Indivisible: Valkyrie Profile/Metroid, Indiegogo, PC/Mac/Linux/PS4/XB1 -- funded!

Haha, I was like... why was this bumped!?

Anyway, we're still looking for an office - balancing the needs of everyone with budget, location, etc. is really difficult. And parking here is really expensive, in particular.

In the meantime, we're starting up a style bible to guide future art, and are working on some new animations for Ajna to round out her basics.
 
Haha, I was like... why was this bumped!?

Anyway, we're still looking for an office - balancing the needs of everyone with budget, location, etc. is really difficult. And parking here is really expensive, in particular.

In the meantime, we're starting up a style bible to guide future art, and are working on some new animations for Ajna to round out her basics.

Parking is srsly the biggest enemy of gamedev.
 
Haha, I was like... why was this bumped!?

Anyway, we're still looking for an office - balancing the needs of everyone with budget, location, etc. is really difficult. And parking here is really expensive, in particular.

In the meantime, we're starting up a style bible to guide future art, and are working on some new animations for Ajna to round out her basics.
What state are you out of?
 
Haha, I was like... why was this bumped!?

Anyway, we're still looking for an office - balancing the needs of everyone with budget, location, etc. is really difficult. And parking here is really expensive, in particular.

In the meantime, we're starting up a style bible to guide future art, and are working on some new animations for Ajna to round out her basics.

Do you need to be based in Los Angeles?
 
Once you get settled and started, remember to poke your devs with a stick and tell them to make sure their work is easy to localize, lol.
 
I have no idea what this is about? Haha.

I was just in work mode and I saw mention of offices. D=

But on that note, localizability is a big deal! If you can get that stuff down while creating the game, you can make it easier and cheaper to localize your game into another language down the line. That's assuming if you want to bring the game to other markets eventually.

I don't know, but he appears to be a mod, so you'll probably have to do whatever he says.

Yes! Listen to me! >=D
 
But on that note, localizability is a big deal! If you can get that stuff down while creating the game, you can make it easier and cheaper to localize your game into another language down the line. That's assuming if you want to bring the game to other markets eventually.

Yeah, I don't think we have a problem here. Our stuff is pretty straightforward.

Thought you might be referencing some other game that announced localization delays, or something.

I've heard horror stories, though, about Level 5 in particular. They won't standardize their dialog formatting because they believe it will somehow constrain the creativity of their designers, which... playing some of their RPGs, I'm not sure how much more constrained it could get? :X

Every town had a different designer, who had a different personal format for the dialog. Which made it absolute hell on the localization team and super error / bug-prone.


Bet he wants localization to get done faster than with skull girls.

Skullgirls updates came out in English, French, Italian, German, Spanish, Japanese and Brazilian Portuguese simultaneously. Not sure how much faster we can get than that, without releasing it in English last, haha.

The Japanese PS4/Vita release of Skullgirls is later because it was through another studio, the deal wasn't signed until it was already out here, they had to hire VAs, record, etc.
 
Well since this thread has been bumped anyway I might as well say something that I wanted to say but missed the timing.

Wild Arms 2 OPs > Wild Arms 1 OP.

Also sometimes I'll just go to the Indivisible Indiegogo page and smile. I'm really happy that this game gets to be me made.
 
Yeah, I don't think we have a problem here. Our stuff is pretty straightforward.

Thought you might be referencing some other game that announced localization delays, or something.

I've heard horror stories, though, about Level 5 in particular. They won't standardize their dialog formatting because they believe it will somehow constrain the creativity of their designers, which... playing some of their RPGs, I'm not sure how much more constrained it could get? :X

Every town had a different designer, who had a different personal format for the dialog. Which made it absolute hell on the localization team and super error / bug-prone.

Nah. It was in my head that this would have more text and all that stuff than Skullgirls and I was at work so BLAM it came out as brain vomit.

L5 did that? ..... I think my brain just melted.
 
