You don't need an IGG account. Just an email and PaypalThis is pretty much where I'm at. If this was on Kickstarter I'd have backed immediately, but I don't feel particularly inclined to start up an account with another service. Might keep an eye on this and see if they need the money down the line, otherwise I'll be happy to wait until post release to buy it.
This is pretty much where I'm at. If this was on Kickstarter I'd have backed immediately, but I don't feel particularly inclined to start up an account with another service. Might keep an eye on this and see if they need the money down the line, otherwise I'll be happy to wait until post release to buy it.
Well, play the prototype in the meantime!
This is pretty much where I'm at. If this was on Kickstarter I'd have backed immediately, but I don't feel particularly inclined to start up an account with another service. Might keep an eye on this and see if they need the money down the line, otherwise I'll be happy to wait until post release to buy it.
Check the page. It's a "fixed funding" campaign. Which essentially means it's just like a Kickstarter.
No, that's not true for Fixed Funding campaigns - Flexible Funding campaigns are the campaigns that keep the money if you don't hit the goal.
They do charge you right away, but you will be refunded if we don't hit the goal.
We can't do anything without the full amount, so there's no point in holding onto it.
My exact feelings as well. Also not too much of a fan of paying up front.
I do hope you guys succeed, and I may still back it in the future.
I'll buy the game regardless as it does seem like my type of game.
Isn't that Hyper Light Drifter in your avatar?
Ah I see, I wasn't aware that they'd added that option.
No giving anyone my money for 2+ years on the hope that a game could be good.
Yes, about 2% less, all told.
They may have publisher support, but it's dependent on the IGG success. if the IGG isn't funded, the game isn't getting madeWow, this a big goal. If this was on KS I would consider pitching in after awhile but I think I will wait this out. Especially when you are trying to set a record for the platform and you already have a publisher.
Game looks great!
Wow, this a big goal. If this was on KS I would consider pitching in after awhile but I think I will wait this out. Especially when you are trying to set a record for the platform and you already have a publisher.
Game looks great!
Wow, this a big goal. If this was on KS I would consider pitching in after awhile but I think I will wait this out. Especially when you are trying to set a record for the platform and you already have a publisher.
Game looks great!
Unlikely.
The game will retail for $30, and you get the digital OST on top of that.
And I think it's a pretty meaty game for $30.
For a fully animated single character, it took around 200-300,000 dollars per Skullgirls character, and 150,000 for that DLC character Squigly:
http://www.giantbomb.com/articles/the-little-fighting-game-that-could/1100-4587/
Looks very interesting. Indiegogo and a lack of a Wii U version makes me hesitant to back it for some reason though. I'll see how the campaign goes though, I have a track record of flip flopping when it comes to backing kickstarters/crowd funding campaigns.
Man, you are getting a framed Giclee print. You done good, soldier.In for $250! Wish I could go above but that's my limit financially ;-;
To make up for that I'll try my hardest to spread the word![]()
OP should quote the post below in his opening to clear this misunderstanding up from the start.Hmm, so $30,000 more. To be honest, I think the difference in familiarity most people have between KS and IG may cost more then that. Looking at it closely it's surprisingly easy to back (not having to create an account to back is a great touch), but I worry about how many people will actually get to the point where they find that out.
BTW, any reason there's not a gog.com option?
You don't need to make an account. I was wary at first as well, until I realized literally all I had to do was type in my email and type in my password to pay with paypal.
Wow, this a big goal. If this was on KS I would consider pitching in after awhile but I think I will wait this out. Especially when you are trying to set a record for the platform and you already have a publisher.
Game looks great!
Did you check out the prototype?This has to be one of my least favourite battle systems, so I dunno if I'll ever play this game.
But I'm still backing this as a thank you to lab zero for the incredible work they did with SKULLGIRLS. Good luck to you guys.
What about a Visa Gift Card? As a college student, that's what I used before I got a credit cardGame looks great. I really want this to be funded and happened since I loved Skullgirls animation but lacking in skill to properly appreciate it. Indivisible with its RPG style of gameplay is really right up in my alley, but alas being poor student I can't afford any credit card
I leave the rest to the gaming community
Gonna back at the Plushie friend tier, was super happy with the skullgirls crowdfundand the prototype was great!
