>there are still people on this very board who can't wrap their head around why no-one wants this game
Ahh yes, time for an Indivisible thread.
Reminder that this will be one of the best games of recent times.
Go to their Indiegogo RIGHT NOW, and give them your hard earned money!
You have my word, this game will be amazing.
Thank you as usual for you hard work Kike_Z
Mike Z will deliberately delay DLC for Skullgirls PC version if Indivisible is not funded.
Get this game funded, and you'll never see me again.
At this rate, you're right.
I'm here to spread the good word, and help get this funded.
Mike Z, and the fine folks at Lab Zero really deserve it, they work very hard, and it isn't cheap living in their area.
>Another 8 bit game.
Meh. I played the demo on PS4 awhile ago and was bored. Felt like I was playing an MMO like La Tale with extra platforming tricks, if it was more like a Metroidvania I'd probably like it more. I won't buy or back it. Maybe if it gets made and offered for free on PS+ I'd download it.
I like the look of this though. Reminds me of dust force. Floating sword thing seems kinda lazy but I'm sure there's a reason behind it.
How? I'm using exactly the same "logic" when "people" criticize this game, "Looks like garbage" "Animation isn't enough good".
I really don't know.
I was just being a shit and doing the typical /v/ thing.
Indivisible has nice characters but the level design seems incredibly basic to me.
Pixel art can be crap and incredibly boring to look at but I think Doko Roko goes that extra step in giving a shit.
Has fucking nice music too.
Plus Doko Roko isn't fucking 1.5 million fucking dollars.
30k and over funding goals already seem like they'd make it a 11/10 game.
.>Indie characters guest starring in indie games
Not surprising dude.
>100% by hand.
oh, are they actually inking the cels off of the pencils instead of xeroxing them? painting the backsides? shooting with a layered animation camera?
animation hasn't been 'by hand' in decades, it's a meaningless distinction when you're talking about two 2d animations
>Someone who is part of a company shills for a company
Game was bad. Lots of times a character would attack while the enemy was running closer and they'd miss along with another character getting knocked onto a ledge and being completely unusable for the rest of the battle.
Seemed like some pretty incompetent developers that made me baka desu senpai
>Game does not let you follow up an attack when the enemy is not in it's optimal/preferred position
>Game glitches and makes one character unusable for the rest of the battle
I dunno about you, but I'd rather not let a developer kek me out of good gameplay
>Invishit secure fund from other indie dev
>hahah this will fail guiz!
>Invishit beat 600K record
>hahah this will fail guiz!
>Invishit makes record 30K$ since PSN update
>hahah this... will fail guiz...!
Shitposter is getting desparate
Just how many fucking indie games can a character be a guest star in without even having their own game released yet?
>We need an audience, ANY audience
I was about to type "they'll add some Skull Girls too under a week, calling it"
Then I read the article and saw it was already planned
Along Hyper Light Drifter, Guacamelee & co
They are really, really desperate.
>Drawing the hambeast as a muscle girl
That's the kind of denial I can get behind, but it's still denial
Well getting every youtuber on the planet to advertise this game didn't work. Maybe getting every other game to cameo in this well get the money.
I can't help but think they are trying their hardest to get the permission to use an undertale character, probably Sans, in the game.
>75% through the campaign, merely 40% of the initial goal has been funded
>The game needs to get the remaining 900k under ten days, something they didn't come close to achieve in thirty.
>haha guys, you're the ones in denial!
I doubt that would even work
That kind of desperate 180° turn would be sure to get a bit of their pledges cancelled, yet SG fans are unlikely to forgive them fast enough - and I doubt they would get their respect back, I for one would fucking despise them.
They would also get burnt alive by the vidya "press", and rightly so.
It's something to make a lewd/eye-candy game, but it's something else entirely to make a game that is supposed to be progressive then turn it into eye-candy.
We're witnessing History here.
Years from now we'll remember this trainwreck and learn why you should never ever do that kind of shit as a dev studio.
Don't forget they actually removed some of the fanservice from Skullgirls and told people to go fuck themselves if they didn't like it. Those poor SG players didn't see it coming so I doubt they can mod back in those frames.
From the IGN comments
>FFXIII invented ATB and picking attack or defense
>Project X Zone invented timed attacks and combos
>This is what the current generation believes
Just kill me now
>- $612,012 funded
>= $887988 to go
>/ 11 days left
> $80726.18 needed every day for this to get funded
This game doesn't stand a snowballs chance in hell of getting funded.
