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

Dirty confession time... I kinda want the campaign to just barely miss a stretch goal, that way the extra funds give Lab Zero some wiggle room. Even a month of delay can cost a ton.
 
I just wanted to note that this already includes VO. The VO stretch goal is for EVEN MORE VO.

"It shouldn't require another $150000 to add full voice acting, it's just people talking, that should be cheap and easy, are you sure they're not just money grubbing??" - more than a few uninformed opinions I've seen from people who've clearly never worked on games before
 
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Why don't those kinds of people take that shit up with the actual developers? They're pretty easy to contact and are forthcoming when it comes to game development.
 
Dirty confession time... I kinda want the campaign to just barely miss a stretch goal, that way the extra funds give Lab Zero some wiggle room. Even a month of delay can cost a ton.
You shut your face. We'll be going for everything just like the first campaign. :T
 
Actually wish they wouldn't bother the developers with stuff like that. Anyone could just tell them what a salary is.
 
You'd be suprised about how many people believe the illusion that dev's are above the common fans and as a result are harder to contact and ask questions.

EDIT: I don't mean "above" like they're better than us in an insulting way, I mean that people see them in an untouchable situation when in comes to communication.
 
Some people. It's really not hard to justify.

One Skullgirls character costed 4k in voice, and those were mostly grunts and short 1-2 word lines. Now multiply that by number of characters in Indivisible (aka way more than Skullgirls) and the fact that it will require quite a lot of full sentences... yeah I can see that costing 150k.
 
I forget if the standard VA Rates are by line, page, or hour, but yeah, the time definitely adds up.
A lot of people forget that in order to handle a game like this with Full VO, LabZero basically needs to hire more professional actors, and record more lines of dialogue for each of them, than what is typically expected from most live-action feature films. 2nd Encore alone was like, at least a TV Episode's worth of script, and Indivisible is probably going to be several times that with all of the character interactions.

When you consider the caliber of talent that will likely be behind those microphones, managing the equipment, and directing the action, the value we're getting for their time here is pretty insane.
 
You'd be suprised about how many people believe the illusion that dev's are above the common fans and as a result are harder to contact and ask questions.

EDIT: I don't mean "above" like they're better than us in an insulting way, I mean that people see them in an untouchable situation when in comes to communication.
Bah. It's not like game devs are celebrities who live extravagant life styles on yachts.

Hell, I hang out with Mike Z pretty often. He's just a normal guy who not only makes games, he loves playing them. He's a cool guy and a decent friend that has fucked me in the ass.

Anyone can just hit up the guy on whatever social outlet you can find. Talk to him enough and maybe he'll fuck you in the ass some day.
 
I hope that if it wasn't metaphorical it does not get explained.
 
I hope that was metaphorical.
IzPCK52.gif
 
I hope it isn't


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Why don't those kinds of people take that shit up with the actual developers? They're pretty easy to contact and are forthcoming when it comes to game development.

Only if it's Lab Zero, and it's that there aren't that many more developers who are as forthcoming with their projects, especially stuff they are currently working on. The times you can ask bigger studios like from Sony/Nintendo/Sega/whoever, if you can even ask your question directly, are pretty rare for us normal guys, regardless of how normal they may or may not be. Calling it an "illusion" isn't entirely wrong, but it really is the case a lot of the time assuming you don't actually live next to them.

What I'm saying is, we should be thankful that Lab Zero is as open and approachable as they are, cause that's something you don't get often.
 
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i believe the rates are by hour. don't quote me on that however.
I've heard as much, though in Vancouver (i.e. cheaper than L.A., probably) it works out to ~$4k/day/actor for experienced actors at full scale (and apparently newer VAs aren't that much cheaper). While Indivisible is probably not going to be full scale, it is still probably going to be about that price (since I'm sure L.A. VAs charge more than Vancouver ones), and there are ~30 incarnations along with however many other characters, so if that's an additional day of recording for each actor, and each character would probably have their own actor, or maybe 2 or 3 characters per actor, that's ~30-40 actors * $4k/day/actor = $120,000-$160,000 for the day.
 
