I've already marked off "Soon" on my calendar and let everyone know I'll be busy that day.
We just posted a new update to the Indiegogo campaign page!
https://www.indiegogo.com/…/indivisible-rpg-from-the-creato…
Hey, Indivisible backers! Long time no see!
Since you last heard from us, we’ve been hard at work setting up our new office, staffing up, and getting operations started back up. We’re now settled into our new office, and development on the full game is well underway.
With all of that boring ops stuff out of the way, you can expect to hear from us regularly from now on!
We’re currently in the pre-production phase. That means we’re doing lots of planning and concepting of the game’s world, monsters and characters. Proper planning is key to making a good game, so this is an important part of the development process.
While we concept, we’re also prototyping Ajna’s new traversal abilities, improving our engine’s renderer, and rounding out Ajna and the prototype’s cast with additional animations. Soon we’ll begin creating exporters and tools to get things flowing smoothly by the time we move out of pre-production and into full production about six months from now.
One of the major things we’re tackling right out of the gate is Indivisible’s environment style. The backgrounds in the prototype weren’t the aesthetic we imagined for the full game. Here are some early draw-overs of backgrounds in the prototype we did to get closer to our target style.
We don’t know yet if we can achieve this level of detail in our modularly-built levels, but it’s our current target. Finalizing a style requires careful choices about scope and implementation.
A lot goes into making an in-game environment look like this. Our new environment lead, Eric Kozlowsky, marked up the concept image to gauge how texturing and other assets will work to maximize efficiency and flexibility of level building while hitting our artistic targets.
We’ve also been working on new animations we know we’ll need for some of the characters. You can check out a couple for Zebei and Tungar here!
You’ll start seeing development streams on the labzero Twitch channel in the near future, so subscribe and get notified the next time we go live and watch the magic happen! We’re planning to stream animation, environment modeling, texturing and concept streams!
It’s not too late to get in on the Indivisible hype train! The campaign is in “InDemand” mode, meaning some perks are still available. We’re inching closer to that next stretch goal: full VO for all major characters!
Follow us on Twitter (@IndivisibleRPG) or here on Facebook for the latest news!
I guarantee you it's longer than you're thinking about.
you can simply delete the width limitation after /upload/ from the indiegogo link for full res (not sure why it's doing that though, I reckon most people won't know how to see it in regular resolution)
Nah, let's just see whose gets a higher Metacritic score. :^P
35/40 from Famitsu ain't cheap, that's EXPENSIVE.
The real cost of video game development.
Given Famitsu's usual scores that's a scam.
So, in some tangentially related news, one of the real life Vasco's ships was recently excavated.
http://news.nationalgeographic.com/...vasco-da-gama-age-of-exploration-india-route/
it's like christmas or independence day
That means you're bad at history. That's pretty much it.
July 18th, never forget!
Independence day is also the wrong date? Where?