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Indivisible Ideas Thread - No L0 developers Allowed <3

This is probably already in or suggested but.. TINIKLING!
 
I don't know about the team animating the dance into the game but they probably could turn one of those tinikling poles into a pallet swap for the spear.
 
^ And this is why I told you the bad advertisement idea was atrocious. I still don't know who in their right mind thought this was a good idea -Why would you mock your own community?-. Hopefully it wasn't Inafune's idea, but the damage is already done.

To be honest, even though I'm not a megaman fan, I feel though as if there some Arrogance on Inafune's half, even if it wasn't intentional. He seriously underestimated the goodwill of fans can only go so far, especially with the current problems with Japanese gaming industry is going under as of this moment.
 
Getting back-ish on topic, admittedly I have very mixed feelings about Indivisible. Not because I have any issues with it per say as so much RPGs ain't really my thing. Again, back on point, I want two things: rich and detailed backstory and character arcs for the playable cast and for someone to say the line

"It shall be engraved upon your soul!"
 
So, I was thinking of the sidegames conversation in the main thread, and it occurred to me: Card games! Lots of people really like Gwent in The Witcher, and this could be a good use for extra concept art that doesn't get used. Plus, it'd be interesting to have NPC attitudes change depending on you beating them in a harmless card game- or even to use said cards as an alternative to fighting! Okay, mostly I just think it'd be funny to challenge the final boss to cards. And I now have the Triple Triad song from Final Fantasy 8 stuck in my head.
 
It'd be cool if an incarnation teaches Ajna the card game. Yu-Gi-Oh up in here. Card game playing being living inside your head that comes out to fight. Let's go yami.
 
I don't know about the team animating the dance into the game but they probably could turn one of those tinikling poles into a pallet swap for the spear.
You can make a tinikling game that's an allusion to FF9's jump rope game with Alexandria / Ajna's hometown parallels
 
I want two things: rich and detailed backstory and character arcs for the playable cast and for someone to say the line

"It shall be engraved upon your soul!"

I can bet on Lab Zero expanding on character's stories. the quote thing.... ehhhhh... not sure about that. maybe?
 
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"It shall be engraved upon your soul!"

I can bet on Lab Zero expanding on character's stories. the quote thing.... ehhhhh... not sure about that. maybe?
Ajna meets a cobbler from the North who specializes in custom footware. "It shall be engraved upon your sole!"
:PUJNA:
 
Ajna meets a cobbler from the North who specializes in custom footware. "It shall be engraved upon your sole!"
:PUJNA:

I accept a punny interpretation of this line

:PUJNA:
 
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MKX_Beer2.jpg

So remember my idea bout food tie ins? Maybe not too far off! Dumb yes but imagine tapir flavored beverages!
 

So discovered this while browsing reddit today. This seems cool and realistic idea for the game, you know like a secret message from lab 0 or a character from the game congratulating you for beating the game 100% or something.
 
So discovered this while browsing reddit today. This seems cool and realistic idea for the game, you know like a secret message from lab 0 or a character from the game congratulating you for beating the game 100% or something.
That would be a game developer room ending. I think the first game with a special ending like that was Chrono Trigger; you start a New Game+, you beat the boss with the mute protagonist and the princess, and then you get to meet the developers... or at least their game counterparts. If we reach the multiple endings goal, maybe we'll be able to enjoy an ending where Mike Z personally suplexes your character just because.
 
Mike Z tells stories/bad jokes by the campfire that puts your characters on the edge as an ending pls.

Sent from my SM-G386W using Tapatalk
Enter the Pungeon

It turns out that Narssus groans, not because he's a zombie, but because he read Mike Z's annotations to the script.

[EDIT] Idea RE the grinding discussion (insert thumping techno here) in the main thread: Perhaps, after so-many-battles, you can expand the map or get a pointer towards something shiny? That way you still have to play the game to get the game's rewards, but it isn't directly giving power for time. Plus, that way if you're stuck on a puzzle and keep getting into fights as you try to get that one jump right, it can give you a pointer.
 
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Is anybody besides me interested in what the pause menu/ character menu will look like and the features it will have? With so many characters and abilities what would y'all want included in it?

One thing I know I want is the big detailed character portraits that are a different style than the rest of the game. The portrait that usually accompanies the characters stats. If you've played 3d jrpgs you should know what I'm talking about.

Screenshot_2016_06_19_21_39_18.png


Or even better instead of a regular portrait I want the portraits to rotate to show all sides of each playable character like a 3D model but it's all hand drawn like this.

glorious_hair_spin_by_ravietta-d7wshgx.gif



This game isn't going to be stat based so that character stats page could be more of a character description page. That explains or shows what each character can do.
 
I always figured that they would make it so every time you enter ajnas inner realm she sits down to meditate and the camera zooms into her forhead every time you entered the menu
 
I'd be cool with a Chrono Trigger style character swap menu, where the character sprites are just chilling next to a slot with their stats, and then they start jammin' out when you click on them. "Yeah! She's gonna pick me!"

Well, except Razmi. When you click on her slot she turns away from the camera and groans. "Please don't."
 
I'd be cool with a Chrono Trigger style character swap menu, where the character sprites are just chilling next to a slot with their stats, and then they start jammin' out when you click on them. "Yeah! She's gonna pick me!"

Well, except Razmi. When you click on her slot she turns away from the camera and groans. "Please don't."
And then the character's theme blasts out!
 
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What about Ajnas idle animations, maybe something like this?
FB_IMG_1466659635380.jpg
 
My name is Swagna!
 
