Indivisible - action/RPG from Lab Zero
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prudislav
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PostPosted: Fri, 3rd Jul 2015 08:23    Post subject: Indivisible - action/RPG from Lab Zero

https://www.indiegogo.com/projects/indivisible-an-rpg-by-lab-zero-and-505-games#/ $1.5m goal

Quote:
Lab Zero Games, creators of the critcally-acclaimed Skullgirls, is thrilled to announce their next project, Indivisible!

Indivisible is a new action/RPG IP, starring Ajna (AHZH-na), a girl who sets out on a globe-spanning journey to discover the truth behind her mysterious powers. On her quest she’ll be joined by a variety of unique heroes and gain new abilities to traverse the environments and defeat the enemies they’ll encounter along the way.

Indivisible is inspired by classics like Valkyrie Profile and Super Metroid, but with the unique characters and gameplay depth Lab Zero is known for. In addition to a fresh spin on action/RPG gameplay, Indivisible features a deep storyline inspired by southeast Asian and other world mythologies, Lab Zero’s trademark feature-quality 2D hand-drawn animation, and a lush soundtrack from legendary Secret of Mana composer Hiroki Kikuta.

The combat will be inspired by Valkyrie Profile's, but we're going to put our own spin on it. Sort of like MvC2 was a starting point for Skullgirls' gameplay, but we took it a lot of different places from there.
I mean, if you think about it in the context of us, the party in VP1 is basically a single customizable fighting game character. So expect combos, lots of ways to build your perfect team, etc.



The crowdfunding and playable prototype will be coming soon, likely in early September.
The actual game will be out around 2 years later.



Last edited by prudislav on Mon, 9th Jul 2018 19:23; edited 6 times in total
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tet666




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PostPosted: Fri, 3rd Jul 2015 10:13    Post subject:
Nice the art and animation in Skull Girls was really great and unique, an action rpg with it sounds fantastic especially with influences from Valkyrie Profile and Super Metroid.
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sabin1981
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PostPosted: Fri, 3rd Jul 2015 15:21    Post subject:
Nice! I'm not super happy with the team and their focus on PS4 right now, not considering publishers abandoned them and it was crowdfunding from PC gamers that kept the company alive, but I absolutely adore Skullgirls so if they can make a Valkyrie Profile esque RPG with the same quality and attention to detail? I'll be all over it Very Happy

Even though Indiegogo was a success for them with Skullgirls, I still really think they'd do better at Kickstarter nowadays. Hasn't KS expanded their reach to support more countries now?
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tet666




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PostPosted: Fri, 3rd Jul 2015 17:03    Post subject:
sabin1981 wrote:
Nice! I'm not super happy with the team and their focus on PS4 right now, not considering publishers abandoned them and it was crowdfunding from PC gamers that kept the company alive, but I absolutely adore Skullgirls so if they can make a Valkyrie Profile esque RPG with the same quality and attention to detail? I'll be all over it Very Happy

Even though Indiegogo was a success for them with Skullgirls, I still really think they'd do better at Kickstarter nowadays. Hasn't KS expanded their reach to support more countries now?


Actually yes it has:
https://www.kickstarter.com/help/faq/creator+questions

Most of the (first world) western countrys are supported by now.
Dunno why they don't want to use it.
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prudislav
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PostPosted: Thu, 13th Aug 2015 10:35    Post subject:

Quote:
New concept piece from the prototype level, showing what the interior may look like


Quote:
Here’s an (obviously very) early look at ‪‎Indivisible‬’s battle system! Green meter is for turns, yellow is for health.
All the gameplay systems are in, at this point, so it's time to finalize the art and UI!

We don't have a transition into battle like most RPGs - when you collide with an enemy, the camera will move in, the music will transition, your characters will pop out, and you'll fight.
When it's over, we zoom out and you're running around again.
So they do more or less take place on the field, we just seamlessly switch between exploration and battle.
We're trying to streamline and be efficient wherever possible.

