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

Okay, for those still waiting on the panel who wanted to know gameplay stuff I took some notes and a solitary screenshot.
  • Weapons are bound to different buttons in the overworld (R1 is bow, slide is still down+jump) (I know menu was Triangle, block was circle in older builds)
  • You can slide down walls to position for wall jumps
  • Counter in overworld is now just block with proper timing instead of a dedicated counter
  • You can block at any time "even when you're out of meter" (I'm confused now, because what's the meter management aspect then beyond combos build more meter?)
  • You will probably be able to tech grabs
  • Just Defend added, has its own sound, builds a ton of meter, greatly reduces chip damage, you can't die from chip damage during Just Defend
  • Who is getting attack even more obvious than it was
  • Dash in overworld is a button or double tap
  • First boss in backer build still gives not-speed boost™
  • There are two hidden bosses in the backer build (wording sounds like one is the cat again) and the second one gives you Helmbreaker*
  • Helmbreaker breaks floors, leads to secrets
  • "Divekick is not granted but is part of her ability set"
  • Spear now has pogo to get across spikes (shown to still have ceiling grab and throw)
  • Dash attack in overworld
  • Dhar mechanic: Hold down attack buttons during combos instead of tapping to generate earth pieces for more damage
  • Ginseng: Neutral is heal (hits next to enemies), up is stir which hits (adds more health to heal, can be done up to 6 times), down is search for item down again is throw item while following it with stir mixes it in the mortar to give you a status effect or a debuff instead of heal
  • Characters can not block magic other than Qadira (everything else mentioned about her is covered here https://labzerogames.com/indivisible-2-8-2017-update-qadira-rough-animations/)
  • Hit counter should be in by backer build release
  • "We're trying to make [Ajna] as fluid as possible" so down while dashing/speedboost results in slide and you keep running afterwards
  • "Battles have been sped up a bunch," Enemies now attack in order instead of all at once, actions fill up faster
  • Nuna neutral is place a trap that freezes an enemy in place if they go over it, has an attack where she leaps forward and has a launcher
  • Vasco has trip and jump swipe, mechanic is tapping for extra shots, has different ammo types "which is supers"
  • Fighting game references abound in attack animations
  • Phoebe "is ranged and a grappler" it is CONFIRMED backbreaker (Fuck yeah, Hugo)
  • Super is now dependent on how many times you press the button when doing super
  • Razmi level 1 is drain, level 2 is a magic strike that applies status effects, level 3 is a bunch of fire pillars (hits twice as many times if you do it up close)
*
Helmbreaker.png
 
You can block at any time "even when you're out of meter" (I'm confused now, because what's the meter management aspect then beyond combos build more meter?)
Yeah that surprised me too. It could be their way of fixing one of the most common issues with the Prototype, where people thought their controller was messed up because the Block didn't come out. Now it'll come out, but maybe Blocking without Meter will result in more chip damage?

I think some articles might have also said that the Group Block was only doable with Meter, which would still be a tough trade for being reckless. I guess we'll see.

Vasco...has different ammo types "which is supers"
This one really interested me. This might mean Vasco can switch from an Offense role to a Support role when he switches ammo, which would be a really cool trait for a gun user. Maybe it'll be kinda like those caster shells from Outlaw Star.
 
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maybe Blocking without Meter will result in more chip damage?
I thought of that as well, but obviously we don't know yet. Build is "3 weeks" though so I guess we'll find out soon.
 
Bah, those aren't Pia's phone videos.
 
Bah, those aren't Pia's phone videos.

Hmm, did she manage to get some stuff that wasn't actually shown during the panel? I admit i didn't pay lots of attention to this.
 
Man, if I knew ya'll were hard up I would've just cut it from the direct stream feed I downloaded and uploaded it.
 
Man, if I knew ya'll were hard up I would've just cut it from the direct stream feed I downloaded and uploaded it.
I wouldn't mind you doing that actually. Audio in this recording is not ideal.
 
That'd be indeed really nice if you could do this! Thanks in advance. 'w'

Also yeah, kinda happy we don't need meter to block anymore, I admit this played tricks on me back in the prototype days...
Though i imagine this will come with some disadvantages (maybe a character stunned or more chip damage? I don't know)

And from a more aesthetic standpoint, I love how Ajna now actually takes her Heruka form for the new helm breaker move and the speed boost.
Looks like the blue skin when using her supers is gone too. :o
 
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So after a day or so of futzing, saying screw one program and finding a better one here's the panel. :V

If Peter and/or Lab Zero uploads their own I'll probably delete this one.

 
Decided to give the prototype another run and I can definitely agree with the ui changes they've done for what they showed off at the panel. Also I pretty much agree with making blocking not require meter anymore.
 
The only glaring problem with meter-block in the prototype was that each fight started with zero meter, which is a much simpler fix.

But that's irrelevant to expanding the system for magic guard and whatever.
 
My only concern with no Meter dependency for Block, is that it changes the simple dynamic of feint attacks, which some enemies in the Prototype would do (unintentionally). However, now that we know some enemy attacks will be unblockable by normal means for most of the cast, then at least that means there'll be more to defending than just knowing when to Block.

For the new UI, I've seen various feedback on it, and some people have made some good arguments for the old layout as well. The new UI definitely becomes a bit more of a jumble as the characters pile up during a combo, so I could see them eventually needing to bring back some kind of stationary UI element in the end, at least as an option.
 