So, it occurred to me- if there are metal environments like a crashed spaceship or factory or something- swinging an axe into walls is probably going to be less effective. Ajna will probably need to go to a side-area to magnetize her axe or equip a suction cup or something to climb metal walls. Kill a Dalek, take its plunger!

Also, despite Mike Z saying "no minigames," the bartending in Va-11 Hall-A was such a cool way to do dialog with characters that I'd love to see something similar return. Could be a neat way to do the coffee bar in the Spiritual Realm.

A pachinko scene would just be funny.

Also, a Gehenna-style trip inside Kala to kill the god would be awesome, but then again I have a thing for sticky meat levels.
 
So, it occurred to me- if there are metal environments like a crashed spaceship or factory or something- swinging an axe into walls is probably going to be less effective. Ajna will probably need to go to a side-area to magnetize her axe or equip a suction cup or something to climb metal walls. Kill a Dalek, take its plunger!

Also, despite Mike Z saying "no minigames," the bartending in Va-11 Hall-A was such a cool way to do dialog with characters that I'd love to see something similar return. Could be a neat way to do the coffee bar in the Spiritual Realm.

A pachinko scene would just be funny.

Also, a Gehenna-style trip inside Kala to kill the god would be awesome, but then again I have a thing for sticky meat levels.
1: Like in toy story 2 or the Simpsons movie?
2: Ah yes the classic booze socializing though I think Ajnas underage
3: YES this! I think they just might do that given their past with Konami (am I right I forgot?)
4:gross
 
Oh this would be a good mini game for the final game.
Home run contest indivisible style. Just see how far you can hit an enemy in an allotted time period.

 
And make it so that the monster flies at you in the weirdest ways possible, like that one minigame in Warioland 4.
 
Main thread's talking about movement ideas for controlling your party members' positions. Something simple occurred to me: Party member markers!
  • Get to a spot.
  • Place the marker on the spot. Marker corresponds to the character you pick
  • If you get into a fight on that screen, the Incarnation spawns on that marker. Else, he takes a default position.
This way you can position your archers on a ledge, healing mages outside the range of attack, etc. Sounds simple to use, but might make enemy AI harder to implement. Seems pretty powerful and unbalanced, might be locked to late-game or second playthroughs.

Would also be cool to have a non-combat way to move enemies around. Apparently Mike's not implementing VP's enemy freeze system, so something else (giant ping-pong paddle?).

Also, trying to figure out how to emulate the joy of jumping on flying koopas in Indivisible: An enemy where, if you jump on a vulnerable spot, the enemy is stunned and falls to the ground, and you get a bounce to keep platforming. If, however, you hit the enemy's hitbox, you get pecked at (assuming the enemy's a kind of bird), knocked to the nearest solid platform below you, and get into a traditional battle.

On the programming side, this could be implemented by tying a "ground" piece to a flying enemy so you're safe on the "ground" part but attacked on the front and bottom of it.
 
So I discovered some channels on YouTube that cover death animations seen in gaming such as drowning:
And other... more interesting deaths
I already said it before but now I'm generally curious how lab 0 will deal with Ajnas potentially humiliating deaths?
 
I was watching Rambo the other night on TV and I was thinking he'd be too perfect to parody in the game as he love to fuck up south east Asia at times!
 
I was watching Rambo the other night on TV and I was thinking he'd be too perfect to parody in the game as he love to fuck up south east Asia at times!

Your best bet is if they bring Rambro from Beo Force as an additional Cameo.
 
Talking about cameos and after I created my first Thread, I would love a cameo of Time Nomad from the game Middens.
The Time Nomad and Ajna share similar concept somehow....
 
Indivisiball- Continuing the Metroid influence, Ajna gets a spinoff re-telling the story with pinball stages. Roti's the ball. It somehow better captures the spirit of the franchise than outsourcing the IP to Platinum, who for some reason make Ajna angsty, full of self-doubt, and need her father's approval before using any Incarnations.
 
so wait... Roti is the ball and we have the characters bouncing him around for points?

you mean like this?


cause you know... we do have a certain someone with Ajna who knows how to play...

and i can see Ajna having a good time.
 
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How about if lab 0 took the funding and instead created a super computer that it can create a matrix like reality and instead made into indivisible and we could plug ourselves into it and live the experience as if it were for real!
 
So, one important aspect of the game was how different actions affected the rate at which your action bar fills, right?
I remember in the prototype that this particular aspect was wasn't exactly intuitive, in the sense that if you didn't already have knowledge of this mechanic coming in, you might not notice it at all.

With that in mind, maybe adding some sort of tension pulse-esque graphic to the action bar could help get that sort of information across to the player. I guess you could also just look at how fast your bar is going up based on what you just did, but still.
 
This vid about a 2D Metroidy platformer reminds me of a thing I like: Enemies you can't directly kill, and have to move into hazards. Specifically, the bit where TotalBiscuit talks about how the game was interesting before you get the Mega Man style arm cannon. There was also an enemy in Crash Bandicoot that only moved back when you spun him, and you had to move in, knock him closer to a bottomless pit, and move out again before he killed you until eventually he fell to a screaming death.
Now, granted, combat in Indiv is a massive, uniquely innovative component of the game. Still, I think it'd be fun if Ajna found a leafblower or something to move enemies without engaging in combat. Maybe a whip-crack technique that makes enemies jump back a bit, stunned?
 
would be cool seeing a multi-armed person doing something like this but it's probably really annoying to animate
 
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this would definitely be in a platforming lights out boss fight section of the game.