 22:32

Heh - common mistake - especially forgetting that the final lap needs fuel too!



#27 mmmcurry

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Posted 10 October 2013 - 17:27

Heh - common mistake - especially forgetting that the final lap needs fuel too!

Yeah, that's why I didn't finish the second race...

 

3rd race was finished and 4th was in the points.

 

Steve.



#28 Reinmuster

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Posted 12 October 2013 - 01:57

Hi,

 

I'm working on a casual/social F1 simulation/strategy game for iOS/Android..

 

 

 

Will you do a PC version too?



#29 Beernathan

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Posted 12 October 2013 - 02:51

Only for iOS and Android at this stage.



#30 Jimisgod

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Posted 28 July 2014 - 15:41

How close is this to the Grand Prix World? I enjoy the developing the car and team rather than the 'race' (which is just a pretty algorithm).

#31 Beernathan

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Posted 28 July 2014 - 23:44

How close is this to the Grand Prix World? I enjoy the developing the car and team rather than the 'race' (which is just a pretty algorithm).

Hey Jim - Formula Legend is more about race strategy - when to pit, what tyres to go onto. Car development is pretty light and secondary to the actual racing. It's free for iOS and Android if you want to take it for a test-drive :-)



#32 purplehaireddolphin

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Posted 04 November 2014 - 18:22

Hi, I've got this on my Android phone - been playing it for a while, and I'm really enjoying it. I didn't realise it was the game from this thread  :)

 

I'm not saying that there's anything wrong with it, but there's a couple of other games that I play along with yours, which might be worth looking at for when you do updates. They are A1 racing manager and Top Race Manager

 

Good job though, it's something I play most days  :clap:



#33 Beernathan

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Posted 05 November 2014 - 23:57

Cool - thanks for the feedback - I really appreciate it. Yes, I've come across the other two - both worth a look.

 

Regards,

Nathan.

 

 

Hi, I've got this on my Android phone - been playing it for a while, and I'm really enjoying it. I didn't realise it was the game from this thread  :)

 

I'm not saying that there's anything wrong with it, but there's a couple of other games that I play along with yours, which might be worth looking at for when you do updates. They are A1 racing manager and Top Race Manager

 

Good job though, it's something I play most days  :clap:



#34 ardbeg

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Posted 07 December 2014 - 01:55

Nice game, but there are some things...
1. Tyre wear is, I assume, depending on the aggression. But it is impossible to know how aggressive you can be to make a set last to the end. It should be similar to fuel in the sense that you see amounts of laps left projected with the current level of attack.
That leads into...
2. Pit stops. It seem to be random if a pit stop cost ypu anything at all. I had drivers a few second ahead going into the pits and they emerge further up ahead after the pit stop. So is there any point of conserving?
3. Multi 21 - at least 50% of the time I either obey or disobey a team order I "hit" the team mate making everyone unhappy.
4. The unhappiness does not seem to affect my relations or earnings.

5. The upgrades, the development, are for some strange reason being forgotten. I develop aero and after a few races my team bring the old kit for no apparent reason. Am I renting the stuff? No, development must stay, gradually making my car faster. Bring in more parts to upgrade instead, like brakes, engine, gearbox, aero, suspension... Next season that car starts as it ended the last season. regardless if I am driving it or not. This way I can also follow the development of other teams which will help me when negotiating a contract.
6. The race engineer is not doing much, not what I can see.

7. The pit stop triggers are erratic on my HTC, I often have to click several times before it reacts.
8. The aggression dial is too sensitive. A slight turn makes projected fuel go from lasting 15 laps to 7. That is some major aggression.
9. There is no natural flow in the race, you never know who you are actually racing since everyone jumps up and down several positions every lap.

10. It relies heavy on you making in-app purchases. I hate that, but I understand you need to make a living. I'd rather åay for the game instead.
11. No, ten points is enough.
 



