Thanks heaps for the support and tips!
Look for teams to crowd fund with,
More people joining forces, more the chance you will succeed. People trusts a team more.
Also you need a lot of marketing muscle to pull it off. Not going to be easy.
I have recently been approached by another Sound Engineer so I am going to be entering into a live chat with them over the next few days to discuss the possibility of expanding Adaptive Music to also include Adaptive SFX packages as well.
I completely agree with using adaptive music for games--the rest of the game interacts, why in the world shouldn't the music? If kickstarter doesn't work for you, you may find luck with finishing one complete group and releasing that on asset stores and using any success with that one to fund subsequent ones. And, in case you were wondering, Construct 2 makes adaptive music very easy to implement (I've made several instances of it).
I originally wanted to complete an entire Themed Pack for the project but the costs to upgrade my equipment and then secure the non-trial copies of the audio software make it somewhat out of my reach which is why I started the Kickstarter project off to try and raise enough funds so that I can produce the music to an expected high quality standard.
I really like the way Construct 2 handles events and have found that this approach to scripting is now becoming more common even in the big engines like UDK and Unity 3D but of cause Construct has been at it since the beginning and have it down to a fine art already whilst the new-comers are still finding their feet ^ ^