Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Indivisible - platformer/RPG from Skullgirls dev

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,149
Location
Florida
i'ma ctually rather excited for this one. i enjoyed valkyrie profile a lot back in the day of its release.

oh and mike z is the creator of skull-girls fighting game series and owner/co-owner (?) of the studio behind indivisible (it's his studio/baby).

the guy's got a tiny bit of an ego but so far he hasn't done anything that would enter the realm of drama-llama and he's walked every single bit of his talk.

i have high hopes for indivisible...

tl;dr: think of it as a sister-studio of Iron Tower bringing in Vince on their game.
 

Lucky

Arcane
Joined
Apr 28, 2015
Messages
672
Update on their progress

Hey, Indivisible backers! Long time no see!

Since you last heard from us, we’ve been hard at work setting up our new office, staffing up, and getting operations started back up. We're now settled into our new office, and development on the full game is well underway.

With all of that boring ops stuff out of the way, you can expect to hear from us regularly from now on!

wiao0toyveznrliubib3.jpg


(Doodle of Ren & Qadira)

We're currently in the pre-production phase. That means we're doing lots of planning and concepting of the game’s world, monsters and characters. Proper planning is key to making a good game, so this is an important part of the development process.

While we concept, we’re also prototyping Ajna’s new traversal abilities, improving our engine’s renderer, and rounding out Ajna and the prototype’s cast with additional animations. Soon we'll begin creating exporters and tools to get things flowing smoothly by the time we move out of pre-production and into full production about six months from now.

One of the major things we're tackling right out of the gate is Indivisible's environment style. The backgrounds in the prototype weren't the aesthetic we imagined for the full game. Here are some early draw-overs of backgrounds in the prototype we did to get closer to our target style.

x57s2t7ahtcelbxc3eau.jpg


tuqarl5vvfrcnrf8fxue.jpg


We don't know yet if we can achieve this level of detail in our modularly-built levels, but it's our current target. Finalizing a style requires careful choices about scope and implementation.

A lot goes into making an in-game environment look like this. Our new environment lead, Eric Kozlowsky, marked up the concept image to gauge how texturing and other assets will work to maximize efficiency and flexibility of level building while hitting our artistic targets.

wivwuu2rcjkytlsfrbe6.jpg


We've also been working on new animations we know we'll need for some of the characters. Here's a couple for Zebei and Tungar:

4j9RV6u.gif




You'll start seeing development streams on the labzero Twitch channel in the near future, so subscribe and get notified the next time we go live and watch the magic happen! We’re planning to stream animation, environment modeling, texturing and concept streams!

It's not too late to get in on the Indivisible hype train! The campaign is in "InDemand" mode, meaning some perks are still available. We're inching closer to that next stretch goal: full VO for all major characters!

Also some fanart from their twitter for the Codex's favourite Incarnate.
Cd3ot_BUUAAYvl4.jpg

And an interview on the build up to the kickstarter. Apparently the core Skullgirls team got laid off because of problems with Konami.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,149
Location
Florida
well that's what they get for not going fully independent, like for example hare brained schemes and their shadowrun franchise. i understand the reasoning behind wanting a 2d fighting game to be available on console but think ahead for a minute: partnering with big video game publishing houses ESPECIALLY japanese ones will almost always lead your small indie team to ruin.

the % chance of such a partnering actually bearing fruit for the small indie studio is akin to an NCAA b-ball white basketball player making it to the NBA...
 

Archibald

Arcane
Joined
Aug 26, 2010
Messages
7,869
Maybe they gave some money for Skullgirls development? Or was it completely crowd funded?
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Hi there, backers!

In the last update we gave you a look at some of the environment concepts we’ve made as we continue to hone in on the style for the world of Indivisible. Today we want to give you a quick look at design, and Ajna in particular!

The primary design goal of this pre-production phase is to animate and implement all of Ajna’s attacks and abilities, then play-test them extensively to make sure they’re FUN! When it comes to the gameplay for Indivisible, that is priority #1.

Ajna will wield several different weapons throughout her adventure. You already fought through the prototype using bare hands and the axe, but Ajna will also acquire a bow, a spear, and a chain-sickle.

kkb5vvvf1zshuwm1dh4i.png


biz3yshikwdedhi5ksl4.png


Aside from the axe, the design of each individual weapon isn’t quite finalized, but you can start to imagine the wide range of attacks and traversal abilities these weapons will bring to Ajna’s arsenal.

At this stage, Ajna’s final loadout by the end of the game is largely decided, and the visual design of the more advanced ones are still being brainstormed. If you’ve tuned in to Mike Z’s dev streams on the Lab Zero twitch channel, you may have already caught a glimpse of some of the standard animations already being implemented. Here's a look at what she has so far!