#35 Sangei

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Posted 08 December 2014 - 15:20

good game
success in promoting :clap:



#36 Beernathan

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Posted 10 December 2014 - 00:50

Hey Ardbeg - thanks for the feedback - I really appreciate it. See my responses below...

 

1. Yes, tyre wear depends on aggression, and also weight of the car (due to fuel wear). Hmmm, not sure about offering up the number of laps that the tyre can last - it feels a bit more "real world" to have to estimate that yourself? Another option is to provide an opportunity to build a degradation profile with testing, but that would be pretty hard core!

2. Yes - I think there is a problem that I haven't been able to find regarding pit stops. There are a LOT of variables being applied each lap. Looking at a re-write of the core "lap" logic soon - hopefully it will sort this issue.

3. Multi-21 is pure luck - regardless of your choice you have a 50% chance of success.

4. Unhappiness doesn't change anything (at present).

5. Innovation adds performance for a period of time, then everyone else catches up - you need to continue investing in innovation to push you ahead of the pack.

6. The race engineer makes your investment in innovation last longer.

7. OK will look into pit stop tapping issues.

8. There are only 3 levels of aggression - the dial just lets you select one of the three.

9. OK

10. Thanks for the feedback on in-app-purchases - unfortunately part of the "game" when it comes to surviving commercially these days. Unfortunately it's hard to a large number of users unless you play the "freemium" game.

11. ??

 

 

Nice game, but there are some things...
1. Tyre wear is, I assume, depending on the aggression. But it is impossible to know how aggressive you can be to make a set last to the end. It should be similar to fuel in the sense that you see amounts of laps left projected with the current level of attack.
That leads into...
2. Pit stops. It seem to be random if a pit stop cost ypu anything at all. I had drivers a few second ahead going into the pits and they emerge further up ahead after the pit stop. So is there any point of conserving?
3. Multi 21 - at least 50% of the time I either obey or disobey a team order I "hit" the team mate making everyone unhappy.
4. The unhappiness does not seem to affect my relations or earnings.

5. The upgrades, the development, are for some strange reason being forgotten. I develop aero and after a few races my team bring the old kit for no apparent reason. Am I renting the stuff? No, development must stay, gradually making my car faster. Bring in more parts to upgrade instead, like brakes, engine, gearbox, aero, suspension... Next season that car starts as it ended the last season. regardless if I am driving it or not. This way I can also follow the development of other teams which will help me when negotiating a contract.
6. The race engineer is not doing much, not what I can see.

7. The pit stop triggers are erratic on my HTC, I often have to click several times before it reacts.
8. The aggression dial is too sensitive. A slight turn makes projected fuel go from lasting 15 laps to 7. That is some major aggression.
9. There is no natural flow in the race, you never know who you are actually racing since everyone jumps up and down several positions every lap.

10. It relies heavy on you making in-app purchases. I hate that, but I understand you need to make a living. I'd rather åay for the game instead.
11. No, ten points is enough.
 



#37 Myrvold

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Posted 13 December 2014 - 18:54

I am constantly frustrated that there is no F1 equivalent of FM.  It really surprises me that no one has made an app like this before.   I wish you every luck with it and look forward to the release.

Maybe because the unlicensed tries have been utterly batpoop?

EDIT: Ups, September 2013...



#38 Beernathan

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Posted 18 February 2015 - 23:20

Hey guys - I'm working on a new "physical" product and would really appreciate your feedback. I'm launching it with a crowd-funding campaign around the Melbourne GP - this is the explainer video: 

 

Is it something that you'd be interested in as an F1 fan?

 

Thanks,

Nathan.



#39 crooky369

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Posted 07 March 2015 - 21:21

Can't see the video?

Anything would be good there's nothing really on the market which is a bit strange for such a big sport.

Thinking about GPRM / F1CM breaks my heart...

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#40 Beernathan

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Posted 08 March 2015 - 06:08

Sorry - ended up creating another one and YouTube made a new URL: 

 

Here's the link to the crowd funding campaign: http://bit.ly/flmagnet