So, for example, we want the post-battle screen to just be a transparent overlay so gameplay isn't interrupted by it. And right now, the only menu we're planning is the one to change your party. Everything else will be handled... differently.

And we're trying to keep loading to a minimum, too. We're pretty confident that we can get an entire zone, battles and all, to go without pausing to load.



Quote:
The game will take place across the entire world.
Like how Ajna's home is inspired by SE Asia, there will be areas inspired by other regions and cultures.
For example, a region inspired by South America would likely have monsters, etc. drawing from Aztec, Mayan, Incan, etc. religion.
Generally, we're trying to stay away from some European and Japanese mythologies, just because those are already well-represented in games.
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prudislav
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PostPosted: Sat, 3rd Oct 2015 12:11    Post subject:

campaign starts on Monday
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Ankh




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PostPosted: Sat, 3rd Oct 2015 13:07    Post subject:
what a PoS Sad


shitloads of new stuff in my pc. Cant keep track of it all.
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sabin1981
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PostPosted: Sat, 3rd Oct 2015 15:03    Post subject:
Oh I'm loving what I'm seeing so far Very Happy

http://indivisiblegame.com/

Homepage is up, campaign goes live soon (5th October) and you'll also be able to download the 30ish minute prototype then too. VP was a fantastic (if flawed) game and the combat system was a genuine pleasure and a joy, if Lab Zero can capture that feeling in a nice open-world platforming RPG, this could be something truly special. Shame about the lack of levelling system though.. that's disappointing Sad
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xDBS




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PostPosted: Sat, 3rd Oct 2015 15:52    Post subject:
Ankh wrote:
what a PoS Sad


The verticle slice dosn't look bad at all imo Smile
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randir14




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PostPosted: Sat, 3rd Oct 2015 16:12    Post subject:
The little enemies look stupid but the rest seems fine to me.
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AKofC




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PostPosted: Sat, 3rd Oct 2015 17:00    Post subject:
Awww I thought it was gonna be Xenogears combat from the start of the video.

Looks awesome. They should fix the turn around and run after attacking bit though. Dash back. It just looks odd turning your back to an enemy like that.


Gustave the Steel
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xyzg




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PostPosted: Mon, 5th Oct 2015 09:38    Post subject:
Battle system is quite simple and doesn't sound half as interesting or as clever as he's trying to make out in the vid. :/
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ZezoS




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PostPosted: Mon, 5th Oct 2015 13:58    Post subject:
Inspired by Valkyrie Profile? Ok, im already sold Very Happy
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The_Zeel




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PostPosted: Mon, 5th Oct 2015 14:13    Post subject:
yea its almost a copy of valkyrie profile combat, which isnt a bad thing.
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sabin1981
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PostPosted: Mon, 5th Oct 2015 14:29    Post subject:
That's it, consider me a believer. This is excellently put together for a prototype and it really is like playing VP ^_^ One thing I don't like is how the character/button order keeps changing around in various fights.. I like that in VP you set Lenneth to square, Arngrim to triangle, etc etc and they *stay* as those buttons in combat. This one is just odd with the constant switching.
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ZezoS




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PostPosted: Mon, 5th Oct 2015 14:54    Post subject:
sabin1981 wrote:
That's it, consider me a believer. This is excellently put together for a prototype and it really is like playing VP ^_^ One thing I don't like is how the character/button order keeps changing around in various fights.. I like that in VP you set Lenneth to square, Arngrim to triangle, etc etc and they *stay* as those buttons in combat. This one is just odd with the constant switching.

yeah that's confusing. Thank god there's still time for them to change and just rip VP combat on it's entirety. Very Happy
I miss hearing "come to me my enherjar" at the start of every battle, i'd replay it but till this day it's still kind of a buggy mess on PCSX2 Laughing
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sabin1981
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PostPosted: Mon, 5th Oct 2015 14:57    Post subject:
ZezoS wrote:
I miss hearing "come to me my enherjar" at the start of every battle, i'd replay it but till this day it's still kind of a buggy mess on PCSX2 Laughing