>"Abloobloobloo these fucking kiddy fuckheads didn't use muh nostalgia 80's/90's games as examples and instead used more recent ones!"
If the comment actually claimed that those games invented those systems then I'd agree with you, but you're just being a huge faggot tee bee ech.
>OH GOD OH GOD PLEASE FUND OUR SHIT OH FUCK WHERE DID ALL OUR HIPSTERS GO
This is great. At first it was just some dull looking game to forget about. Now it's watching a crash and burn with some butthurt on the side. Always good times.
I looked this up to see if it was real. Turns out it was.
Guy who worked at Lab Zero commented on this:
>Some people have severe phobias of disembodied eyes and requested it, so we obliged. It is a real thing.
But like you said - can't please everyone!
It's true there is a chance it's not what he meant
But if someone describes a dystopian movie as "it borrows the 'future world where they tried to make a perfect society but it went bad' from Hunger games and the psychic powers from Naruto", I'll tend to think "he has zero culture" first and "he's just quoting the most recent examples" second
Rocco fooled around with another girl. Ashley, the chick dressed like Bulma in the pics, thought they were in a real relationship so she counted it as cheating even though Rocco just saw them as friends with benefits I guess.
That's a reddit post from another dev later on
The original response from Mike Z was citing Trypohobia as the main issue, which he'd gotten several complaints about.
He then compared it to the Porygon episode.
But yeah, it's not a complete removal but rather an exclusion from the "random" choice.
>Some of the posts read like the most bitter of ass hurt
>Doesn't even come off as shitposting, actually feels foreign to the norm in wording of how faggots here post
>It is a very real possibility Mike "Zer" Dumbass is actually desperate enough to not only shill here, but try to argue here
Game wont even need to fail, niggas already begging for loose change.
I don't agree with you, but I'm into it.
At this point Mike Z strikes me as the type of guy that if he could he'd erase Skullgirls from existence. If he had full ownership of the IP i'm convinced he'd yank it down from sale. If it was legal for him to do (it's not) he'd probably remove access to the game on various platforms, delete the source code and erase all assets.
Then all these tumblr faggots would cheer him on and say how it's his "right" to do it.
>made by an art school dropout who learned art through video tutorials, and coding with java.
I was ready to back that shit but that went downhill fast. I'd rather back a game by more competent game devs.
Would you loan money to Mike Z?
I don't know much about loan qualifications but I don't think they meet the criteria.
Where do you people even get this stuff?
Twitter. Also, here's a pic of Ashley #1, his previous girlfriend that he also cheated on. You can see her on some of Rocco's old videos and a couple podcasts.
man every time she called into the podcast I would just turn that shit off. Her calls would go in for way too long. Fucking Rocco always flying bitches in San diego so he can bang
I don't see you flying any bitches into town to bang and eat.
>Mike's face when all people remember of his vanity project is the porn
When they began the Indivisible campaign a bunch of spooky scary skeletons began tweeting they wouldn't give any money and would slander the game because of Skullgirls not conforming to their beliefs. Mike Z did the smart thing and fucked up Skullgirls to try and appease them. They still have not given any money to him.
>tfw Ajna, Ramzi and Phoebe will likely cease to exist
Why not just make Skullgirls 2?
It would likely be considered a scam, considering 505 are supposed to give them 2 millions if and only if they reach their goal.
They'd need to start laundering money like crazy to make it look legit - money they by the way don't have and would need to borrow.
So they'd start the game development with less money than expected plus a loan to reimburse.
Might as well let it die right now
>Zone-tan, we need you
They won't admit it, of course, that seeing their characters getting railed is one of the larger appeals.
>inb4 you move the goalpost once more
Like last month, mostly just panty shots and upskirts but they replaced them nonetheless. The devs went about it in a holier-than-thou attitude and tried to downsize the situation. I still don't get why they removed that one stage though.
the fuck is your problem? I googled "skullgirls frame edits" and there were no recent results, just stuff from 2012, so I asked you to help me find source. get that stick out your ass
Porn can help a game to be funded or even increase some sales, you know.
Except we don't really need the game to actually be realized for us to have the porn around. Especially since there's only two characters worth making porn out of and we have enough references to keep chugging them out.
Not that guy but those links don't actually show said sprites which is what he asked...
I've been looking high and low to find the censored frames since he asked the question, but now I'm resorting to screencapping youtube videos.
