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Indivisible: Lab Zero's Action-RPG! (General Discussion)

This implies something different to the reality, even if you didn't mean it. If you're not over-gripping any reasonably-made bow, there will not be any fatigue in the arm you're using to hold it even after extended periods of shooting. The 'contact' bit you mentioned is the real reason - occasionally even really experienced archers will find that on release the string will make contact with their inner forearm, and depending on the draw weight this will result in either taking several layers of skin off or leaving a massive bruise that turns all the pretty colours of the rainbow over the next few weeks.

Of course, as mentioned this has no effect on what needs to be drawn, but I thought it was worth mentioning.
Oh, of course. I didn't mean to imply something like muscle fatigue, so thank you for addressing that. Given enough shots (and especially in a more frantic combat situation) you're going to see some contact in that area, and a cumulative injury that affects your aim can form, even if you don't have a catastrophic string-to-arm impact.
 
Some great fanart of Ajna by lmng0062:

tumblr_nsxf5fY3El1rynsfko1_1280.png

Source
 
Man those chop stick monsters sure are small.
 
This probably won't happen but I'd be pretty happy if at some point in the game you can get items that alter your palette like that. You know, something like a diamond, or a chair, or a parasol :V
 
Now that I look at the pic again it has me wondering, will Ajna only bring out her axe when she attacks? Or will she always be holding it when in battle mode?
 
This probably won't happen but I'd be pretty happy if at some point in the game you can get items that alter your palette like that. You know, something like a diamond, or a chair, or a parasol :V
With the way things work, and how they've had their contractors provide assets in the past, I would frankly be shocked if there wasn't at least something like this.
 
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Good picks on the palettes :)
Picked those because we needed temp colors and it was easy to lift colors from existing palette files I had...
 
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Picked those because we needed temp colors and it was easy to lift colors from existing palette files I had...
Hey, whichever path you take to get to Cerebella and Parasoul, it's the right path.
 
  1. They said the fan service would be lower
  2. Mariel is the lead art director
  3. pssssshhh yeah right :D
Fanservice WILL be lower.

Now that I look at the pic again it has me wondering, will Ajna only bring out her axe when she attacks? Or will she always be holding it when in battle mode?
In the full game, she will be holding her equipped weapon in battle. In the prototype, we haven't got time to animate all of that so she won't be.

Man those chop stick monsters sure are small.
They're actually bigger already. :^P
 
Ah ok, kool.
 
In the full game, she will be holding her equipped weapon in battle. In the prototype, we haven't got time to animate all of that so she won't be.

Oooh so she can equip different weapons besides her axe, or at least different axes
 
Oooh so she can equip different weapons besides her axe, or at least different axes
The only thing you can really read into what I said is "she can unequip her axe". Since she isn't holding it in the screenshots. :^)
 
Question, since by this screen, 4 characters in a group at once is pretty much confirmed, i must ask, once you know, in the game, you have all the possible party members, and this is a thing of the team making being basically a build in itself, it will be possible to play without party members at all? or once you got the 4 working together, you need to have a full group all the time?
 
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So, you say lower fanservice, but there'll still be some, right? I mean, we gotta think about @dapurplesharpie 's twitter feed.
 
So, you say lower fanservice, but there'll still be some, right?

I think a lot of people will be indifferent towards it. I know I am. Ajna looks pretty good anyways.

Also, I might just be insane, but Ajna kinda looks like Miriam from Bloodstained: Ritual of the Night.
 
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Question, since by this screen, 4 characters in a group at once is pretty much confirmed, i must ask, once you know, in the game, you have all the possible party members
Do you mean in the prototype, or in the game?
In the prototype, you'll know because there are not that many party members. :^P
In the game, you won't know because there'll be more game to play...

, and this is a thing of the team making being basically a build in itself, it will be possible to play without party members at all? or once you got the 4 working together, you need to have a full group all the time?
Oh, nah, you can remove everyone except Ajna, and play with just her, if you want to. Or two or three characters.

You know, like you can remove everyone except Crono. ;^)

Also, I might just be insane, but Ajna kinda looks like Miriam from Bloodstained: Ritual of the Night.
Miriam has pale skin, longish hair, a blue Victorian dress, boots, a sword, and flower tattoos everywhere.
Ajna has dark skin, short hair, a white shirt, an aqua skirt, shorts, ankle wraps, open shoes, an axe, and no flower tattoos anywhere.
So unless you mean "they are both female", I really don't see this at all. (And if you do mean that, I applaud your equitable world view. :^)
 
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Do you mean in the prototype, or in the game?
In the prototype, you'll know because there are not that many party members. :^P
In the game, you won't know because there'll be more game to play...
You're really enjoying giving non-answers to everyone, aren't you?
 
