*Skullgirls is mechanically (and musically) a great game but unfortunately when Lab Zero decided to appeal to creepers, they made the game a lot less appealing to me.
If Lab Zero were only interested in appealing to "creepers" then I don't think two of the DLC characters from the Indiegogo campaign would be male characters. There's clearly a pretty balanced slate of fans for the game overall.
If Lab Zero were only interested in appealing to "creepers" then I don't think two of the DLC characters from the Indiegogo campaign would be male characters. There's clearly a pretty balanced slate of fans for the game overall.
I haven't studied the Them's Fightin' Herds campaign in detail yet, but only the really high tiers will be limited in our campaign.
Stuff like design a monster, etc.
How are the hand drawn animations being placed in the game? Frame by frame? I don't know much about this process at all so I'm massively interested in some insight.
Oh yeah Ravidrath, you guys still aiming for a September campaign, or are you pushing it back to October/November?
We have a date for the Indiegogo campaign: October 5th!
More info here:
http://indivisiblegame.com/blog/indivisible-indiegogo-campaign-launching-october-5th/
We have a date for the Indiegogo campaign: October 5th!
More info here:
http://indivisiblegame.com/blog/indivisible-indiegogo-campaign-launching-october-5th/
Time to set aside a lot of dollars.We have a date for the Indiegogo campaign: October 5th!
More info here:
http://indivisiblegame.com/blog/indivisible-indiegogo-campaign-launching-october-5th/
By the way, please, don't have any social media realted stretch goals like some other crowd funded games have had.
Two of my favorite crowdfunded games, Pillars of Eternity and Divinity: Original Sin did this and it was not something that worked out well in either game.
By the way, please, don't have any social media realted stretch goals like some other crowd funded games have had.
Two of my favorite crowdfunded games, Pillars of Eternity and Divinity: Original Sin did this and it was not something that worked out well in either game.
I'd prefer no stretch goals. I'd rather they just make the game as they originally intended.. if they get more money.. they should add more after the fact as money dictates.
I think stretch goals are one of the reasons I think projects get delayed so much. Because if you add stretch goals that add more to the game, then you need to also extend the estimated delivery time of the game.
We won't.
The Bloodstained social thing was interesting, but since it mostly unlocked more stretch goals, I felt it was a fruitless collective effort.
It also requires way more staff than we're going to have to run this thing.
Actually...!
If we get to them, we're going to have two kinds of stretch goals - "make the launch game better" ones, and "extend the game through post-release updates" ones.
The goal is to make the game a better and more desireable product with the former, but without greatly blowing out the scope of the core game, adding another year to development, etc. None of these are things like "more levels" - we know what we want the core game to be like and we're not going to shoehorn stuff into it.
The base budget is for our complete vision, but these sorts of goals would include things like more music, more voice acting, animated opening, etc. Virtually all of these are things that will improve the overall product, but the bulk of the work is not done by Lab Zero's staff.
The gameplay-expanding stretch goals, on the other hand, are intended to be released as a post-release update(s), ala how Shovel Knight is handling things. These would be things like multiple endings, super hard bonus dungeon, etc. - stuff to make you want to revisit and replay the core game and then try this new stuff.
Do we know what the supported platforms will be? I've read a bit about how the Linux version of Skullgirls was handled and I was wondering if it had been a deterrent for the team or instead an incentive to plan things better during the development process.
Is Hiroki Kikuta doing the whole soundtrack?
I hope there's an early bird special where you can get the game at a slightly discounted rate. That's pretty much the only way I crowd fund anything.
That's the plan.
It's possible we could do what we did with Skullgirls and have someone else handle more cinematic / mood music, and have Kikuta focus on level and battle themes, etc. But the current plan is for Kikuta to do everything, and he's aware of that.
That's the plan.
It's possible we could do what we did with Skullgirls and have someone else handle more cinematic / mood music, and have Kikuta focus on level and battle themes, etc. But the current plan is for Kikuta to do everything, and he's aware of that.
Awesome, he's one of my favorite composers and it's so rare to hear his music nowadays. Dem Secret of Mana feels.
Looking forward to this game.
Yay! Do you guys have an idea of how much music will be in the game or is that still being figured out?
That's the plan.
It's possible we could do what we did with Skullgirls and have someone else handle more cinematic / mood music, and have Kikuta focus on level and battle themes, etc. But the current plan is for Kikuta to do everything, and he's aware of that.
Ah, that's a shame. Understandable, though. Can't wait to play it at release!No plans for that, sorry.
I think what we're offering is pretty substantial for a $30 game, and unlike just about every other crowdfunding campaign, you actually get to play it beforehand.
Initial budget is enough for 60 minutes with some wiggle room. The first stretch goal will likely be for more, though.
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Unarmed attack animation?Ravidrath said:
That's one of the reasons we sought him out - he's one of our favorites, and he's been surprisingly absent for a while.
He's been contributing a track here and there to things, but it was time for him to get another full RPG OST under his belt.
He also has the kind of ethnic and tonal range that a diverse game like Indivisible needs. The SoM track "Ceremony" is pretty heavily influenced by gamelan, which is a SE Asian musical style, and you can definitely hear that in the tracks we've previewed on videos.
Any plans for guest composers for extra tracks? Yoshitaka Hirota is also a great composer who would fit the sort of range this game seems to be going for, especially with the pseudo-horror elements. He hasn't had any interesting RPG work in a while either!
Knowing how many game references Steven Universe has I could see them sneaking in a Skullgirls or Indivisible reference in the background at some point.
Steven will retake his role of Tiger Millionaire to take down Beowulf.
Does alpha public or for Skullgirls backer only?