>Porn can help a game to be funded or even increase some sales
When did this even happen you gigantic faggot? No game got ever funded because there was porn of it, unless the game was porn.
>Lab Zero's Skullgirls is a big financial success
>They make a new game with the same enjoyable artstyle with some odd mechanics spliced in
>The demo for the game very sparcely uses these mechanics and can be beaten by button mashing with very little replay value
>They ask for 1.5 million dollars for this game to be funded in a very short amount of time
>Especially what they're doing is asking for 1.5 million dollars of customer loyalty to be paid immediately for a game which nobody really knows how it's supposedly played
>It's effectively a 1.5 million dollar selection of screenshots of a game people probably won't play that often.
>It doesn't work, weirdly enough
>Lab Zero decides to strap names of other successful indie titles in a last ditch effort to get their game known
>because they think getting it known is the issue at hand here
>1.5 million dollars
>for the company that made Skullgirls
Am I missing something or is this absolutely ridiculous?
>Lab Zero's Skullgirls is a big financial success
You mean all the success that gives them zero royalties? They don't make money off of it at all.
>then a bunch of fan artists draw tons of rule34 and fan art
The point is this never happens. You have 1-2 no name guys drawing like 3 pictures at best. You would need very popular artists do draw fanart of it.
The characters are too boring for artists to even want to make porn for it.
This was just a bad pitch. And they'll blame the fact that it was because brown skin forever, too.
It's just fucking boring.
Not fair, you changed the facial expression to a smile, which is a big boost, not the white skin. I mean what even is the Op character, a mix between naussica and princess mononoke, right? Boring boring boring
The brown tomboy is probably the only thing this game has going for itself
The outfit itself, which you didn't touch, is boring though.
And I'm not saying it's not showing enough skin.
It's just boring.
isn't it animeish art? I can't tell the difference anymore, like half of all western art has anime eyes, hair, face, everything. Maybe a more pronounced nose and some rounder shapes.
It's why I don't understand /aco/ when so much of it is just anime style art (or just legit anime)
Their cost breakdown boils down to them being located in Beverly fucking Hills, one of the most expensive places to live in. Not even San Francisco costs as much to live there, you're talking about an area that's 4 times the average in California, which is already pretty expensive to start with.
>He's done that much in one year
Brown, muscular, tomboy and lesbian. Based creators.
But is it western art/ Does she look like Dee Dee or Belle or Princess Bubblegum or something? There's clearly more anime in there than westie shit
I'm just saying there's so much western art out there now that takes so much from anime it's crazy.
Annie from Skullgirls
Calibretto from Battle Chasers
The Drifter from Hyper Light Drifter
Juan from Guacamelee
Lea from Curses N' Chaos
Shovel Knight from Shovel Knight
Zackasaurus from Super Time Force Ultra
Mite be cool
>it doesn't even try to copy anime
yeah it totally does, look at it, it's not like ed edd n eddy or adventure time or dexters lab, whatever, it's blatantly trying to copy anime shit
I really don't understand this shit.
>Dev has already made a game in the past
>Dev starts crowdfund for new business
>Everyone acts like the studio will go out of business if it fails
How the fuck did they manage to produce the first game with no crowdfund when no one even knew who the fuck they were?
>le Reddit Nite XD
This game has gone downhill.
>How the fuck did they manage to produce the first game with no crowdfund
publisher you faggot
>Everyone acts like the studio will go out of business if it fails
they already got once out of business and then made a new company
>Dev has already made a game in the past
Which made them zero money due to publishing contracts. Konami and Autumn own everything including the Skullgirls IP.
Hence they're trying to do a new game while keeping the license for themselves. However, this is a pretty big financial risk.
>Implying "competent game devs" aren't those who currently make the shitty games that everyone buys because FLAVOUR OF THE MONTH
You might as well save that money up for a car or a vacation if you don't want to waste your money neither on indie shit nor Ubi shit, mate.
>mfw these backers who are donating thousands of dollars thinking that it will help create a better game
>mfw almost all of it will be sued to pay the rent on their luxurious office that is 20x better than the house you live in while using the rest to buy some gourmet breakfast
Why are so many of the character designs so awful?
That samurai nun and africian farmer/knife enthusiast are particularly awful designs. They're not even rule of cool, just fucking stupid designs with little thought put into them. Like, just applying some fucking practicality to them would force you to make a more interesting design.
