That 2 year wait though...
Yeah I think that's what they're going for based on what they said. Which sounds dopeMetroidvania with Valkyrie Profile combat.
Wasn't that what the original Valkyrie Profile basically was?
I mean the dungeons in VP were 2D sidescroller platform-eqsue with multiple rooms, and the unique aspect in that there was doors for foreground and background accessible rooms.
Unless they mean Metroidvania in the specific progression that you slowly unlock additional platforming abilities such as double jump and whatnot.
Valkyrie Profile had one of my favorite combat systems, tying individual buttons to each character and being able to tap them in sequence to form a combo chain.
I'll definitely be keeping my eye on this project.
Okay, that's good to hear. The reason why I had asked, is that when I was doing a clean up test for the Skullgirls project, I couldn't submit my test, as the Zero Labs website had closed applications.
Exactly who should I contact, with regards to sending in my design samples, resume, & such?
Oh my, VP combat with Mike Z programmed frames? Yes please (assuming he's on the project).
Ravidrath, a few questions if you're around:
I enjoy the idea that Skullgirls gets so much support and growth, but there's also a negative side to that; it often feels daunting to return to the game, when so much shifts about constantly. Not just character balances, but basic building blocks of the gameplay and match flow. Should be expect similar modding and meddling with this game too?
- Any plans to make this episodic / constantly patched and changed? Or will this product mostly stay as-is once shipped?
It'd be pretty cool to be able to assign characters in your party to another player, and try to sync up attacks. I enjoyed the bit that Child of Light had (with a second player able to control Igniculus), and the idea of being able to share an adventure with a friend is one that's great whenever it occurs (from Multi-player SoM, to the ability to use 2 or more controllers in Final Fantasy VI, Wild Arms, Lunar, and Arc the Lad...)
- Any kind of Multiplayer thrown around? Local Co-Op?
Metroidvania with Valkyrie Profile combat.
Wasn't that what the original Valkyrie Profile basically was?
I mean the dungeons in VP were 2D sidescroller platform-eqsue with multiple rooms, and the unique aspect in that there was doors for foreground and background accessible rooms.
Unless they mean Metroidvania in the specific progression that you slowly unlock additional platforming abilities such as double jump and whatnot.
I like it because she is a darker skin lady. As I am black and it is nice to see more characters of different colors.
Yeah, I'm in. Sounds like a really exciting mix, and as someone who doesn't really like fighting games I'd love to support them. My one question would be platforms though; I'll back the crowdfunding campaign if they're doing keys for PS4 copies.
Do you have more words about the setting?
...and a lush soundtrack from legendary Secret of Mana composer Hiroki Kikuta.
Wait, what?
Cool to see him escape the eroge ghetto.
Always with the overthinking. I bet you are speculating she or other characters might have extra limbs ala Hindu Gods...............
Wait, what?
Cool to see him escape the eroge ghetto.
I didn't think you could sell me more on this but you didI can probably get into this a bit.
The "core" of the story, etc. was inspired by Southeast Asian mythology and religion, but the entire world is sort of a fantasy version of Earth where lots of different mythologies and their monsters, etc. coexist.
Ajna herself hails from a region that would fit a sort of generalized Burmese / Malaysian / Indonesian sort of vibe, but her quest will take her all over the world.
So, for example, a South American-ish region might have monsters and lore inspired by Aztec, Mayan and Incan mythology.
Definitely need to see gameplay footage when they put some out. Tentatively interested though.
I can probably get into this a bit.
The "core" of the story, etc. was inspired by Southeast Asian mythology and religion, but the entire world is sort of a fantasy version of Earth where lots of different mythologies and their monsters, etc. coexist.
Ajna herself hails from a region that would fit a sort of generalized Burmese / Malaysian / Indonesian sort of vibe, but her quest will take her all over the world.
So, for example, a South American-ish region might have monsters and lore inspired by Aztec, Mayan and Incan mythology.
You should make a game sometime! They take time.
Dont care I don't play games with only short skirts on the characters. That's why I stopped playing MaddenThose spats tho
http://scarletmoonproductions.com/artists/
Met one of the guys behind Scarlet Moon Productions, along with Hitoshi Sakimoto at E3 this year. They're all very open to working with indie devs.
ravidrath said:While we haven't designed all the party members, fanservice is not going to be a focus in this game.