This thread might just replace the Berserk OT as the thread where my heart skips a heat every time I see it bumped lol. In all seriousness, hope you guys take as long as you need to suss out something stable so you don't have to worry about these trivialities over the coming years.
 
sangmu_by_rtil-d9oio1o.gif


Source


@Ravidrath: What are your plans for the world map? Is the entire world/planet going to be one interconnected world like the entire planet of Zebes was interconnected in Super Metroid or would it be more like say Order of Ecclesia where you have a standard world map with different locales you can quick travel to but each other was a fully explorable locale. That is to say if, hypothetically, the prototype level were to be in the final game, could you travel from there to any other place in the game by foot or warp or would you eventually leave the place to go to a world map screen?
 
@Ravidrath: What are your plans for the world map? Is the entire world/planet going to be one interconnected world like the entire planet of Zebes was interconnected in Super Metroid or would it be more like say Order of Ecclesia where you have a standard world map with different locales you can quick travel to but each other was a fully explorable locale. That is to say if, hypothetically, the prototype level were to be in the final game, could you travel from there to any other place in the game by foot or warp or would you eventually leave the place to go to a world map screen?

That Sangmu animation is so damn good.


As for the world, we have a rough plan.

Right now the plan is that the initial areas will be connected ala Metroid, and at the start of the second arc you'll go to a port town.

From the port town, you'll be able to take a boat to a number of regions, and you can play through them in any order you choose.

We don't want these areas to be easy if you do them in a certain order, so the first time you enter one of these freely-selectable regions it'll set the enemy strength for that region and lock it there. So it'll be one-time scaling so you can play these regions in whichever order you want and still have a decent challenge, and they'll still be at that strength when you backtrack there.

Once you complete one of those regions, you'll be able to access an underground cave network that connects all regions, allowing you to return to previous regions Metroid-style, find secrets, etc. And once you make it back to one of them, it'll unlock fast travel there.

Again, this is all super rough and could very well change, but that's our current plan to balance story, exploration, convenience, and difficulty.
 
I've heard horror stories, though, about Level 5 in particular. They won't standardize their dialog formatting because they believe it will somehow constrain the creativity of their designers, which... playing some of their RPGs, I'm not sure how much more constrained it could get? :X

incarnations fired
 
That Sangmu animation is so damn good.


As for the world, we have a rough plan.

Right now the plan is that the initial areas will be connected ala Metroid, and at the start of the second arc you'll go to a port town.

From the port town, you'll be able to take a boat to a number of regions, and you can play through them in any order you choose.

We don't want these areas to be easy if you do them in a certain order, so the first time you enter one of these freely-selectable regions it'll set the enemy strength for that region and lock it there. So it'll be one-time scaling so you can play these regions in whichever order you want and still have a decent challenge, and they'll still be at that strength when you backtrack there.

Once you complete one of those regions, you'll be able to access an underground cave network that connects all regions, allowing you to return to previous regions Metroid-style, find secrets, etc. And once you make it back to one of them, it'll unlock fast travel there.

Again, this is all super rough and could very well change, but that's our current plan to balance story, exploration, convenience, and difficulty.

Ok thanks for the elaboration. Your take on level scaling seems super interesting. A lot of games that let you choose which region of a game you want to take on next often can't afford to mess around with the difficulty because they can't know what order you'll tackle them. You solution seems like a good way to offer some freedom of choice AND maintain some actual challenge. If that all pans out that would be super sweet <3
 
incarnations fired

Snark aside, I've never seen anything in a Level 5 quest that seemed like it needed special functionality.

They've always been pretty standard "go talk to this guy" or "bring them these items," etc.

If every town had some kind of super unique gimmick or whatever, that'd make some sense. But it still wouldn't make sense not to systemitize and standardize dialog formatting.
 
Oh my God, that's amazing, especially the T2 thumbs up. Sangmu has to be playable as far as I'm concerned. I can't believe she was revealed so late in the process and she still managed to end up being one of my favorites.

Holy crap I had missed the thumbs up! That is so rad!!!!
 
I know there's no answer you can give but why would they back pedal this way?

They're just being careful while they sort out some scheduling stuff, I guess?

Japanese companies aren't flexible, and tend to want everything tightly locked down before they'll announce anything. Even when it's not really going to affect anything in the end.
 
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