And then on the flip side, the somehow manage to make a dragon knight one of the most boring characters shown yet. (Also spears don't fucking work like that.)
It's like they think of one small themed gimmick for a character and don't actually expand upon the character with it in mind, just instead working with that gimmick. I've seen more interesting RWBY fancharacters, and this is coming from someone who doesn't even like RWBY very much.
judged as a prototype?
>okay battle system with lots of potential upwards
>very solid platforming
judged as a full game?
I like it, I'm supporting it
Top fucking kek. They work 4 people to a table in someone's fucking garage. Nice try though.
Why is this game getting so much hype?
The who side scrolling turn based RPG gameplay it has appeals to a very small niche, mostly comprised of weebs (who probably aren't even interested in this game to begin with)
All shitposting aside, with the extension, the meme characters and PS4 prototype, they actually have a very real chance to get funded.
If they get more meme characters like they said they would, the chances will only get better. If they can get Undertale, it's certain to get funded.
Time to switch shitposting sides.
Yes, you're missing the part where lots of Kickstarters make that kind of money by actually ONLY showing screenshots. These devs created like 5 fully animated characters and an environment to move them around in and let the players actually try it for themselves.
What's ridiculous is that gamers are such gullibly shitheads that they probably would have done better if they hadn't let anyone play a demo at all.
It's not getting hype. It's failing despite many big-name gaming youtubers attempting to plug it and major indie character crossovers. Not even Z0ne can generate hype for it.
It's being marketed to two different kinds of audiences who tend to not like the other's kind of game. Metroidvania and jRPG do not mix.
The two relevant Paper Mario games were not sidescrollers any more than SMRPG was. Their platforming was a spice to the dish, not a ham-handed feature that conflicted with the RPG elements.
There was a very well publicized lawsuit against Konami. This is common knowledge, buddy. They haven't made any money off Skullgirls outside of the pennies they live off making the DLC.
Wow, he slayed a beast that's likely smaller than most Florida alligators or crocs. Not very impressive. They would have been better off going a monster hunter direction and making the spear/lance from a tooth or claw. The creators don't even know the difference between chain mail and scale mail.
I've been part of two failed projects that tried similar hybrid genera. Action platformers aren't fun when you're forced to stop for every battle, and jRPGs aren't fun when you have to do meaningless wall-jumping sections.
In addition, what they showed in the prototype was not something that flowed well by any means, and that's before the disabling glitches.
>In addition, what they showed in the prototype was not something that flowed well by any means
I thought it flowed very well, you can skip every single enemy if you feel it's disrupting or kill them outside of battle
>and that's before the disabling glitches.
>Metroidvania and jRPG do not mix.
This anon gets it
As a Metroidvania fan, the last thing I want getting in the way of exploring a massive 2D map is a shitload of turn based battles that pull you out of the world
But this is just one man's opinion
>Mike Z will look for any means to shift the blame off the game
Will? Pretty sure he already wen't "i am scared they will blame it on the poor brown girl and other devs will shy away from her!"
So from the prototype I got a boring as fuck battle system. Why in gods name doesn't your atb gauge charge during attacks of other characters. It slows the game down considerably and makes it just wait for everyone's gauge to fill them mash up and attack for max aoe.
That bait and switch is part of why there isn't a lot of people funding it.
jRPGs are not too popular in the west outside of a small handful of decades-old franchises, where as metroidvanias have a constantly-thirsty fanbase.
But you "can't" (easily) integrate a few dozen playable characters into a metroidvania, so here we are at this fractured concept.
>good games can take more than a year to make???!
Are you just new to the entire industry?
Mainly because the creators had a lot of cred from skull girls. But for all intensive purposes it's not, in fact the colossal meh it's received is arguably becoming a big news story about why indie debs are out of touch.
Your characters attacks could get disabled for the duration of a battle if the enemy they attacked was out of position.
I'm sure the game will feature boss encounters that reward you for skipping half of the game's mechanics. Wait no, in RPGs if you skip battles, you're underleveled and have to go back to grind.
Yes, a good feature for a metroidvania-hybrid game, grind the jRPG battles so that you have the ability to not play the jRPG battles.
Honestly, they should have just made a game like Shantae or Megaman Zero/ZX if they wanted a exploration platformer game with combat. Cramming the fighting game aspects into an RPG element doesn't compliment it.
>kinucakes being friends with a mentally ill SJW troll who tries to get people fired for being neutral on gamergate
What flavor was the Kool Aid? Cherry?
