Lab Zero (Skullgirls) announce Indivisible "Metroidvania” w/ Valkyrie Profile combat"

For the new page since
Im a narcissist
it was posted late in the last page

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That's really impressive, Raging Spaniard.

EDIT: I'd love a higher resolution one if you got one :)

Thanks! Unfortunately I dont give out hires versions of my work, its not the safest thing to do in the internet (plus with somebody elses IP it gets doubly tricky)
 
is your animation team significantly similar to the skullgirls team?

It's the same team - the internal staff is the same right now, and we're drawing on the same contractor pool.

If the game is funded, we'll be hiring some of our contractors full-time and moving them in-house.
 
Haven't played Skullgirls but based on the elevator pitch of this and what I perceive to be quality of work in Skullgirls, I'm thinking I'll back.

I love VP1 (and VP2 for that matter, but that's another story).
 
Animation looks really good. I like the determination in her face as well - I can't wait to see more.

And more you shall see!

We have an announcement next week, and so we're going to trickle stuff out on our social media channels leading up to that.

We'll have a dev blog for more updates shortly after that announcement, too!
 
I really, really hope the campaign has a Vita goal. My Vita howls for this. She must be satiated. I fear her hunger.

I love the idle animation. It's something special when something as simple as an idle animation gets you amped.
 
I really, really hope the campaign has a Vita goal. My Vita howls for this. She must be satiated. I fear her hunger.

I love the idle animation. It's something special when something as simple as an idle animation gets you amped.

We may add Vita as a stretch goal, but right now we're of the mind that the Vita can't handle this game.

Skullgirls port to Vita was harder than anticipated, and we expect this game to be more demanding than Skullgirls is. And we could get into a messy situation where we need to divide up all the environments, etc. like Oddworld had to in order to fit into memory.

But this game also doesn't need to run at 60 in order to be good, so... maybe it'll balance out?
 
It seems odd to me that her left shoulder is toward the screen in her idle stance. It means that she's constantly turning her head hard to the left (of right). Even more so when she crouches and puts her left hand down to stabilize while still looking toward the same side.
 
We may add Vita as a stretch goal, but right now we're of the mind that the Vita can't handle this game.

Skullgirls port to Vita was harder than anticipated, and we expect this game to be more demanding than Skullgirls is. And we could get into a messy situation where we need to divide up all the environments, etc. like Oddworld had to in order to fit into memory.

But this game also doesn't need to run at 60 in order to be good, so... maybe it'll balance out?

If you can do it without compromising the game, I really hope it graces the handheld. There's nothing wrong with a 30fps Metroidvania, obviously. Is 60fps being impossible the only real expected hang up?

60fps on consoles and 30fps on Vita would be fine with me. I would pledge a lot to back that.

But I'll also be pledging anyway.
 
but it will, right?

riiiiiiggghhhttttt? :3

PS4 / Xbox One / PC versions will be, for sure.

If you can do it without compromising the game, I really hope it graces the handheld.

Yeah, we'd be OK with that, but there are other concerns, like memory. While there won't be as much character animation in memory, the environments are going to be much bigger and we want them to have minimal loading.

So right now my biggest concern would be that we'd build these big environments and then we'd have to manually break them up for Vita, etc.

Will you guys shown animation of different character later?

Yeah, once the dev blog starts up, we'll start showing some monsters, revealing other characters, etc.
 
Physical copies for all platforms!

I liked the blog post. Very clear, concise, makes it obvious what the funding situation is.
 
What about the funding? Are you using your experience with Skullgirls to try to have an easier time? I've read that, even with crowdfunding, you guys had to really work your asses off to make the DLCs happen. You should try for some smooth sailing this time, don't overwork yourselves too much. >_<
 
Physical copies for all platforms!

I liked the blog post. Very clear, concise, makes it obvious what the funding situation is.

Thanks! It can sometimes be hard to clearly communicate that sort of business nitty-gritty to the public, so glad that it was easy to follow.

