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

Update today with the Indivisible Main theme!

https://www.youtube.com/watch?v=uErMM_MBm68

I really like it, specially the vocals.
Reminds me a little of Nier

To me, it mostly sounds like Seiken Densetsu 3 but with more percussion and slightly higher synth quality. :p I always wish that there was a bigger budget for the music to be recorded with live instrumentation but being a musician myself (and hence biased), I know how expensive that can be.
 
Seriously getting this game JUST for the drifter and shovel knight. Would love a vita version later. Maybe the dev will see this post and let us know if the vita is too underpowered.
 
Seriously getting this game JUST for the drifter and shovel knight. Would love a vita version later. Maybe the dev will see this post and let us know if the vita is too underpowered.

Vita is too underpowered, sorry.

Skullgirls on Vita was a year late because the port was a nightmare, and we had to switch it to 2D backgrounds to get it to maintain a steady framerate.

The main issue is that while on paper the Vita looks very similar to the PS3, with separate main RAM and VRAM, the bus connecting them is incredibly slow on the Vita. And Skullgirls on the PS3 is all about rapidly shuffling tons of animation data between the two. Like, mimicking the PS3 memory setup on Vita got us ~20 FPS instead of 60 on the PS3.

So we had to reduce the size of the sprites significantly so they could all fit into the VRAM.

Indivisible has about the same amount of character animation data in memory at any given time, and the environments are much more complicated and can't be made 2D.
 
We're in discussion with 505 about a Switch release, and will announce if anything happens on that front.
latest


Whatever the outcome, still better than straight"no".
Thanks !
 
Vita is too underpowered, sorry.

Skullgirls on Vita was a year late because the port was a nightmare, and we had to switch it to 2D backgrounds to get it to maintain a steady framerate.

The main issue is that while on paper the Vita looks very similar to the PS3, with separate main RAM and VRAM, the bus connecting them is incredibly slow on the Vita. And Skullgirls on the PS3 is all about rapidly shuffling tons of animation data between the two. Like, mimicking the PS3 memory setup on Vita got us ~20 FPS instead of 60 on the PS3.

So we had to reduce the size of the sprites significantly so they could all fit into the VRAM.

Indivisible has about the same amount of character animation data in memory at any given time, and the environments are much more complicated and can't be made 2D.
Thank you for the detailed answer. Really appreciate the outspokenness.


Please consider being one of the few devs to implement control remapping for remote play. Hyper light drifter, for example, isn't nearly impossible to play via remote play because you can't remap the triggers.
 
I'd like to do it on there, but they're a little gunshy on new platforms. Especially after Adr1ft.

There's also concerns on our end about the system not having enough RAM. While we're not particularly CPU/GPU-intensive, 2D animation is very RAM-intensive and we're trying to not have any load times when moving between regions.

Since the Switch is card/ROM based, it would probabaly make more sense to stream the data from storage instead of trying to off-load it to RAM. The bus looks like it could handle it, too.
 
I like the new design. Hands on hips plus not holding the cannon like a grunt really makes her look commanding.

Edit:
Wow. Way behind. Need to refresh before commenting
 
The main theme is glorious. I'm going to have to listen to more of Kikuta's works, until now I've only heard the transcribed Symphonic Fantasies version of Secret of Mana's theme (which was amazing). I'm glad that he has obviously given Indivisible the attention it deserves.
 
Vita is too underpowered, sorry.

Skullgirls on Vita was a year late because the port was a nightmare, and we had to switch it to 2D backgrounds to get it to maintain a steady framerate.

The main issue is that while on paper the Vita looks very similar to the PS3, with separate main RAM and VRAM, the bus connecting them is incredibly slow on the Vita. And Skullgirls on the PS3 is all about rapidly shuffling tons of animation data between the two. Like, mimicking the PS3 memory setup on Vita got us ~20 FPS instead of 60 on the PS3.

So we had to reduce the size of the sprites significantly so they could all fit into the VRAM.

Indivisible has about the same amount of character animation data in memory at any given time, and the environments are much more complicated and can't be made 2D.
Always a pleasure reading these behind-the-scenes tribulations. Thanks for sharing.
 
awesome music! Kikuta didn't make a lot of good thing after seiken densetsu 3, but i have the feeling this one will be his big comeback in term of quality!

Yeah, we were particularly excited to get him in part because he hasn't done a full RPG soundtrack in a long time. Sorta like Yamane hadn't really done much new in a while when we signed her for Skullgirls.
 
Honestly stunned it's so close. Was hopeful but not optimistic on ever getting it after we cleared the stretch goal for the OP but now it seems like it's a matter of time.
 
I'm 50/50 on Baozhai's changes. The dragon cannon was just a lot cooler looking than twin normal cannons, though if it really would've been a pain to animate then that can't be helped. I also liked the harpoon with the rope tied around her waist. It gave her a sense that she was utterly fearless because she was literally going to tie herself to the enemy she harpooned, but again, doesn't make much sense if she's going to be all about cannons now.

Phoebe is fine. Her design was already great and this is just fleshed out and a bit less cartoony, which is perfectly fine.
 
New update today reveals Baozhai and Phoebe's final character designs!

https://labzerogames.com/indivisible-2-27-2017-update-new-model-sheets/

C5uCQK_VAAEJ9Xg.jpg

Original Baozhai was far and beyond better but I guess they were having serious animations issues if they went for something far more basic. I don't understand why they couldn't keep her hairstyle and badass shoulder pads though, with that eye-patch... I like that more mature look see had because it screamed I'm a veteran badass.

Now she looks like a early 20's, wannabe hipster asian doing cosplay, I mean seriously if you don't zoom in the eye-patch looks like a strained of her hair has been dyed red, it's just looks lame.
 
Sorry for the double post, but I just updated the funding total and we're less than $5000 away from the Full VO stretch goal!
This makes me very happy. I was worried that as a post goal stretch it might not get met. Never so glad to be so wrong. You mentioned wanting fairly unknown actors that represent the areas the characters are based on, is that still correct?
 
Original Baozhai was far and beyond better but I guess they were having serious animations issues if they went for something far more basic. I don't understand why they couldn't keep her hairstyle and badass shoulder pads though, with that eye-patch... I like that more mature look see had because it screamed I'm a veteran badass.

Now she looks like a early 20's, wannabe hipster asian doing cosplay, I mean seriously if you don't zoom in the eye-patch looks like a strained of her hair has been dyed red, it's just looks lame.

I totally thought it was her hair until you mentioned it
 
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