When did quality standards become so low?
yeah but they said they would implement a combo system and enemy guarding and what not
have you missed the "not representative of the final game" part?
well, I guess you could just stick around for now and see if they do the changes you'd like to see
>Your characters attacks could get disabled for the duration of a battle if the enemy they attacked was out of position.
no, they could not. your character could be launched onto a platform and out of battle, but fleeing fixes that
>you're underleveled and have to go back to grind.
good thing the whole game will be skippable without fighting a single fight then!
also, there are no levels/skill points/experience, what will you have to grind for?
Amazing how they make a basic set of plate armor look boring
I don't think lying or stretch goals would of helped Indivisible as much as people think and the main problem with the demo isn't that it exists but that it didn't have enough of a hook.
They really should lay out how the systems should work then because the prototype is boring and honestly they were idiots to release it in such a state.
If you're going to put out gameplay at least make it vaguely similar to the final product instead of mash X and guard when you can't attack.
You're kidding yourself if you think this game won't have a form of numerical progression system, be it EXP from monsters, mission rewards, currency system used to purchase upgrades, or otherwise.
At the risk of devils advocate do you think the project would it be better if they had not released the demo in its current stage not asked for the 2.5 million dollars up front? Set unrealistically small stretch goals to start with and then hopefully gotten more interest over time?
of course, if they went for something like 800K with stretch goals nobody would've had a problem with it and it would have much more than 1.5 million in funding
people just can't deal with the truth very well, that's all, they still think projects like bloodstained only take 500K to make
that said, they can still make it if they take that extension
that's how a lot of people learn this type of shit, even at the dev schools. I worked at a triple A company for while. it's really not uncommon. whether a dev has any real developing experience or not in a proper company is more worrysome
>While Indivisible will have an experience points system, our goal is to never require grinding to advance or enjoy the game. Progression will be about giving you more tools to work with, rather than just more power.
>Stat bonuses from leveling up will be relatively small, while upgrades from weapons and armor will be significant. Additionally, characters will learn their other directional attacks as you level, make them more flexible and giving you more combat options as you advance through the game.
>The primary stats that will level up based on experience will be HP and action charge speed. Damage will increase for all party members based on the number of Incarnations Ajna collects, while upgrading your weapons will give you more attacks. Similarly, Armor upgrades will be powerful and noticeable.
>Weapon and armor upgrades aren’t purchased with money, but will require Ajna to find items in the exploration part of the game, as well as complete a short quest with the Blacksmith or Armorer in her Inner Realm.
It literally says there is a progression system involving EXP, item upgrades, and quest rewards. And you accuse me of being a shitposter for not reading it? In addition, before you backpeddle about not grinding, I specified that skipping sections the game would require going back to grind. This paragraph implies if you don't try to skip sections that you won't have to grind the areas. (the prospect of skipping the drull battle system being the basis of our discussion)
>I specified that skipping sections the game would require going back to grind
not if every single fight in the game is skippable without exception
which is what they said they're wanting to do, just like in the prototype where you can skip every single fight + the boss
The athletic brown bike shorts girl is fairly interesting, if not blatant waifu/tumblr bait
Every other character seems to be some sort of lame caricature of various JRPG/anime tropes, though.
I'm just sad that not enough people want the game. At this point, it's almost certain they're never getting the money. And that just kills me inside. I really feel bad for them. I think the game has a ton of potential.
I still don't understand if /aco/ is for art drawn *by* westerners. Or if it's art drawn by anyone but in a western style.
Also, is it open to fetishes like /d/? I don't get that board.
Really though is that the fault of the backers or the devs for being so Brazen as ask for that much money upfront? It's a lot of money to ask the people regardless of the cost of game development.
They fucked up by agreeing to that awful deal with their publisher promising the 2million only if they raise 1.5million. $30 times 9450 presales is only $283,500, so their current funds on the IGG are "good" in comparison. (but still actually pretty bad) Even after launch, they still have to make 116,667 sales just to break even from the initial investment from both the IGG and publisher.
They pretty fucked, son.
it depends on what your priorities and views on the matter are
if you don't see a problem with devs lying and using shady practices in their campaigns aswell as not providing actual content of the game before it turns out it looks like shit (MN9 for example) in order to get funded, then it's LabZero's fault for not doing so
if you do see a problem with the current state of how crowdfunding sells hype instead of videogames, then it's probably the fault of the "community" and how they don't vote with their money by backing things they want and ignoring things they don't want
of course you don't have to go to extremes, there are middle grounds but they would basically just trade a few aspects with each other and give fault to both
All the designs in Skullgirls were lame, except for Peacock. You were more forgiving, because they were all augmented by tits and ass.