I DO NOT. Goddamn I hated hearing that.. and my wife, who is Norwegian, laughed her fucking ass off each time since the VA butchers the pronunciation so badly that it doesn't even remotely resemble the true way of saying it grinhurt As for replaying it, it's a PS1 game (or, well, PSP re-release with "Valkyrie Profile: Lenneth") and it ran absolutely flawless for me under ePSXe on Android as I recently came off a 60hr replay Smile
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ZezoS




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PostPosted: Mon, 5th Oct 2015 15:04    Post subject:
sabin1981 wrote:
ZezoS wrote:
I miss hearing "come to me my enherjar" at the start of every battle, i'd replay it but till this day it's still kind of a buggy mess on PCSX2 Laughing


I DO NOT. Goddamn I hated hearing that.. and my wife, who is Norwegian, laughed her fucking ass off each time since the VA butchers the pronunciation so badly that it doesn't even remotely resemble the true way of saying it grinhurt As for replaying it, it's a PS1 game (or, well, PSP re-release with "Valkyrie Profile: Lenneth") and it ran absolutely flawless for me under ePSXe on Android as I recently came off a 60hr replay Smile

Oh yeah, VP 1 is great, i made a playthrough on epsxe a couple years back, i was talking about VP2, that is buuuuuuuuged beyond oblivion on PCSX2. Still finished a playthrough on it, going thru a shitload of configs, hacks, and beta versions of the emu, but i don't have it in me to go thru that process again Laughing
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sabin1981
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PostPosted: Mon, 5th Oct 2015 15:24    Post subject:
For what it's worth, I never got around to playing VP2 due to the shift in gameplay switching from a fun and unique 2D scroller-RPG to a 3D brawler.. so I guess I lucked out not having to deal with PCSX2 headaches Very Happy As for Indivisible, I think it's in good hands and I won't have much to worry about the combat. It is from Lab Zero after all, who are completely anal about frames in pro-level combat fighting, I'm sure they'll nail this one too Smile
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sabin1981
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PostPosted: Mon, 5th Oct 2015 17:09    Post subject:
https://www.indiegogo.com/projects/indivisible-an-rpg-by-lab-zero-and-505-games#/



Campaign up now, $1.5m goal, at $33k already Very Happy The game itself will cost around $3.5m and *will* be made if they hit their $1.5m goal, as 505 Games will cover the remaining $2m in that event - increasing their support further if the campaign does even better.

Quote:
Ajna’s Inner Realm

Along with her ability to absorb certain people, Ajna will also discover she can meditate and enter a mysterious dimension growing inside her.

The Incarnations Ajna absorbs live in this “Inner Realm,” which gradually grows and evolves the more powerful Ajna becomes. Beginning as some rocks in a void, it will eventually develop into a safe haven and secret base reminiscent of Ajna’s hometown.


Once she discovers it, Ajna’s Inner Realm becomes the central hub for the game, where most of the game’s quests, upgrade and saving functionality resides. Simply pressing a button will send Ajna inside herself, sparing players a lot of needless trekking back to towns. Your own custom town, anywhere, at the touch of a button!

Most of the game’s Incarnations are for expanding and adding functionality to Ajna’s Inner Realm. For example, quests to upgrade your weapons and armor may come from a blacksmith Incarnation you discover, or a biologist might unlock a bestiary.