What about the funding? Are you using your experience with Skullgirls to try to have an easier time? I've read that, even with crowdfunding, you guys had to really work your asses off to make the DLCs happen. You should try for some smooth sailing this time, don't overwork yourselves too much. >_<

This will be a much more realistic and tenable funding situation - that's one of the main reasons we went with a publishing partner instead of trying to crowdfund this ourselves.

Having 505 will also mean that they can do a lot of the publishing support so that Lab Zero can focus more on delivering the game.
 
This will be a much more realistic and tenable funding situation - that's one of the main reasons we went with a publishing partner instead of trying to crowdfund this ourselves.

Having 505 will also mean that they can do a lot of the publishing support so that Lab Zero can focus more on delivering the game.

That's great, very excited to see it when the time comes. Best of luck to you guys.
 
We may add Vita as a stretch goal, but right now we're of the mind that the Vita can't handle this game.

Skullgirls port to Vita was harder than anticipated, and we expect this game to be more demanding than Skullgirls is. And we could get into a messy situation where we need to divide up all the environments, etc. like Oddworld had to in order to fit into memory.

But this game also doesn't need to run at 60 in order to be good, so... maybe it'll balance out?

Will totally support this, but I have a somewhat off-topic question, what were the problems you guys faced when porting SG to Vita? And how did you guys come around them?
 
Will totally support this, but I have a somewhat off-topic question, what were the problems you guys faced when porting SG to Vita? And how did you guys come around them?

I would also like to know this.

I don't know how to make games, but I feel like "Vita should be strong enough to play these games hurr durr." It's cool to see this stuff explained so I can keep expectations in check for Vita versions of not only Indivisible, but future projects with Vita goals.

Look at Bloodstained, for example.
 
Will totally support this, but I have a somewhat off-topic question, what were the problems you guys faced when porting SG to Vita? And how did you guys come around them?

We're still working on it.

But the main issue is that the system isn't great with shaders, so the way we composite our character sprites together is pretty taxing on the system.

Memory was an issue before, too. But that mostly became a non-issue when Sony ended Near and unlocked the system memory that was blocked off by those Vita social features.
 
I'm awful at fighting games in general, but I love Skull Girls' artstyle and animation so much and I love Metroidvania. I'll keep an eye on this for sure.
 
Just saw the partnership with 505. Congratulations, you guys. Everything from its conception to the partnership has been music to my ears.
 
SotN was Castlevania taking the Metroid format and adding RPG elements to it like equipment, leveling, etc. If a Metroidvania is meant to refer to the Metroid style Castlevania, then it suggests those elements. If it is just a sidescrolling non-linear connected world without any of those extra elements, then it's... just Metroid.

That is exactly what it is. It was never a statement about adding rpg mechanics to metroid, it was an observation about Castlevania adopting a persistant world instead of levels, where progress was directed by the aquisition of traversal abilities and 'key' abilities, and left to the player to figure out 'the path', which was inherently linear by designers intent, but disguised from being immediately recognized as such by the labyrinth.

It was metroid, but in a castlevania game. Metroidvania.

I dont think anyone ever claimed it was some brilliant well thought out coinage. Most I recall seemed to think the combo was kind of dumb, or unnecessary, because it basically just means metroid world design. But it stuck, as things sometimes do.
 
I imagine it's related to a Japanese publishing partner, and if you look at the mid-tier JP publishers with ties to western indie games, you could probably guess who it might be.
 
I hope there will be different gear/loot that changes the look of the main characters.

I wonder how they will integrate this with the time-consuming animation process, re-animating all animations of a character to add a chestpiece or different weapon, seems troublesome :O
 
I hope there will be different gear/loot that changes the look of the main characters.

I wonder how they will integrate this with the time-consuming animation process, re-animating all animations of a character to add a chestpiece or different weapon, seems troublesome :O

We'll be using palette effects for armor and weapon upgrades - we can't reanimate everything for that.

We may swap out Ajna's weapons, at least, using the attachment method we implemented for Beowulf's chair.
 
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