You see, I'm quite interested with the setting and her background as a characterSo I'm curious where you guys get the necessary material from, since to be honest, they're quite hard to get even for us, the native, since most of our mythology aren't well recorded.since I'm a Southeast Asian myself
I don't understand. How was Skullgirls fanservice if it was your first game? I would think you would have to have an established fanbase in order give service to your fans? Were you talking about when y'all were letting fans vote and create characters?
While it not being a focus this time around, I do hope you throw bones to fans of your previous work whether it might be Easter eggs, costumes, or mechanics.
Metroidvania with Valkyrie Profile combat
.Metroidvania with Valkyrie Profile 2 combat
Metroidvanias must be pretty popular now huh?
Why IndieGoGo rather than Kickstarter?
I don't understand. How was Skullgirls fanservice if it was your first game? I would think you would have to have an established fanbase in order give service to your fans? Were you talking about when y'all were letting fans vote and create characters?
While it not being a focus this time around, I do hope you throw bones to fans of your previous work whether it might be Easter eggs, costumes, or mechanics.
Project X Zone also works for your second type.There are two types of fanservice:
The normal kind that gives what the fans want like kick ass team ups in Project X Zone (or most cross over games done right)
And theres the other kind which involves heavy....er, sexual appeal to the point where its too obvious usually. Big TnA, panty shots etc, etc. ( there can be fan service for females to enjoy also mind you). Usually pervy Otaku stuff.
First, we'll be doing a Fixed Funding campaign, since we can't actually get the money we need if we did a Flexible Funding campaign.
That seems to be the thing that puts most people off about IGG - that they Flexible campaigns amount is open-ended and they get charged right away.
Anyway, for us it's...
- They take 7% instead of 10%, which is significant on larger campaigns
- They start paying as soon as you hit your goal, which means we can start working sooner: KS pays around 6 weeks after the end of the campaign, which means you could be waiting 10 weeks before you see a dime
- Because we were their most successful gaming campaign in the past, we'll get a lot of PR and campaign support from them that we'd never get on KS
There are two types of fanservice.
At the end of any KS campaign, the money leaves my account within a few days (if not within a day) after the campaign ends. Does it then sit in Amazon/KS's coffer for weeks before the campaign organizer gets their cut? I would have thought the transfer, after Amazon/KS take their cut, would have been within days O_O
Dont care I don't play games with only short skirts on the characters. That's why I stopped playing Madden
Dont care I don't play games with only short skirts on the characters.
We should really rename Metroidvanias since neither of those games exist in a modern context.
I guess we could call them "Indie games", as that label no longer exists outside of that genre.
Or how about "The good 2d platformers?" :V
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That 2 year wait though...
Does your character move in battle? Does battle occur on a separate "scene" than the map?
We should really rename Metroidvanias since neither of those games exist in a modern context.
I guess we could call them "Indie games", as that label no longer exists outside of that genre.
Or how about "The good 2d platformers?" :V
Quick questions:
1) What are your Metroidvania inspirations for this game?
2) Have you looked at Bloodstained's Kickstarter when determining stretch goals and features? If not, will you consider it? Bloodstained has an amazing array of modes that are perfect for combat-focused Metroidvanias. But I understand that budget will be a much bigger concern for you than for Bloodstained.
Edit: Ah, the combat is RPG-based, then. That makes some of Bloodstained's extra modes a bit irrelevant.
1) Super Metroid would be the biggest inspiration, I think. We'll see how it goes, but Mike would like to make sure there's a lot more exploration and discovery than you see in many modern "Metroidvania" games.
He'd also like the areas to be interconnected and possibly have some potential for sequence breaking.
2) As you noted in your edit, there isn't a lot of room for all these modes in a game with RPG combat like this.
I can't really get into it now, but we do have some plans for content variations that will require you to really know the game's mechanics and all of your party members' abilities to succeed, though.
We also don't want stretch goals to balloon the size of the core game too much, otherwise it'll be impossible to stick to our estimated schedule. So I think you'll likely see some of the content be stretch goals for post release update(s).