You're really enjoying giving non-answers to everyone, aren't you?
I didn't think that was a non-answer...?
In the prototype you get set characters because it's short; in the real game we're not aiming for the standard RPG "you get 4-6 characters and don't rotate them much" thing, rather we want to have many more playable characters. So you won't know when you have everyone. Valkyrie Profile had I think 13 Einharjar (21 if you count mages but all the mages are exactly the same in battle, so...yeah).
 
I see palettized characters, and my first reaction is "I wonder what the status effects will look like, if applicable" and then my second reaction is "I wonder what the lighting effects will look like, if any" and thirdly, "I wonder how sweet this game will look once the prototype is out"

I am really excited just by these screenshots.
 

Oh boy... now I gotta start making fan palettes for Indivisible. DARN IT!

There is something bugging me, in the image, there are four slots for any character (outside of Ajna), so, i can assume that this game will present several playable characters, outside of Ajna, in this kind of game, like a partner or something, but i'm still unsure if they will walk the way of FFV with permanent characters or L.0 will walk the path of FFVI, VII and such where different characters leave, new one joins, the other one returns, like that.

Also, since the game presents a "Battle Screen", means that every enemy you're going to fight it's going to be apart from the (apparently) platforming and puzzle sections of the game, another curious thing is the "Yellow Bar" (The one below the "Health Green Bar"), if i'm right, that Yellow Bar will work as the energy necessary to execute special attacks, like most RPG's, i also noticed that Ajna has the stance of a fighting character, in a turn rpg, this probably would work better if she had different poses during a fight, obviously, she will present any status inflicted on her (Like Poison, Burn, Frozen,etc.), but the fighting stance it's weird, it doesn't fit the ambient of the battle, i can only see this working if you have any kind of counter attacking (A la Mario & Luigi defensive moments), but as an offensive moment it won't work because it doesn't look.

But since this is an early prototype image, i think they will fix some of the stances, i also need to check the passing this game has, if a balance between the fighting moments and the (again, apparently) platforming and puzzle moments doesn't fit, this could become a problem.
 
another curious thing is the "Yellow Bar" (The one below the "Health Green Bar"), if i'm right, that Yellow Bar will work as the energy necessary to execute special attacks, like most RPG's,
The tweet literally tells you exactly what the green and yellow bars are for. Green are turns and yellow is health.
 
i also noticed that Ajna has the stance of a fighting character, in a turn rpg, this probably would work better if she had different poses during a fight, obviously, she will present any status inflicted on her (Like Poison, Burn, Frozen,etc.), but the fighting stance it's weird, it doesn't fit the ambient of the battle, i can only see this working if you have any kind of counter attacking (A la Mario & Luigi defensive moments), but as an offensive moment it won't work because it doesn't look.

I'm pretty sure that it's setup so that they can draw a weapon over her hands, and also not have the weapon be part of her. it's pretty clear and a post a few posts behind you kind of makes it clear! EDIT: I hope I'm right because it seems the most logical here. If not, blow me up.

if you mean overworld, well.. um.. ummm
 
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The tweet literally tells you exactly what the green and yellow bars are for. Green are turns and yellow is health.
How am i supposed to know that the green bar was the turns? (It was looking green so i was assuming that the system would work like that), it would have bee nice if there were letters saying "HP Bar, Turn Bar", i was also confused about the health of the enemies being yellow instead of green so, well, that left me confused, outside of that, there is the other problem about the commands, let's say that is your turn, the only thing i can see plausible (or basic) from the looks of it are the commands "Fight", "Special Attack, "Items", "Defense", "Run or Escape". Those are the most basic choices in most rpg's, and pretty much the common standard, since this is a turn side game, those are the most probably choices for the command settings, since this is a 2d rpg game with a little mix of action and platforming (apparently).

I'm pretty sure that it's setup so that they can draw a weapon over her hands, and also not have the weapon be part of her. it's pretty clear and a post a few posts behind you kind of makes it clear!

if you mean overworld, well.. um.. ummm

As i said, this is a prototype image so, anything about the stances will be fixed in the right time, and speaking of the overworld, by what i have seen from the early alpha beta gamma video (With the cat in the background) the overworld will probably work as the Vanillaware games, such as Odin Sphere or Muramasa: The Demon Blades, for those who don't know, every Vanillaware game is in 2D (Since George Kamitani stated that this is the best approach to work in his videogames) and therefore they created several action RPG's (Actually only about 3 or 4, not counting GrimGrimoire since it's a tactical game, but anyways) the overworld works like this

229000-odin-sphere-playstation-2-screenshot-overworld-map.png


Let's say, Ajna is in the frozen mountains, and she need to go to the ruins, then, this over-world setting may work for different reasons, the main reason being the change of an environment, if we assume that Indivisible will be set in a place jungle - ruins style, then, this will not be necessary, but, in order to expand the game, you would have to create several different locations, and to create those several different locations you will need something like a Map Over-world, because you will have to expand the new world instead of the journey between Ajna is placed and the next new world, country, or setting. You can also see an over-world part of where she lives, so you may also understand the principal setting, a Map will be mandatory, and therefore, this setting is realistically and most plausible way to achieve for the game.
 
