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

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.

I see! Sounds great, looking forward to seeing this game grow! Can't wait to see the different characters and settings you guys come up with.

Also, would you guys benefit from more Skullgirls sales at this point? I haven't gotten it yet on PS4, been thinking about it :o
 
I see! Sounds great, looking forward to seeing this game grow! Can't wait to see the different characters and settings you guys come up with.

Also, would you guys benefit from more Skullgirls sales at this point? I haven't gotten it yet on PS4, been thinking about it :o

We've got some cool characters already, three of which will be in the prototype. We'll start revealing those on the dev blog when that goes up.

And, yes, we always benefit from SG sales, thanks to our royalty. Maybe save it from Indiv, instead? We get all of that instead of a small percentage, and you gotta want that plush tapir. ;D
 
Will you guys be looking for clean-up and animation contractors again in the near future? Because I would be interested.
 
Like Super metroid?
2638302-best_animated_images_car_jump_in.gif

loool, I could not have said it better myself.
 
Will you guys be looking for clean-up and animation contractors again in the near future? Because I would be interested.

If we're funded, I think we'll begin by tapping our existing art contractors. If we still need more, then we'll likely create a test and make a cattle call on Twitter.

So I'd say follow @LabZeroGames, because that's where it would show up first.
 
If we're funded, I think we'll begin by tapping our existing art contractors. If we still need more, then we'll likely create a test and make a cattle call on Twitter.

So I'd say follow @LabZeroGames, because that's where it would show up first.
I see. I'll keep a lookout.
 
If we're funded, I think we'll begin by tapping our existing art contractors. If we still need more, then we'll likely create a test and make a cattle call on Twitter.

So I'd say follow @LabZeroGames, because that's where it would show up first.

I'll watch that as well. I applied for Skullgirls a few years ago and din't get it, but have had a few animation gigs since then and have hopefully boosted my skills. :)
 
If it's anything like the quality of Skullgirls then you have my support for sure.

PS. Make Valentine a secret hidden playable character :)
 
Hell, Skullgirls got an arcade release in japan, if I recall correctly.

What I'd give for one of those cabs.

Not officially, no. There were plans but after the loc tests it went silent. Guess they had their plate too full with the new characters, updates, and the PS4 and PSV release.
 
I'm getting a 403 Forbidden for the famitsu link.
It's for detecting people who click a Famitsu link for the first time in their lives.

(Famitsu disallows direct links to its articles for whatever reason. Copy/past the link, or highlight the location bar and press enter, or install an addon that disables referrers.)
 
Not officially, no. There were plans but after the loc tests it went silent. Guess they had their plate too full with the new characters, updates, and the PS4 and PSV release.

We're not making the arcade port, M2 is.

They're also very small and it keeps getting delayed for other paid projects.
 
I'm hoping we have stretch goals to porting the game to other platforms like Bloodstained and Mighty No 9.

We're still deciding if we want to do that.

The main concerns are, like... will the Wii U still be a thing in 2 years?

Same thing with Vita, and there are concerns that the system can't handle it without major restructuing of the game.

Similar to how Oddworld New n' Tasty had to completely restructure their game for some other platforms, basically. And it's still not out because of that, more than a year later.


wow that looks really good.

Is everything you've shown just a taste of whenever you are going to launch the funding campaign? I'm just waiting for the moment when I'll be able to back this thing, yet I keep being teased with excellent and promising stuff.

Campaign will launch in September - we're still finishing up the playable prototype we'll be distributing to drive the campaign.

Everything we're trickling out is just to maintain interest, more or less. We'll have more substantial updates once the dev blog goes live on the 505 teaser site.
 
I would vote against hamstringing yourself against weaker hardware. Work freely without any memory constraints or second-guessing yourself on whether weak hardware can handle what you want to create. Just to eliminate the headache ahead of time since there's years of work to go.

Wii U is likely getting replaced by NX soon on top of all that and the platform will be obsolete. Not an enviable position.
 
This game looks great already! I love the Ghibli influence. Kudos for building up a good prototype/pitch before grabbing the crowdfunding reins.
 
I would vote against hamstringing yourself against weaker hardware. Work freely without any memory constraints or second-guessing yourself on whether weak hardware can handle what you want to create. Just to eliminate the headache ahead of time since there's years of work to go.

Wii U is likely getting replaced by NX soon on top of all that and the platform will be obsolete. Not an enviable position.

Yeah, it's a tough position.

We obviously want to support Nintendo, etc. but right now just doesn't seem like a good time to commit to something.

The main concern, though, is not wanting to take on a TON of additional work to make other platforms happen, though.


This game looks great already! I love the Ghibli influence. Kudos for building up a good prototype/pitch before grabbing the crowdfunding reins.

The "real" environment in the first bit of that video is still really early, too.
 
We're still deciding if we want to do that.

The main concerns are, like... will the Wii U still be a thing in 2 years?

Same thing with Vita, and there are concerns that the system can't handle it without major restructuing of the game.

Similar to how Oddworld New n' Tasty had to completely restructure their game for some other platforms, basically. And it's still not out because of that, more than a year later.

Nobody wants that to happen to Indivisible, that's for sure. But I hope before ruling out Vita, you are able to come to an accurate conclusion about the limitations of the hardware.

Wii U is one thing, because it's definitely being replaced. But the Vita most likely is not. I could see the Vita maintaining its portable IndieBox clientele for as long as there is no alternative.

Unless Nintendo's NX handheld outclasses the Vita, the Vita will endure as long as it's supported by independent developers and Kickstarter games.
 
Yeah, it's a tough position.

We obviously want to support Nintendo, etc. but right now just doesn't seem like a good time to commit to something.

The main concern, though, is not wanting to take on a TON of additional work to make other platforms happen, though.

I think one thing to do is, if you have to make a comment on it now, say you intend or would love to bring it to a Nintendo platform but can't commit to Wii U or NX depending on what NX is and when it is planned for release.

Getting the game on Wii U might be difficult considering the levels of the other platforms it could go on, so you would have to scale down or have someone else do it. At the same time, I'd keep an eye out on your side for NX rumblings and see if you could get in when you can. Doesn't make for a good position to be in, especially if crowdfunding is involved. Hope for the best!
 
I like what I'm reading and I love the main char's design already.

Also, Lab Zero earned my admiration with Skullgirls. Let's do this.
 
But I hope before ruling out Vita, you are able to come to an accurate conclusion about the limitations of the hardware.

We're porting Skullgirls to Vita now, so I think we have an accurate view of the hardware.

It was supposed to be simultaneous, but the system is a bit weird to work with. And the Vita's shader power is not a good fit with how we composite our animations together. This is likely less of an issue for Indivisible, since an RPG doesn't need to run at 60 FPS like a fighter needs to.

But memory is likely a concern, too.
 
This game has my interest. I'll be picking up the Mac version (or, preferably, WiiU if developed for the platform).
 
This game has my interest. I'll be picking up the Mac version (or, preferably, WiiU if developed for the platform).

Wii U seems highly unlikely, at this point.

As I explained before, the memory limitation on the Vita and Wii U are a major concern to us.

Like what happened to Oddworld New n' Tasty, we don't want to have to get into a situation where we need to effectively redesign large portions of the game to accomodate the memory limitations of those platforms.
 
Thanks for bumping this thread didn't know or completely spacing that this game existed. Thank you very much you guys gonna keep an eye on this now.
 
Here's a look at one of the concept pieces that inspired the level that will be in the Indivisible playable prototype.

tumblr_nsout5OjWv1uzx2jzo1_1280.jpg


It's by Willy Hwang, the guy that did most of Skullgirls' environments.
 
Top Bottom