Also it COULD be cheaper then $150k but they explained money distribution between goals on the IGG page.
 
I want them to drop the animated opening or whatever the hell that is and put the money towards full VO.

I mean hell. It's not like we even know who is doing the animated opening, so if they decide to just drop it and use the money for something else, I don't think anything of value would be lost.
 
Verdant, do I really need to point out how dropping it would be a bad PR and business move?

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I don't know why the studio is still insisting on secrecy, but I doubt that means they can just cancel those plans like that.
 
Mike went over WHY Animated Intros are important on some stream, and it was made apparent why it was placed before the full voice acting. Not only can it be used for promotional stuff on it's own, but it sets a mood. The full voice acting would be a nice extra but isn't entirely needed in a game like this. Small voiced lines do fine. Even modern RPGs do this.

I don't know why the studio is still insisting on secrecy

LnH1BHZ.png
 
Animated intros are punchy, and they serve as easy-to-spread advertising for anyone that remotely cares about (or covers) anime. They do 1000x more for a game's at-a-glance prestige than full voice acting. You'll watch it maybe 3 times, but its effect on potential sales cannot be understated. VO is for the players, and the anime intro is for the consumers.

Look at it this way: the intro announcement might spur more contributions, getting them to their VO goal :)
 
You will find out who it is pretty soon. We are drafting up press releases to announce it. Don't ask when. All I can say is "soon".
awesome sauce. Glad they finally wanted to come out from the shadows. Now just have to wait t-- *stabbed silently and dragged away*
 
Had to get a new iPhone for Skullgirls Mobile

As such, I had to get a new case too. Gonna rep Indivisible for the world now.


OINCiz8.png

Original pic by BlackBookAlpha, used with permission
Man that looks cool! Where did you get it? I gotta represent too
 
I got mine from Skinit, a site that's all about custom phone cases. You just slap in a png and away you go. Can choose different styles, I went with the thicker case.

Though once Indivisble's out and merch is made, I'll of course buy official phone cases from an official source. It's just a lil ways off and I needed a phone case kinda asap.
 
I just saw the latest update, and it looks awesome. I'm curious how @renderling did the light texture projection thing

I'm guessing he used the same light-space to camera-space projection matrix as the shadow mapping, adding another if statement to the shader so that only lit areas get this texture, but I'm not sure how he fixed the UVs of the projected texture to the world. UV (0,0) and (1,1) would have to be fixed to XYZ points, with everything else just interpolating and extrapolated from the fixed locations (since it's a deferred renderer, I would imagine the XYZ data would be available to the light-space rendering pass for this purpose, and the output texture from the lighting stage through the light-space->camera-space transform is probably just the UVs, since the texture data is going to be tied to a light so the composition shader just needs the sampler id for each projected texture, which can be passed in as a uniform tied to each light), since otherwise the projected texture would just slide along the ground as you move the camera.
 
We part of your world now. The little mermaid hungry ghost edition.
under-the-sea.png
 
I see the update has a couple more 3D models. I thought the game was going to be with more 2D artwork like the tree section in the proto?
 
I wonder if the texture projecting will be visible on characters too, later.

I'd assume since characters are affected by light, they can be affected by the texture projecting too.
but then again, you know what they say about assuming

I see the update has a couple more 3D models. I thought the game was going to be with more 2D artwork like the tree section in the proto?

It'll most likely be a mix of the two. Some things, like the Proto-Tree (he hates his brother Mega-Tree) look better in 2D and will probably be represented as such, but other things like a close up of a temple or even rocks would be better for 3D so it'll be done in that.
 
That kind of worries me. I don't think 2D and 3D mixed like that work well togheter.

Well, we just have to wait and see I guess.
 
I don't think it would even be possible to hand draw every environment.
 
Yup.
Well, it looks like a non textured background using the texture lighting to show off hoe it works for funsies and not like how it'll actually work in the game.

But they always said the backgrounds would be 3D.

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