Cozy indeed.
Wait till random clutter slowly starts to appear!Now that we're in here, it doesn't feel cramped at all. The diagrams we made for desk layout, etc. made it look like it would be REALLY tight, but it's actually quite comfortable.
Now that we're in here, it doesn't feel cramped at all. The diagrams we made for desk layout, etc. made it look like it would be REALLY tight, but it's actually quite comfortable.
This article/interview went up today, in case anyone's interested in reading it:
http://www.redbull.com/us/en/games/stories/1331777518161/indivisible-kickstarter-game-interview
Now that we're in here, it doesn't feel cramped at all. The diagrams we made for desk layout, etc. made it look like it would be REALLY tight, but it's actually quite comfortable.
This article/interview went up today, in case anyone's interested in reading it:
Apparently I did this in early February, but it feels like it was eons ago.
as well as starring in Indivisible, Yacht Club's Shovel Knight is in Kickstarter smash-hit Bloodstained and 13AM's Wii U multiplayer title Runbow
Speaking for myself, I think that was one of the most frustrating part of it all. The "market" is what it is and there's nothing ever fair about, but goddamn it sucks more often than not. So glad it worked out in the end.Indeed, it's remarkable that the prototype didn't garner more attention; what Lab Zero essentially did was provide prospective backers with the opportunity to sample the game before they pledged their cash an extraordinary gesture when you consider that other crowdfunding campaigns have succeeded with little more than rough concept art.
Same. Hell I was nodding the whole time I was reading it hah. But I admit to being biased as another campaign I backed (CrossCode) went through a somewhat similar ordeal. They had an amazing, fun, polished demo of significant length, yet barely met their goal (and only after using the IGG extension too). And you'd think a mix of Ys combat and Zelda puzzles with retro-but-not-too-retro graphics would be an instant hit, too, but nope.It didn't come off harsh to me at all. I would ponder the same thing were I in similar shoes, no doubt.
I hope I didn't come off as too negative about the concept art / big name thing. But I felt it had to be said.
There have been some successful campaigns lately that have struck me as really lazy. Like, almost no art, even.
And it's a little hard to look at those and not wonder what's up.
I mean, I'd just like to not have to struggle all the time. Even if it's just once.
That's one of the reasons why I feel "it's repetitive", without qualifiers, is a shallow and useless criticism. I think people say this when they mean "monotonous", or "tedious", maybe. But yeah, for example people call Monster Hunter repetitive because you basically repeat hunts all the time to get better gear to face stronger monsters that you will repeatedly hunt for better gear etc. So in that sense it's true; but, when you actually play, you see that each hunt can be a unique and distinct experience, thanks to solid monster AI, variety in playstyle according to what weapon/loadout you use (and the difference in playing, say, a gunner vs a hammer vs a longsword etc. is really, really huge), map/environmental differences, and so on.Really, all games are "repetitive" - you're interacting with a system with a limited number of inputs. Everything else is more or less to obfuscate that - different monsters, attacks, environments, etc.
I don't think there's anything wrong with this. There are so many games coming out all the time that you have to make snap judgments. You can't spend a half hour for each game to give it a fair shake.
Does the game name sound interesting? Go to the Steam page to check it out.
Do the screenshots and written description look good? Check out the video.
Still on the fence after that? Read/watch reviews or try out a demo.
Each step involves more and more of a time commitment so at any time, the potential player can bail out and decide they're not interested. I think in the vast majority of cases, someone who checks out a game and decides not to buy it and not to try the demo is not someone who would change their mind if they played a demo. And that's okay - you're not trying to convince people that don't want your game that they should want your game. You're trying to 1) spread the word to everyone who would want your game but doesn't know about it and 2) convince the people who are undecided.
I think another issue we ran into is that gamers these days seem to think they can just look at a video and determine if a game is fun or not.
It might get easier as the team gathers more experience, respect and fans. I'm sure staff from Platinum and Fromsoftware appreciate the amount of attention, patience and respect they get these days compared to a decade ago. Indivisible will be a chance to expand the audience dedicated to the stuff you are making and with each project the enthusiasm to contribute and buy into Lab Zero's vision will only increase. No doubt you'll pick up some haters along the way, but those are the breaks.I hope I didn't come off as too negative about the concept art / big name thing. But I felt it had to be said.
There have been some successful campaigns lately that have struck me as really lazy. Like, almost no art, even.
And it's a little hard to look at those and not wonder what's up.
I mean, I'd just like to not have to struggle all the time. Even if it's just once.
That's one of the reasons why I feel "it's repetitive", without qualifiers, is a shallow and useless criticism. I think people say this when they mean "monotonous", or "tedious", maybe. But yeah, for example people call Monster Hunter repetitive because you basically repeat hunts all the time to get better gear to face stronger monsters that you will repeatedly hunt for better gear etc. So in that sense it's true; but, when you actually play, you see that each hunt can be a unique and distinct experience, thanks to solid monster AI, variety in playstyle according to what weapon/loadout you use (and the difference in playing, say, a gunner vs a hammer vs a longsword etc. is really, really huge), map/environmental differences, and so on.
Anyway, didn't mean to derail this thread to talk about MH, just wanted to agree about the "repetitive" thing. I think so long as you find a way to make the game experience fresh, actual "repetitiveness" doesn't matter.
Great interview.This article/interview went up today, in case anyone's interested in reading it:
Apparently I did this in early February, but it feels like it was eons ago.
But playing a game is very different than watching one.
Playing is tactile - while the combat in Indivisible might just look like hitting buttons or whatever, when you play it you can feel there's depth there, you feel it's responsive, you adjust your rhythm, combos, etc. Actually being "in the moment" is different than watching it.
I feel like campaign could use some more talking heads. It had 'em still, but only closer to the end.
I don't think there's anything wrong with this. There are so many games coming out all the time that you have to make snap judgments. You can't spend a half hour for each game to give it a fair shake.
But to watch a video and assume you know how it plays and feels is different.
I'm confident it'll be between Razmi and Sangmu.I'm curious who will be the most popular incarnation after the game releases. Right now we only have their basic neatral designs and a bit of backstory to base our decisions on but when we learn more about them as characters and see their moves I feel i will shift a lot.
Retro mode, someone make it happen.Sorry for bumping but saw this pixel fan art of the characters and thought it was worth a share:
and in VP related news: http://www.neogaf.com/forum/showthread.php?p=199534546
edit: also, this piece was pretty cool:
These would make great avatars.Sorry for bumping but saw this pixel fan art of the characters
Oh thank goodness!
The concept art looks promising thus far. I'm hoping that it makes for some really striking shots in-game.
Any news on revealing the anime studio yet?Now that we're back in production and the Vita version is out, updates will definitely be more frequent now.
They've already said Anime studio asked to not announce it till way later.Any news on revealing the anime studio yet?
Any news on revealing the anime studio yet?
Sounds like making the best of a tough situation!I'm trying to announce it ASAP, but they want to make some changes to the budget before we confirm.
I've asked if we can set an announcement deadline for Anime Expo, so at least if they're going to make us wait that we can make a big splash there. So I'm hoping that will be the latest this gets delayed to.
The indiegogo page is still accepting pledges. Thats more or less preordering.