As i said, this is a prototype image so, anything about the stances will be fixed in the right time
B-but the pose she has lets her hold several kinds of weapons without drawing any new frames or making it look outlandish??????

also I mean we don't know anything about world navigation so let's just. let's.. just.. not? discuss that?
 
i also noticed that Ajna has the stance of a fighting character, in a turn rpg, this probably would work better if she had different poses during a fight, obviously, she will present any status inflicted on her (Like Poison, Burn, Frozen,etc.), but the fighting stance it's weird, it doesn't fit the ambient of the battle, i can only see this working if you have any kind of counter attacking (A la Mario & Luigi defensive moments), but as an offensive moment it won't work because it doesn't look.
Hello, none of this makes any sense. You can be poisoned or burned or frozen while looking like anything. See Skullgirls or Blazblue or Mortal Kombat or...
Plus, how do you go from ONE SCREENSHOT to "she probably doesn't have any other poses"?

The stance is perfectly appropriate for the type of fighting she does. Maybe the fact that it doesn't work for [some game] means it's not like [some game].
 
Hello, none of this makes any sense. You can be poisoned or burned or frozen while looking like anything. See Skullgirls or Blazblue or Mortal Kombat or...
Plus, how do you go from ONE SCREENSHOT to "she probably doesn't have any other poses"?

The stance is perfectly appropriate for the type of fighting she does. Maybe the fact that it doesn't work for [some game] means it's not like [some game].
As i said, this is a prototype image so, anything about the stances will be fixed in the right time

Well, considering Lab.0 style, it just that when i saw her it kinda remind me of the Beowulf sprite (Don't ask why, i know that they aren't identical at all, it just came to my mind for some reason), it's just that in most cases these kind of characters usually hold calm poses, and then, they change to a battle pose when the action "Attack" has begun, i don't remember (as far as i know) a character who holds an aggressive or defensive pose even before choosing a command, i know that she will have different poses, but since i'm not too clear whet-ever this screenshot showed the battle after choosing a command or before, so, as i said early, i was confused and therefore, my first impression was exactly the words that i said.

Also, some games show the status, while others don't, usually in most games the character remains the hold while showing an animation of fire around them (If the character is burned) or someone with that state of cold (In case to be frozen) but most of the time, it just holds around 5 or 10 seconds in action rpgs, usually, 2 to 3 turns in RPG's, but since i felt that this game had a character that could be exploited with tons of things, my mechanic of having different poses depending of the state you have was, well, something interesting, but for the time being, i'll rather wait fore more prototype images about the game, and the ideas L.0 will implement.
 
*equips +5 tinfoil hat*

The trailer was overflowing with characters, but what if the arrangement of incarnations was intentional, hinting the three that will appear in the playable prototype?
gQTNOdx.jpg
Beowulf-Ajna = Scarred swordsman character
Cerebella-Ajna = Tiger-pelt wearing character
Parasoul-Ajna = Zebei

Why? Uh, strong-guys, orange cat for orange acrobat, and um, Krieg tears and bullets are kinda like arrows. That'd be my reasoning if I needed quick visual reference using palettes already on hand.
 
Well, considering Lab.0 style, it just that when i saw her it kinda remind me of the Beowulf sprite

It's probably because they both have open palms in their stances.

Hey demifiend, could you use some periods in those extremely long run-on sentences? It makes it hard to understand the points you are trying to make.

Also I keep thinking there's a tear drop on the side of head making her look like she is disappointed or something. It's because the color of the beads make them look like hair shine.
 
Oh, nah, you can remove everyone except Ajna, and play with just her, if you want to. Or two or three characters.

You know, like you can remove everyone except Crono. ;^)

Sorry, this was the answer i was looking for, sometimes i can't really write what i want to ask properly, what i said before was just "since the game features groups of 4 characters..." and then "will i be able to play with ajna only?"
 
Demifiend, why are you quoting yourself to answer Mike: a person who is working on the game mind you. Saying 'anything about stances will be fixed' is assuming something NEEDS fixing.
 
This probably won't be in the prototype, but I hope at some point in the main game you get to have a really big guy in your party, like Rand or Garr (or Big Band) big! I love having a teammate that can stare eye to eye with the larger enemies while we beat them up, and I'm sure L0's animations for the character would look amazing.

Yo, Garr was so cool. I'm gonna look up some fanart of him right no--AHHHH GAWD
 
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Why? Uh, strong-guys, orange cat for orange acrobat, and um, Krieg tears and bullets are kinda like arrows. That'd be my reasoning if I needed quick visual reference using palettes already on hand.
The colors were picked completely on a whim; nothing to do with the party roster for the prototype. :]