Great news.

We're planning on doing some crowd-funding, once we actually get something out in the public eye so people know who we are and what we can do.

That's the big issue with crowd-funding -- success is based on existing popularity. You have to be known for being able to produce something before you can expect lots of people to pony up any significant amount of money for a project.

For small indie devs, the best thing to do is to get a proof-of-concept alpha of your game out there, get a bunch of people playing it, and when they lament that it needs more content/needs to be completed, then you can hit them with the idea of ponying up some cash to make it happen /sooner/.

I much prefer crowd-funding than, say, VC. You get to keep 100% of the investment, and no one can take over your game/company or tell you how to make your game, other than the people who have the most vested interest in it -- your players.