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

Hmm... I decided to take a better look at the trailer and see if I noticed anything. Going to be talking about a lot of baseless things for no reason.
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.
 
Ayyy. Hinduism is cool. And when else did I tell you stuff about lore you didn't know?

Also... thinking about it, I looked around a bit more to see if there was any special reason Ajna has an axe. It's an unusual choice for a main character. It's probably far-fetched at this point, since I have nothing to go on other than "axe", but here's something potentially interesting.

There is a man named Parasurama, who is the sixth incarnation of Vishnu, one of the main deities of Hinduism alongside Shiva and Shakthi, who's known is basically "Axe wielding-Rama". Being the "sixth" and wielding an axe? Could be related. But... he is like a really angry and bloody guy, so it seems all wrong. However, there are also 9 other avatars of Vishnu, known collectively as the Dashavatara. There are exactly 10 of them. The number could be connected to the 10 characters? But... none of the avatars really seem to match the designs of the characters behind Ajna, so probably not. I can't wait to actually hear the names of these characters to start digging deeper.

... Why am I up this late. It's 3:30 and I'm talking about a game and Hinduism and looking up the 14 lokas to see if they're related to a game I can't play for who knows how long. Good night everyone.
 
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I think it'll be interesting to see just what they take from these various spiritual concepts. I'm putting 10 Skullbux on Siddhi being the, "magic."
 
'I'm interested in this'

"HEEE HEE THANK YOU'

I'm interested in this'

'HEE HEE THANK YOU'

'I'm interested in this'

"HEEE HEE THANK YOU'

I'm interested in this'

'HEE HEE THANK YOU'

'I'm interested in this'

"HEEE HEE THANK YOU'

I'm interested in this'

'HEE HEE THANK YOU'


:|

At least the guy bought infinite gems from you if you knew what you were doing
 
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Yes, "bones" is the currency in Skullgirls
but not necessarily the currency in Indivisible, eh? EH?
=v
 
Skullbux is the accepted interdimensional currency of Lab Zero. Why else would they make me go all the way to the bank to get some?
 
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So I was replaying PxZ the other day, and I realized something. Despite my numerous issues with the game, its kinda like a dumbed down Valkyrie Profile with the added ability of ally units jumping in. I think it'd be cool if you had your 4 party members (whether its Ajna and the other 3 or Ajna and a pick of a large number of guys) and then you had a support char you could summon once per battle or for some sorta meter resource or some such. Maybe it's just adding where unnecessary, but I think it'd be a cool touch for some extra customization.

Not that it won't be already heavily customizable. Game is so hype.
 
Woah. That was, fast. Well, now we have the publisher name. xD
 
What else has 505 done? I think I've heard of them before, but I dunno where
 
Oooh, I've sunk many an hour into Terraria. That makes sense then.
 
Oh nice, a publisher that has backed games that are actually good.

Seriously, nothing against Autumn but every single game they've touched except Skullgirls has been a pile of crap.
Why do you think Autumn puts so much money into SG pot bonuses? From their point of view SG is their Golden Egg IP.
 
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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…

TapirPlush.jpg


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
 
What else has 505 done? I think I've heard of them before, but I dunno where
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.

If they'd update their console version of Terraria to be in-line with the PC version, I'd feel a lot better about this. Makes me feel like the console version of Indivisible will suffer the same 6-months-later-than-PC patching schedule. I'm gonna stay optimistic, though. The Terraria console issues could just be the developer's fault (Engine Software).
 
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Yeah I really wouldn't start trying to equate anything going on with Terraria to this game.
 
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.
Looking forward to playing the prototype in 2017!
 
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Yeah I really wouldn't start trying to equate anything going on with Terraria to this game.
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…

TapirPlush.jpg


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

Really wish they wouldn't put that background noise MP3 on the web page. Makes me feel like I'm back in the 90's in terms of website design. Especially since you can't mute it during the loading-screen.

Also it doesn't loop cleanly either, which bugs me.
 
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On the plus side, any fan of Lab Zero is already used to consoles being 6 months behind PC.
 
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Why not? Is there already info out there that clears that whole thing up? Actually curious, because I've heard nothing about it lately.

Because 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.
 
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Because 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.
Well, good to know :D
 
V4mjApg.gif


The teaser site is nifty. But I agree with Jason, the autoplay birdsong MP3 is a bit myspace.

Also, I stepped behind the curtain and found the above GIF and a good-res Ajna PNG in the images directory.
iyUZhGf.png

All the art is separated into PNG plates so there's supposed to be a motion parallax effect.
 
That tapir fella is pretty cute! I hope he's friendly.

Well, the Twitter definitely got active for a bit. 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.

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!
 
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!
Hasn't changed much; we're still working with sticks and clay.
 
Makes me feel like the console version of Indivisible will suffer the same 6-months-later-than-PC patching schedule.
Given SG's patching timeline, I am not sure why you would think like that.
I am not sure why you would equate anything from previous projects to this - to my knowledge, 505 hasn't done anything crowdfunded before either. :^P
We're still making the game, we're still putting up the builds, etc.

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 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.
PC and PS4 count as basically "unlimited memory" compared to having 256MB to work with on PS3. We'd like to avoid having to show 8-bit art, etc.

As for whether it'll run on your toaster:
There will NOT be 2D backgrounds this time, simply because there is so much more background art, so however SG runs for you with 3D backgrounds, Indivisible is likely to perform similarly. Other than that, very little has changed in terms of CPU requirements - sprites are still rendered the same way, etc. Auto-frameskip still works, too, and dropped frames are much more acceptable in an RPG than in a fighting game.
My laptop, which can't run Ori and the Blind Forest without turning off post effects and running at below-maximum resolution, can run Indivisible fine. My computer from 1999 with that AGP graphics card (that I keep mentioning runs SG as a test case) runs it, too.
 
I am not sure why you would equate anything from previous projects to this - to my knowledge, 505 hasn't done anything crowdfunded before either. :^P
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?"

Also, it's already been pointed out that it's not 505's fault at what's happening with console Terraria, so I don't really have any concerns after that.
 
Possible stupid question: Will the game have its own forum?

Will it be on here? Or elsewherE?
 
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very little has changed in terms of CPU requirements
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.
we're still working with sticks and clay.
Hey, can't blame ya. Billions of years since their release and still no compatibility problems!

Thanks guys!
 
Oh nice, a publisher that has backed games that are actually good.

Seriously, nothing against Autumn but every single game they've touched except Skullgirls has been a pile of crap.

You shut your mouth, Jimmie Johnson's Anything with an Engine is the shit.
 
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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.

I'm curious: what about it made it seem like the requirements were way higher?
 
I have some thoughts

It seems that the game will feature a diverse cast of characters, if they are party members (if the game has this kind of system), or only npcs that you find in your adventures doesn't matter that much for what i'm thinking here. But is safe to assume that Ajna herself will get more animations than any character in the game right?

Thinking about how the game will look.

Okay, Lab Zero thing is hand drawn sprites (is the name sprite for this specific style or sprites are limited to pixel art things?), a lot of animation and different drawings per frame, it is same to assume that the game will not feature different equipment for Ajna, right? I mean, different clothes at least, because that would be too much to do with 2d graphics, i can see some changes to her axe, and the possibility of a second form with 3 eyes.

So, i'm thinking here, what kind of items will the game feature, healing items? buffs? magic upgrades? weapon upgrades? Key items?


And also, it was said that you guys are looking for to be able to put one giant world together if possible right? What is the alternative if the budget/time/other limitations, don't allow this to happen?