Stop unfollowing topic Skullheart T~T Thanks @Aden for the rundown. I wonder if they got around to making new Sound effects yet XD
 
We're working on them, a well as new VFX.
Oh I'm not saying it's a bad thing haha XD I just hope people don't flip their lids when Skullgirls is practically removed from the game (aside from Annie of course.)
 
When i saw the track's name i was expecting a very dynamic song but i admit i'm pleasantly surprised.
Loving that new song, it feels quite calm, yet melancholic too. Makes me feel sad for Ajna :(

And i wonder how those new sound effects will sound like :o can't wait

EDIT: Ah yeah took a look at Mariel's stream yesterday, some questions were answered :o

is ajna left handed or right?
>Ambidextrous because her sprite has to mirror to do stuff left and right, haha. I think that makes everyone ambidextrous

how long will the game be?
>Game length: I think we were shooting for 20-30 hours, plus sidequest stuff

I'm guess that Nuna and Vasco won't be in the backer demo?
>Nuna and Vasco will not be in the backer demo, they're not done yet

at what percentage do you think the game is at currently?
>Game percentage: it's hard to say because each area is at a different stage. Characters and monsters are maybe over half done, but levels/environment art is much less done, we don't have much done on story mode yet, etc
but I'll say we're still on track to hit our target release
Game development is just a mess is all, lol

Mariel, as a professional how would you encourage someone who's starting to give up on art?
>If you're giving up on art: don't, that's all there is to it - you're going to have ups and downs, and honestly it'll probably be a lot of down. But if you want to get better, you have no choice but to power through it and keep trying. Any artist you like got to the point they're at because they didn't give up.

Which parts of Ajna's design was your idea?
>Ajna's design: her design was all collaborative - it started with a sketch of Alex's, but everyone iterated on it until we found something we all liked

Hey @labzero a question I've always wanted to ask is if your doing animation in someone else's style how do you practice to replicate it?
>Animating in someone else's style: it's hard! All you can really do is just keep practicing at it. Honestly, if you look at early Skullgirls (Filia/Cerebella) I think it didn't really match Alex's style well at all
Whereas when we got to Squigly and Eliza it was much closer
so it took me years basically, and his style wasn't even THAT different from mine to begin with
1.0

 
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Oh I'm not saying it's a bad thing haha XD I just hope people don't flip their lids when Skullgirls is practically removed from the game (aside from Annie of course.)

Well, legally we can't use them, since they're technically the property of Autumn Games.

They gave us permission to use them for the prototype, etc. but ultimately we need to replace them all.
 
Well, legally we can't use them, since they're technically the property of Autumn Games.

They gave us permission to use them for the prototype, etc. but ultimately we need to replace them all.
Hah, completely forgot about the legality of sound effects. I'm glad Autumn's being a "good guy" company. Looking forward to hearing the new effects =3
 
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Yeah, they showed some of his stuff during AX. Check the vid J-Boogie posted at around 31:30. :o
 
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Never actually thought about if Naga's bike was actually alive. Always assumed it was just a magic bike lol
though that since his armor kinda feels like it's alive in a way (?) I guess the bike could be too?
And same, I wonder how that move will work because it looks really cool.

I want a little game with just Naga Rider on his bike and you have to go as far as possible haha, could be kinda fun 'w'
 
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I want a little game with just Naga Rider on his bike and you have to go as far as possible haha, could be kinda fun 'w'

Seeing as how the animation itself could be repurposed that way without much trouble, and we already have passing mentions of "Hungry Ghost Golf" and an in-game microgame of sorts when you trample all the Ghosts in that secret tunnel, this could very well be a possibility.

One idea I'd really like is if we got to guide Naga's mount down a long corridor, moving up and down three "layers" to dodge obstacles, hit monsters for points, ect. While It would require a ton of work on the environment side, Naga could just have a single-frame death animation consisting of him and his trashed mount falling off the bottom of the screen, retro style, and the riding loop tilted upward for jumping.

Like so:
Not only is this a great example, I remember Mike streaming this game, specifically the riding minigame, extensively after a programming stream. So the inspiration is most definitely there.
 
You think Mike's gonna put Turbo Tunnel in this game?

Because I can totally see it.
 
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I want a little game with just Naga Rider on his bike and you have to go as far as possible haha, could be kinda fun 'w'
I'm tired of seeing these "how far can you go" games... They are the bane of cellphone existence.
 
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I'm tired of seeing these "how far can you go" games... They are the bane of cellphone existence.

Yeah i didn't mean it like that, i admit i just had in mind the very thing.
Maybe a racing mini-game like Chrono Trigger otherwise? idk
 
I'm tired of seeing these "how far can you go" games... They are the bane of cellphone existence.

what about that mobile kart racer Lab Zero made up for that April Fools Joke?

Naga Rider vs that Witch Girl in the Pumpkin Kart. Let's Go!
 
what about that mobile kart racer Lab Zero made up for that April Fools Joke?

Naga Rider vs that Witch Girl in the Pumpkin Kart. Let's Go!
I actually missed what Lab Zero did this year. Actually, I missed many companies' AF's this year.
 
Same i absolutely have no idea of what this refers to.
Also nice new icon @Kit Ballard !! I love it
 
what about that mobile kart racer Lab Zero made up for that April Fools Joke?

Naga Rider vs that Witch Girl in the Pumpkin Kart. Let's Go!
Link to that? I think I missed it.