Game looks great. I really want this to be funded and happened since I loved Skullgirls animation but lacking in skill to properly appreciate it. Indivisible with its RPG style of gameplay is really right up in my alley, but alas being poor student I can't afford any credit card
I leave the rest to the gaming community.
Damn, this makes me wonder how much a character from GG: Xrd would cost.
Characters also needed to fake or exaggerate perspective in ways changing the camera's field of view couldn't achieve so this was done through allowing bone scaling on all three axes. UE3's animation system can't do that out of the box, they had to code it themselves and cite it as a great advantage to having access to the source code. And once they had that in, that meant they'd also opened the door to all kinds of muscle motions, cartoony squash'n'stretch animations and deformations. A big punch will get a big fist and so on. Bone scaling is now a feature in UE4 and they like to think it's because of Xrd.
Don't have that either. Plus, my money is in red from buying expensive digital audio player.What about a Visa Gift Card? As a college student, that's what I used before I got a credit card
If you want to learn more about Xrd's development:
http://www.polycount.com/forum/showthread.php?p=2099538#post2099538
http://www.polycount.com/forum/showpost.php?p=2107579&postcount=229
Xrd didn't just have amazing animation, they had incredible coders that invented techniques that Unreal Engine 3 didn't even support. It probably cost quite a lot more than Skullgirls ever did, even though it's 3D.
Don't forget that Xrd was made with every single individual frame in mind. This meant that they move parts of the face and body around for every single frame to make it look more 2D. The more frames they have to do that with, the more work is on them.
The frame-by-frame 'correction' to make it look more 2D can be seen here:
Each character had 400-600 bones and 170 of them were just for the face so they could move things around.
Not a big fan of the 2D sprites on 3D environment thing. And here it looks pretty jarring. But it's 2 years away so I'll hold final judgement for later.
Art director here - the temple interior is definitely not quite where we wanted it to be, visually. The backgrounds in Skullgirls were based off of single illustrations that we basically broke up into layers to give it a 3D look, which made it match the illustrative look of the characters. For Indivisible, though, we were building from modular pieces for the first time, which definitely made it look more 3D in comparison. It's something we're working on and figuring out, for sure.
Wait, what? What kind of logic is that? You're not going to bother because of how big the goal is? If you want the game to happen, then you should give them money.
And if you actually bothered to read the IGG pitch, they straight up say that Indivisible won't happen if they don't get the 1.5mil. 505 is only promising 2 million and they need 3.5 to make the game.
If they only make $800k, then you get refunded and the devs get $0.You mean to tell me that if they manage like 800k a deal won't be cut to release the game anyway? I honestly don't believe that, We have seen other same the same and the game gets funded anyway. Sorry.
Well shit. Saying it was magic looks like an understatement in Xrd case.
That takes care of the outlines, which occur on edges, but not inner lines. Just drawing them into the texture would show texel jaggies or blurry areas, so instead they used a trick they called "Motomura lines" (Motomura being the lead modeler and tech artist): all the lines are drawn strictly axis-aligned in textures, and instead you use the texture coordinates to control direction and thickness, including the start and end of lines. That way they stay sharp no matter the distance, but you'll even benefit from the texture filtering. Outlines are drawn in the alpha channel of the lighting control texture.
If they only make $800k, then you get refunded and the devs get $0.
Ah, thought you were saying it was a flexible findings thing where they'd keep the moneyIs it really so hard to understand how a person don't like to be charged right away and depends on a refund later? People don't preorder even $5 because of this.
Not a big fan of the 2D sprites on 3D environment thing. And here it looks pretty jarring. But it's 2 years away so I'll hold final judgement for later.
So when is the combat realtime, and when does it take place in a separate VP-inspired phase? The trailer pretty clearly shows both.
I am going to play this prototype so many times >.>
So when is the combat realtime, and when does it take place in a separate VP-inspired phase? The trailer pretty clearly shows both.