>
> Well, we can talk about hypotheticals and such, plan what we'd do if we
> won the lottery... or we can try to figure out a way to keep LMMS alive.
>
But kickstarter is the lottery, right? Ouya's goal was 1mil and they
reached 9mil. How much would we we need? What do we do if it surpasses
our goals?
To introduce a kickstarter campaign requires quite a lot of time investment
just to decide it's worth it not to mention the promo vids, PR, swag, etc.
Perhaps I got focused too much on the word "kickstarter" and not enough on
the term "developer" (singular not plural). If our initiatives only churn
up only one person then you would likely be the best to get them acquainted
and prioritized due to your involvement with the codebase, but I really
hope there's room for trivial user improvements too. Sometimes the devil
is in the details.
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