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

It'll be renamed.

To Zlnundra.
 
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The tangents really start coming during the lulls of the campaign, don't they?

Just letting you guys know, there will be no stretch goals that are about making an entirely different game. C'mon now.
Insane faux-predictions are just our way of dealing with the lack of news.
It would actually be kinda shady for funding of another game to be in the stretch goals, closest thing I can think to that ever happening was one of Undertale's stretch goals being Undertale 2 but that's just more of what you were paying for in the first place.
 
I have two questions for @render

Why the decision to withhold the stretch goals? I think they give people more reason to contribute, as it shows you'll have something to do with their money if you get more than the campaign goal.

Any plans to do a stream showing how you create a level in indivisible? I would love to see your tools, pipeline, etc.
 
Just letting you guys know, there will be no stretch goals that are about making an entirely different game. C'mon now.
But where's that Tower Defence game with Dating and Hats Alex wanted to make?
 
I have two questions for @render

Why the decision to withhold the stretch goals? I think they give people more reason to contribute, as it shows you'll have something to do with their money if you get more than the campaign goal.

They already answered this on stream. They don't want to get ahead of themselves since they are still a ways off + focus on getting the actual 1.5 million goal. They will show them once it gets much closer to continue the momentum. Not to mention in the scenario that they don't get funded it would look even worse that they planned for stretch goals.
 
So what you're saying is if we raise 140+ million dollars we get Indivisible, an MMO FPS for consoles AND we get to work with Activision in the process?? DREAMS REALLY DO COME TRUE!
 
They already answered this on stream. They don't want to get ahead of themselves since they are still a ways off + focus on getting the actual 1.5 million goal. They will show them once it gets much closer to continue the momentum. Not to mention in the scenario that they don't get funded it would look even worse that they planned for stretch goals.
Not to mention that were still like $500,000 away from the goal. It almost took a month to make that money.
Although, since Incarnations seem to be easier to make than Skullgirls characters (Like way less animation), would that mean extra incarnations if we do see it push past 1.5 million?.
 
Well, every crowd-funding campaign I've seen always have huge surges in the final days. As if deadlines are the only thing that can motivate procrastinating donators.

Annie! ☆
Lab Zero made a nicer chart!
[sweet new chart... but with a flopped Annie image]
Of course the chart is just for preview purposes, but I wonder about the final game, will asymmetric characters get the same kind of detailed care Ajna got? As in, no matter which direction Annie and Baozhai face, the eyepatch stays on the right eye?
Street Fighter III had so much pride in their asymmetry, their final boss seemed to be designed around this gimmick and was a garish half red and half blue naked man. Like a Buffalo Bills fan that went overboard in the body paint.

While Gill was only split by color, true asymmetric characters are a lot of work! One would need to redraw the frames for the reverse stances and modify all the invisible stuff (like hit and hurt boxes). That's why Spencer, whose left arm is bionic, in UMvC3, will swap arms when he's on 2P side (his right arm become bionic). During the game, it isn't that noticeable, but it leads to confusion. Recall all the Skullgirls fan art flawed by artists using 1P as reference.
Next Incarnations (#23-28):
  • Ropes Lady
  • Giga-Arm Girl
  • Scottish Samurai
  • Old Whistler
  • Mega-Pack Shorty
  • Renaissance Archer
KEY
= ♂
= ♀
= ?

So far, the reveals have been alternating genders. Since we left off with a male, we're 24K away from a female character. However, from the six characters we've seen in the trailer still waiting in the shadows, we may have to abandon the pattern. Or not. Maybe the character with the boiler backpack is a girl? Or maybe a robot...
GfTLri2.jpg
 
The real question is how much we need to raise for a tower defense dating sim with hats?
 
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Just letting you guys know, there will be no stretch goals that are about making an entirely different game. C'mon now.
Yeah that'd be a real stretch.
 
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6-12 sec cutscenes for important shit in the story would be cool as a strech goal
 
Stretch goal: 2 Annies.
 
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I say, keep holding the Stretch Goals for now. The campaign still has a ways to go, and we need to keep the hype focused on getting the game funded. Sometimes posting Stretch Goals early can have a negative effect on people, where they might interpret it as a sign of hubris, or it causes the Funded achievement to look less impressive. We definitely don't want to worry about that stuff until the $1.5M is pretty much locked.

Plus, I think that if the first stretch goal is more than $150k out, it might feel so out of reach, that people lose confidence in the current pace of the campaign. It's sort of like when some people know about the Secret Boss during their first playthrough of the prototype. Instead of enjoying that initial satisfaction of beating the prototype after the first boss, they get caught up in the next goal, and become frustrated and hopeless while trying to climb out of the pit.

So yeah, let's get this game funded, and we can worry about the other goals after NG+ starts. Thankfully we'll be able to take full advantage of IGG's Slacker Backer options to help pull that stuff off.
 
