TFW this is not the first time Zidiane's fanalysis has taught me things about my game's lore.
I mean some is way wrong, but some is Hinduism things I didn't know, since I'm not the lore guy.
TFW this is not the first time Zidiane's fanalysis has taught me things about my game's lore.
He's a Wikipedia page listing their published/developed games.
Why do you think Autumn puts so much money into SG pot bonuses? From their point of view SG is their Golden Egg IP.
They've published lots of small stuff, and a few console ports for PC devs who weren't able to do it themselves (Payday 2, Terraria, etc). Like any publisher, their catalog is varied in quality, but they do have good games.
Why not? Is there already info out there that clears that whole thing up? Actually curious, because I've heard nothing about it lately.
Peter Bartholow
Since we announced Indivisible at Anime Expo earlier this month, Lab Zero has been anxiously awaiting to reveal our publishing partner, 505 Games. They’ve been fantastic to work with so far, and joining their line-up of great games like ABZÛ and ADR1FT is pretty exciting, too!
While our arrangement may bear some passing similarity to recent crowdfunding / publisher tie-ups, I believe the progressive relationship between Lab Zero and 505 Games is the next evolution in crowdfunding partnerships.
So let’s dive into the details a bit.
Currently, Lab Zero is developing a playable prototype for Indivisible, funded by 505 Games. Once that prototype is complete, we’ll release that to the public and launch a crowdfunding campaign on Indiegogo in September to fund the full game. If we meet or exceed our goal, 505 will contribute the remaining development budget, and full production will begin in earnest.
So, up until the initial goal, 505 Games will effectively be matching your contributions. And the more money the Indiegogo campaign raises, the better the game gets, and the better the deal is for Lab Zero.
To be clear, this isn’t a campaign to “gauge interest” – Indivisible represents a more equitable funding split, where your support directly influences not only the game, but also the post-release benefits Lab Zero receives. Indivisible will not happen if we don’t hit our goal. But should the campaign succeed, Lab Zero will have a better outcome than we would’ve gotten through a more traditional publishing deal – that’s the risk we took, and we feel it’s a worthwhile tradeoff.
Lab Zero has learned a lot from our previous Indiegogo campaign, and so we expect that to go more smoothly this time around, especially when it comes to manufacturing and shipping physical rewards. And, perhaps most importantly, thanks to 505’s involvement we’ll be able to offer a physical release of Indivisible on the platform of your choice.
In addition to physical versions of the game, we’re cooking up some great physical rewards we’re pretty happy with. For example…
So, yeah – we’re excited.
Be sure to check out the teaser site 505 has built – it’ll be getting a developer blog soon enough, and we’ll start sharing more of our progress leading up to the launch of the campaign – prototype footage, character reveals, and more!
And be sure to sign up for the mailing list to receive updates, and follow us on Facebook, Twitter and Tumblr!
Source
Well, good to know :DBecause Redigit is completely hands off when it comes to anything outside of pc. And for 505's other stuff outside of Terraria any kind of patch didn't show up 6 months later.
Couple that with me being 100% sure Lab Zero will be all up in this with 505 being worried about the same thing happening is just not something I see happening.
Hasn't changed much; we're still working with sticks and clay.On that note, I'm also curious how much the development tools have evolved from Skullgirls' production. Mariel's mentioned that she's now able to implement stuff she works on directly into the game. Did the team pick up some new tricks, or are the tools just more user friendly now? Can't wait to hear some more behind the scenes stuff!
Given SG's patching timeline, I am not sure why you would think like that.
It is not specifically more graphically- or CPU-intensive than SG, we just kinda...refuse to work within the memory limits of the older consoles again.Since they've confirmed that this game won't be on PS3/360, does that have any implications regarding the PC versions? Skullgirls is playable on such a wide range of PC Specs using the Z-Engine, that it'd be good to know if that trend will continue. This game is probably trying to push the envelope a bit more than SG, but I hope "Toaster" users might still have a reason to hop on this IGG the same way they could for the last one.
It's just my only frame of reference, is all. I'd use the same general logic when considering something from Konami: "what have my past experiences with this publisher been?"
Awesome! That might be an important thing to mention during the campaign to help quell that "gotta upgrade" mentality some people always have towards new PC games. Granted, I can't blame those people in some cases. I've noticed some really weird pc ports of budget titles from nextgen consoles lately, like that recent Strider game, where the requirements looked way higher than they should have been. Glad you guys won't be following that trend.
Hey, can't blame ya. Billions of years since their release and still no compatibility problems!
Just throw her. (how could I resist?)