 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Japanese anime studio TRIGGER will make animated opening for this:



This trailer also contains gameplay clips.
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,510
Shadorwun: Hong Kong
Nice, TRIGGER is a great studio. Not sure it needed a trailer but okay.
 

tet666

Augur
Joined
Apr 13, 2012
Messages
396
Well, I think making a trailer for every announcement is a very Japanese way of entertainment marketing. :M

Funny considering no one from Lab Zero games itself actually is japanese,
anyway Trigger is a great studio for them, love all their stuff (well Kiznaiver a bit less i guess).
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
They need to get a better composer, or at least more variated music. Granted, i'm still traumatized about the nu-jap-rock from Valkyrie profile and that didn't seem to hurt the game popularity with fanboyz any, but it was a different time. That the only thing the redition of the game changed was the soundtrack (and unfortunately using a older version of the game code without some conveniences) is telling.
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
https://labzerogames.com/indivisible-2-1-2017-update-character-upgrades/

Indivisible 2-1-2017 Update: Incarnation Upgrades

Indivisible is an RPG, and RPGs need character progression!

Today’s update will focus on one such aspect of character progression, Action and Defense upgrades. You can think of this as our alternative to buying new weapons and armor for your party.

Philosophically, we want upgrades in Indivisible to be different and more functional than they are in most RPGs: instead of simply modifying stats, upgrades should meaningfully change and expand on the core gameplay.

Furthermore, we won’t be tying these upgrades to things you can easily grind out, such as experience or money, and instead they’ll be tied to exploration.

Ringsels
In the world of Indivisible, there are sacred relics that we’re currently calling “Ringsels.” These artifacts were scattered around the world by a catastrophe some years ago, and were filled with spiritual power when they fell. Much of that power has since faded.

There are two types of Ringsels, Crimson and Azure, which are aspected to Action and Defense respectively. In the right hands, they can be used to upgrade your characters’ abilities in battle.

We haven’t settled on a design for the Ringsels yet, but here are some early concepts we’ve been considering:

Ringsel_Concepts.png


For reference, a Ringsel is a Buddhist relic, a “pearl” found among the ashes of cremated monks believed to have spiritual properties.

Finding Ringsels
Ringsels can be found almost everywhere, usually off the beaten path. While there will be a few individual Ringsels, they’ll mostly come in larger bundles.

Be warned, though, because Ajna and her Incarnations aren’t the only ones who can strengthen themselves using the Ringsels’ energies: when the Ringsels first fell, some enemies in the wild absorbed their power, boosting their strength to boss-like proportions.

Finding and defeating these enemies will allow Ajna to claim their Ringsels.

Charging Ringsels
Because their power seeped out over the years, the Ringsels Ajna finds are dormant. However, they still retain their affinity for Action and Defense, making them perfect receptacles for those spiritual energies.

You’ll charge Action and Defense Ringsels by… acting and defending, of course! Each battle will generate energy to store in the Ringsels, and the more skillful you are, the more energy you’ll produce, and the faster they’ll charge up.

Once a Ringsel is charged, it can be used to upgrade your characters.

Upgrading
Upgrades will primarily be handled in Ajna’s Inner Realm, by trading charged Ringsels to a Blacksmith or other Incarnation. From there, you can imbue the party member of your choice with the relics’ power to upgrade their Action or Defense.

blacksmith_rough.jpg


In the prototype, you’ll recall that every once in a while a character would gain an additional attack. In the final game, these upgrades will come from Ringsels: “Action” upgrades will give a character more actions per turn. As you saw in the prototype, each upgrade has the potential to expand and change the combos at your disposal dramatically!

Likewise, “Defense” upgrades will increase the damage reduction and Iddhi gain from successfully blocking incoming attacks. So the better you are at blocking, the less you’ll have to heal and the more Iddhi you’ll be able to channel into super moves.

Initially, Ajna will only be able to upgrade each Incarnation’s Action to Level 2. But by recruiting more upgrade Incarnations over the course of the game, she’ll be able to take their Action and Defense upgrades all the way to Level 4.

And don’t worry – there will be enough Ringsels to max out every Incarnation, but finding them all could be tricky!

Character Resolution Quests
Indivisible has a lot of playable characters, and not every character will play a prominent role in the main story. There are just too many to give them all significant roles, so a number of Incarnations will be optional recruits.

However, we still want every character to be meaningful and as fleshed-out as possible. So each playable Incarnation will have a quest to help them resolve their personal stories and achieve their full potential, which will become available once you upgrade their Action and Defense to Level 4 with the Ringsels you’ve collected.

And that’s all we’ve got now for character upgrades!

In a future update, we’ll detail the character growth and stats systems, so keep an eye out for that!

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
"Update: Backer Preview!": https://labzerogames.com/indivisble-4-21-2017-update-backer-preview-news/

It’s been a few weeks since our last major update – it’s a busy time, because we’ve been working hard on Indivisible’s first Backer Preview Build.

Since we were in pre-production for all of last year, the Backer Preview is more than just something for our Backers to play and give feedback on. It’s also an internal test for the team to extensively test the tools, verify that our production pipeline works as intended, and try to iron out any inefficiencies or problems we find along the way.

When we’re ready to release this, everyone who contributed $30 or more will receive the code via BackerKit. So if you haven’t filled out your BackerKit survey yet, do that!

We’ll have more information on the Backer Preview’s release date soon, but here’s some of what you can expect to see in it when it hits.