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Will asymmetric characters get the same kind of detailed care Ajna got? As in, no matter which direction Annie and Baozhai face, the eyepatch stays on the right eye?
I also find this kind of thing interesting. In the case of Baozhai, the eyepatch could be done similarly to Ajna's gauntlet, since it could theoretically also be broken down to a palette thing. However, because of Baozhai's cannon and "spear", she might ultimately need a transition like Zebei's when she turns around (Ajna's little tassel on her head also switches sides whenever she turns around).
 
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Speaking of Asymmetrical, I did find it pretty funny on how capcom handled the 3D model of Spencer, as when he turned around, his other arm suddenly was the Bionic arm XD

I wonder how much of this Mike knows:
 
Stretch goal: 2 Annies.
"Hey DDB, you want a stretch goal?"
All the other members of the forums: The soul of Mike Z
DDB: An Annie
Members: NOOO!
DDB: ... Two Annies
 
The final three stretch goals are:
1. Skullgirls 2
2.Lab Zero buys Alundra
3. A really buff Soviet bodyguard for Mike.

I felt like this one particularly needed a change.

waiting in the shadows, we may have to abandon the pattern. Or not. Maybe the character with the boiler backpack is a girl? Or maybe a robot...
GfTLri2.jpg

Or all three.

Otherwise, crazy old bird whistler when
 
one of Undertale's stretch goals being Undertale 2
I don't think that was actually the case, though...?

Of course the chart is just for preview purposes, but I wonder about the final game, will asymmetric characters get the same kind of detailed care Ajna got? As in, no matter which direction Annie and Baozhai face, the eyepatch stays on the right eye?
I definitely think we'd try for it, but it HIGHLY depends on how much of it would require drawing two versions of every frame. If we can do it with palette tricks we'd much sooner do that.

Street Fighter III had so much pride in their asymmetry, their final boss seemed to be designed around this gimmick and was a garish half red and half blue naked man. Like a Buffalo Bills fan that went overboard in the body paint.
Gill was the first test character created for the game, which was the CPS3 test title, I remember reading. They did all that (and the elements he creates change because he shoots with his other hand, since the ANIMATION remains the same) to show off the power of the CPS3. I highly doubt they'd have done that otherwise.

While Gill was only split by color, true asymmetric characters are a lot of work! One would need to redraw the frames for the reverse stances and modify all the invisible stuff (like hit and hurt boxes).
You would not modify the hit and hurtboxes. Some NRS games allow you to change stance, and sometimes it screws things up, but in general modifying that data based on side is something you would AVOID like the plague. Visual only.

That's why Spencer, whose left arm is bionic, in UMvC3, will swap arms when he's on 2P side (his right arm become bionic).
MvC3, SF4, and KI3, intentionally mirror their models and animations. There were bugs in some of the early versions of SF4 and KI3 that allowed you to get non-mirrored anims to play and see the back of them during some moves. It would be trivially easy not to do this, but they do it intentionally to come across as more 2D.[/QUOTE]
 
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I don't think that was actually the case, though...
Looking back alot of Undertale's strech goals were jokes. There wasn't the Papyrus song on the albulm and Mettaton couldn't be married even though Undertale's KS discription said "You get to marry the robot" ((Probably since everyone thinks of Frisk as a babby)). They've also joked about letting your Fan Troll be in the game. But he did let all the backers monsters in and that's how Muffet became peoples waifu.
 
Gill was the first test character created for the game, which was the CPS3 test title, I remember reading. They did all that (and the elements he creates change because he shoots with his other hand, since the ANIMATION remains the same) to show off the power of the CPS3. I highly doubt they'd have done that otherwise.
I can't help but laugh at the fact that they made a fuss marketing the fact that they can now do non-flipped sprites on CPS3... and then they went and made Oro. Like, come on, I know exactly why they're not gonna put all that work into double the character sprites, but maybe try not to make it so obvious by designing characters that make it that easy to notice, and maybe don't brag about something you're never gonna do.

Also, Gill's sprites still are flipped, aren't they? It's just that the palette inverts with him and the particle effects change to create the illusion that they're two different sets of sprites, right?
 
I can't help but laugh at the fact that they made a fuss marketing the fact that they can now do non-flipped sprites on CPS3
They didn't make that fuss, that I saw...? They just showed off Gill. Who is still flipped, yes. But they changed palette effects and which projectile was produced, all of which was new.
They never actually SAID "we can do this amazing amount of extra work" which could have been done on the CPS2 anyway.

then they went and made Oro. Like, come on, I know exactly why they're not gonna put all that work into double the character sprites
Oro has two arms though, he just hides the one he's not using. And it even makes [some] sense to use the one that's closer to the enemy.
Git ya facts straight before you complain. :^)
 
sigh... whatever... i played the game, i did the story mode. i'm going to bed...

you just do what you do best Mike. I'm not bothering to comment about stuff anymore.
 
All the stuff related to the actual game, unused music/sprites/enemies, and that Guile was supposed to be Magus.
For a second I thought you were still talking about Street Fighter and I was really confused.