I liiiiiiiiiiiiiiiiiiiiiike!! Shocked
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ZezoS




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PostPosted: Mon, 5th Oct 2015 17:53    Post subject:
Must... have... it.... So Much Win
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prudislav
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PostPosted: Mon, 5th Oct 2015 23:23    Post subject:
great prototype , but its gonna be hard to reach 1.5m on IGG


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sabin1981
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PostPosted: Tue, 6th Oct 2015 14:43    Post subject:
It's going slow, that's for sure Sad They're at $118k now, but that's less than 10% of the way. Luckily it's a 40 day campaign and I'm sure funding will pick up as the press start talking about it Smile Still, there's the same niggly feeling that they'd have done that much better had they launched on Kickstarter instead as IGG is often viewed as the lesser of the two.
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trucane




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PostPosted: Tue, 6th Oct 2015 16:34    Post subject:
Looks like a fun game but no way in hell will it get enough money from IGG
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sabin1981
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PostPosted: Sat, 10th Oct 2015 01:35    Post subject:
ZezoS wrote:
sabin1981 wrote:
That's it, consider me a believer. This is excellently put together for a prototype and it really is like playing VP ^_^ One thing I don't like is how the character/button order keeps changing around in various fights.. I like that in VP you set Lenneth to square, Arngrim to triangle, etc etc and they *stay* as those buttons in combat. This one is just odd with the constant switching.

yeah that's confusing. Thank god there's still time for them to change and just rip VP combat on it's entirety. Very Happy


Haha, they actually updated the prototype to fix a few bugs... including adding an option to lock character buttons \o/

Quote:
- Added an option in Settings to have battle buttons NOT switch when party formation faces different direction. This was the #1 request, so we added it!

* You can also set whether the lifebar display matches the characters' positions or the buttons. Test it out to see which you prefer.

- Bugfix: Pressing F1 at control config from the pause menu with no controllers connected no longer locks out all inputs for Ajna.

- Bugfix: Banner messages (tutorials, etc) no longer appear in the wrong place if one is triggered while a previous message is still displaying.

- Added tutorial text for the Party Guard button (L1) the first time a multi-target attack happens.

- Fixed incorrect level collision for some ceiling pieces that led to holes that let you go out of bounds.

- Added a version number on the title screen, today's is 10-7.
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tet666




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PostPosted: Sat, 17th Oct 2015 18:41    Post subject:
sabin1981 wrote:
It's going slow, that's for sure Sad They're at $118k now, but that's less than 10% of the way. Luckily it's a 40 day campaign and I'm sure funding will pick up as the press start talking about it Smile Still, there's the same niggly feeling that they'd have done that much better had they launched on Kickstarter instead as IGG is often viewed as the lesser of the two.


Yeah i really really want them to succeed with this since it's exactly what i want , i even backed the 125$ and im not exactly rich atm..
But i think despite the deal they have with Indiegogo it would have been a wiser decision to go with kickstarter i don't really see them making their goal at the pace it's going atm.
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sabin1981
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PostPosted: Wed, 21st Oct 2015 00:29    Post subject:
It's floundering big time and is almost certainly not going to make it now, they're barely at 25% completion and less than a month to go. Fucking GRIM this is because it looked all kinda of awesome Sad The devs had a frank, and brutal, podcast a few days ago where they tried to tackle the perception low-cost game development and how people see a KS goal and think "that's all it costs"

http://www.eurogamer.net/articles/2015-10-19-skullgirls-dev-explains-why-indivisible-costs-usd3-5m

505 have said they won't fund the remaining $2m unless the campaign hits $1.5m, so it's not even as if "this is being made regardless, because we have a publisher" Sad
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prudislav
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PostPosted: Wed, 28th Oct 2015 22:29    Post subject:
just hit 500k :-/ still 1000k to go Sad


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sabin1981
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PostPosted: Wed, 28th Oct 2015 22:50    Post subject:
Yeah, this isn't getting made Sad Such a goddamned shame too as it had the potential to be all kinds of awesome Sad

(oh and I guess some people have been whining about the character designs, as there's a new Tumblr friendly character just been revealed. Chunky and with purple hair Laughing)
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ZezoS




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PostPosted: Thu, 29th Oct 2015 00:13    Post subject:
I'm still convinced this would be made on Kickstarter. Real shame tho, with a bunch of characters, could be a worthy spiritual sucessor to Valkyrie Profile. Gameplay on the prototype was spot-on.
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