New Environment: Forests of Ashwat

The Backer Preview will take place in a section of Forests of Ashwat, the area just outside of Ajna’s home town.

The area in the Backer Preview will be built around the first area of the game, but remixed and with some extra goodies hidden about for good measure.

A lot of our focus has been on achieving a lusher, more illustrative environmental style that meshes better with the character sprites, instead of something so “3D-looking.”

Take a look at some of the new environments!

outside-screenshot-1024x576.jpg


insidescreenshot-1024x576.jpg


Please note that these environments, as improved as we think they are, are still a work-in-progress and will be receiving additional polish before the game’s final release.


New Incarnations


As you explore the forest, you’ll find some new friends to add to your party: Dhar, Ginseng and Honey, and Qadira! Don’t worry, though – your old friends Razmi, Tungar and Zebei can also be found.

This time around, instead of unlocking them as you level up, you’ll find them milling about. As a temporary solution for the Backer Preview, simply touching them will add them to your party.

And because you can have more than four total characters, you can even customize your party!

Indivisible_UI_Party_Select_Fake_V6B-1024x644.png


Please note that this party selection UI is completely temporary and made mostly from reused assets, and will be replaced with something far snazzier in the final game.


New and Updated Monsters

The Forests of Ashwat have become home to a few new monsters – three new ones, in fact! Some of these won’t be roaming this area in the final game, but we wanted to give you more things to fight and give feedback on.

All of the monsters from the prototype will be making a return, as well. And to keep you on your toes, they’ve all got new attacks!


Updated Battle Flow

We’ve been considering the battle feedback since the prototype was released to improve battle, and will be making the following changes for the Backer Preview:

  • Clearer transition between exploration and battle modes, to give people more time to mentally switch between gameplay styles and control schemes
  • Enemies will now wait to attack so they can group up with other enemies, so that the Defense phase of battle occurs less frequently and gives you more to do each time it happens
  • Ajna’s death will no longer instantly end the game, and any healing within a set amount of time will revive her
These aren’t the only changes we have planned for battle, but we wanted to start collecting feedback on these sooner than later to guide our future efforts.


Updated Battle UI

Perhaps the biggest change coming to battle is an updated UI.

The primary focus of this updated UI is to communicate how many actions each character has without needing to look away from the character.

This is still being implemented, but here’s a mock-up of what we’re going for:

BattleUI-1024x576.png


Each “pip” represents one action and follows the character, making it easier to plan your attacks!


Tweaked Progression

While the Backer Preview won’t have the final character progression implementation, we’ll be testing two major changes:
  • Each character will start with only the Neutral attack initially
  • “Leveling up” the characters will unlock the Up and Down attacks, as well as additional actions

New Platforming Controls

Indivisible has a lot of abilities to help Ajna explore her world. We realized during internal playtesting that navigating them all can be a bit cumbersome, especially when trying to chain them together to make it to hard-to-reach areas.

To alleviate this, we’re working on a new, simplified control scheme that doesn’t require the player to switch weapons and ability sets on the fly.

What you play in the Backer Preview likely won’t be the final implementation, but we’ll be paying close attention to your impressions as we continue to refine the controls.


Bow

In the Backer Preview, Ajna will be able to unlock the Bow and use some of its abilities to find hidden treasures!

Ajna_Bow-1024x576.png



Updated Engine

The engine running Indivisible has been hugely upgraded in a variety of ways.

Most notably, the game now supports robust real-time lighting and shadows, allowing us to make more atmospheric locations than ever before.


New Music

We’ve revealed the Forests of Ashwat exploration and battle themes, which you’ll hear in the Backer Preview, as well at least one other all-new track.






New Voices

With the Full VO Stretch Goal reached, we’ve begun auditions for the characters in the Backer Preview and will begin recording Battle VO in mid-May!

We’ll be there with a camera to give you a behind-the-scenes look at the voice recording process, too!


New Speedrun Contests

Finally, we’ll have new Backer Preview speedrun contests, giving you a chance at a free upgrade to the $500 Patron tier, netting you the following goodies!
  • Wallpapers
  • Digital Soundtrack
  • Digital Game
  • Physical Collector’s Edition Game
  • Digital Art Compendium
  • Physical Soundtrack
  • Indivisible T-Shirt
  • Roti Plush
  • Framed Giclee Print
  • Ajna Statue
And there you have it – the Backer Preview! We’ll let you know more details about the release as things get closer.

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!
 

HeatEXTEND

Prophet
Patron
Joined
Feb 12, 2017
Messages
4,130
Location
Nedderlent
Mike Zaimont (the lead/main programmer on Skullgirls) slapped together a fully functional beat-'em-up mode for his very good fighting game engine overnight on a whim once (including stuff like platforming). The gameplay engine and feel stuff should be pretty perfect if he's not leaving Lab Zero. It's level/RPG design stuff that's the question.
+M
 

Latro

Arcane
Joined
Jun 5, 2013
Messages
7,396
Location
Vita umbratilis
backgrounds look like shit and characters don't really blend in well

looks like a 2d fighter slapped on zelda windwaker style cel shaded garbage from 2005
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom