Very few games with indian (?) settings. The only one I know is that rpg, Unrest.
But if I could throw out a quick personal wishlist as a guaranteed future backer, I would like to see a Boss Rush Mode and Rogue-like mode, as both I feel would be compatible with an RPG-system. But I'm excited either way.
Third question, though more of an addendum to my first one: What indievanias, if any, have been an inspiration? Have you looked at other indievanias and what they've done in terms of level design, or combat (Valdis Story for example is more RPG-based than most)?
Can't wait this, it looks awesome and I'm a huge fan of their artists so count me in. I was incredibly impressed with the Skullgirls campaign, easily one of the most professional and honest ones I've backed to date and the studio has some real class act people.
I really hope you guys do streams for this as those were amazing and for me inspirational. Looking forward to the campaign and I hope one tier has an art book attached to it, I'd pay for a physical art book when this is done.
I know it's weird, petty, whatever, but man, I really hate hearing games described as "Game X you're probably nostalgic for + Game Y that appeals to a specific crowd". It's an instant turnoff, no matter the games involved. I understand the reasoning, but I can't help my negative gut reaction.
Can I lobby for this game to drop the "Metroidvania" pitch and emphasize the "Valkyrie Profile" part instead? Please! Even the mention that the project was born from a request to make "something like Child of Light" sounds better as a first impression pitch!
Sorry if this has been answered, but is the combat going to be Real Time or Turn Based? I've never played VP.
It's great to have a dev actually engaging with the community and clearing up stuff about an upcoming project. With a lot of the uncertainty these days about aspects of crowdfunded projects, it's fantastic to get a clearer understanding of what's going on.
As the #1 hater of the term "Metroidvania" on this forum, I'm happy to hear that this game sounds more like a sidescrolling RPG with a VP inspired combat system, rather than the usual types of "Metroidvania" which generally either meant Shitty Single Player Maple Story Clone or Yet Another Crappy Game By IGA. For pure sidescrolling action games, the only "Metroidvania" games I like are those which really aren't Metroidvanias at all. if they don't have a grindy leveling system or collectathon garbage, they're just Metroid inspired games!
Can I lobby for this game to drop the "Metroidvania" pitch and emphasize the "Valkyrie Profile" part instead? Please! Even the mention that the project was born from a request to make "something like Child of Light" sounds better as a first impression pitch!
The problem with putting VP1 front and center, though, is that almost no one has played it. I mean, even reading this thread, you see how many people don't have any idea what VP1 combat even means or why it's a good fit for a fighting game dev.
Yeah, reading the reactions / confusion about that, I'm wondering how we should recast the basic game description.
Like I said, though, it's just an elevator pitch. And everyone will get to actually play it and decide what it is or isn't before they have to contribute.
The problem with putting VP1 front and center, though, is that almost no one has played it. I mean, even reading this thread, you see how many people don't have any idea what VP1 combat even means or why it's a good fit for a fighting game dev.
Maybe the best thing to do would be to put a combat video up when we have something presentable-ish and maybe just limit it to Ajna and one of the monsters, so the playable prototype isn't completely spoiled.
Have you played Valdis Story?
Yeah some videos of what combat could be sounds like a good idea at this point. Maybe some rewording about touching 'overworld' enemies starts a battle similar to Tales.Maybe the best thing to do would be to put a combat video up when we have something presentable-ish and maybe just limit it to Ajna and one of the monsters, so the playable prototype isn't completely spoiled.
We're still prototyping combat, so all of this could change.
VP1 combat is turn-based, but I think Mike wants to ATB-ify it somewhat.
I don't really know what all of his sources are, but Alex he does a lot of research to support his stuff.
Eliza in Skullgirls, for example, was heavily researched to pack her with as many mythological references as possible and figure out how to represent them and make them gameplay-relevant, too.
The art team also took a trip down to the big LA library to do all sorts of weapon, mythology and monster research to inspire the content that'll be in the Indivisible playable prototype.
Trick of perspective so doesn't count. Just like Peacock is the only playable character in SkullgirlsThe skirt reaches her knees in the first shot though, so it's not that short.
I know it's weird, petty, whatever, but man, I really hate hearing games described as "Game X you're probably nostalgic for + Game Y that appeals to a specific crowd". It's an instant turnoff, no matter the games involved. I understand the reasoning, but I can't help my negative gut reaction.
It remains to be seen how this particular combination will work out, but I will say this:
"Metroidbvania" is a word that I completely tune out these days, thanks to the efforts of indies to run it down into the same meaningless wasteland they're dragged "roguelike" into over the past few years. Maybe it means something significant here, but I won't hold my breath.
Have you considered the possibility instead that there's nothing wrong with people using well-understood shortcuts to explain what their games are, and you're actually just way too negatively invested in something that actually doesn't matter?
Have you considered the possibility instead that there's nothing wrong with people using well-understood shortcuts to explain what their games are, and you're actually just way too negatively invested in something that actually doesn't matter?
Just to make this clear, has any further development on skullgirls characters done for now until this game is funded and done? It's probably been answered before, but couldn't seem to find one. I really like all of the additional characters in skullgirls and just wanted to know. I'm pretty hype for this new project
Yeah, reading the reactions / confusion about that, I'm wondering how we should recast the basic game description.
Where'd y'all get the info that the game's set in India?
Fuck yeahhhhhhhhNot in India exactly, but the game will draw heavily from Southest Asian mythology according to Ravi.
Just to make this clear, has any further development on skullgirls characters done for now until this game is funded and done? It's probably been answered before, but couldn't seem to find one. I really like all of the additional characters in skullgirls and just wanted to know. I'm pretty hype for this new project
I recommend you give Valdis Story a try, its a good "Metroidvania"...j/k it feels like a side scrolling DmC with RPG leveling, it's pretty great.Oh yeah, I totally agree that VP, especially the original VP, is too niche to really be a big communicative selling point. I was just speaking from a personal perspective of how seeing Metroidvania is a bit of a knee jerk reaction turn off, but understanding what the concept is going for suggests it's not going for what people typically throw Metroidvania around for anyway.
Nope.
But, like, if/when more SG happens, it'll be SG2. We're really at the limits of what the PS3 can do for us, memory-wise.
Thanks for being open. I will support LabZero in all their endeavors.We'll see what happens.
Autumn wants to do more SG, they just weren't in a position to fund us yet and so we had to take on something else in the meantime.
But, like, if/when more SG happens, it'll be SG2. We're really at the limits of what the PS3 can do for us, memory-wise.