This time around, they're trying to make designs that aren't all about sex appeal. Which exposes how boring their designs are. Although, I will give them credit for a few characters. They're not all bad.
>Having to compromise their vision and sell out
>Still on track to massively fail
>They'd need to put FNAF and Undertale characters in to even have a chance
Ha ha, I Iove it, Maggle!
I don't think so, I think that people are blaming the goal and the demo for the fact that Indivisible just doesn't have all the components you need to make the explosive impact that put other crowdfunded games over the million mark.
Were they a detriment? Probably. But both pale in comparison to the fact that there's no hype or momentum surrounding the game. There's honestly not enough to get excited about.
I'm not going to be assed to read through several campaign updates to find that info. However, if that is a statement, then that sounds fucking worse. A horrible time and money investment to try to appeal to two different genera fans that's likely to end in two half-finished projects mashed together to form a not-whole.
It's not even really caricatures, it's more like they tried SO hard to not do such while trying to have a diverse cast that wasn't culturally offensive that it looped around back into half-stereotypes that are so poorly thought-out that they actually feel offensive, using culture features as gimmicks instead.
Eh, sure the current system is not good but that's just the culture we live in. If there is a *unspoken understanding* devs low ball Who the fuck are they not to? They should know better than play the honesty card.
I mean people still say for richer and pooper in their wedding vows when it all but expect divorce at the first sign of financial problems.
Well that was a fucking dumb deal to make. Like seriously how dumb are these people?
Barely passed 610K and only 11 days to go.
Didn't expect it to go that slow for them.
>design an NPC
>design a playable incarnation
If it gets funded..
We are going to see that boomerang guy in there, aren't we?
>At this point, it's almost certain they're never getting the money.
I don't think so, with the extension, PS4 prototype and the guest characters they have right now and the ones that are coming soon they definitely have a realistic chance at making it
>You were more forgiving, because they were all augmented by tits and ass.
Not even, they were just stronger designs. Their silhouettes were much more interesting (in instant-read shape design aspect, not the titties and asspects) and fulfilled the archetypes they were meant to portray sufficiently. Everything out of Indivisible so far is just flaccid and uninspired, they're depressing to look at. These characters look like they were pulled out of some high school kid's notebook doodles, if they wanted to keep them simple in detail to make them easier to animate they should've focused on giving each character a single interesting element and designed around that one thing. Instead they look like these boring mannequins with trinkets tacked and wrapped around them like some afterthought.
>I'm just sad that not enough people want the game
I am too. I thought Skullgirls was a very charming game that had a lot of potential. Its sad to see its creators go out like this.
But the fact is, Indivisible looks incredibly boring. I want to like the game but its painfully uninspired. They should have just done Skullgirls 2 to be honest.
Alright. Well, Ajna is pretty good. Teh only problem I have with her, is that she's almost a little too understated. She doesn't have any traits that stand out. She could easily be a villager NPC, and you wouldn't think much about her, except she's the cute villager.
Rasmi is excellent. The tiger skin is unique. The bright orange and black stripes makes her pop, and the flailing of the tiger skin accentuates all of her movements. As well as allowing the use of the tiger limbs for comedic effect.
Tungar actually looks better in animation than he does in his profile image. Although, he' still kind of generic. He looks like a basic enemy you would copy and paste. He would benefit from some kind of upper body garb. Or more flashy arm wear.
Dhar looks amazing from the waist-up. Everything below is a huge negative to his design.
I think I get what they were going for?(not really) But that is too much uninterrupted leg for one man. They should give him something more to break up his legs.
Thorani is good. No complaints.
Vasco... Jesus. What did they do? Word jumble knight, cowboy, indian, wizard? Absolutely atrocious.
Kushi is good. but again. Nothing stands out. She looks like the basic NPCs from Holoska form Sonic Unleashed.
Narsuss looks like a dude doing bad DBZ cosplay.
Anyway, for the sake of brevity, I'm gonna rush the remaining characters
Yan - Needs improvement
Naga Rider - Ehhh. Alright, but basic.
Pheobe - Pretty good in a sense, but ruined it by lack of muscle definition. Body is too blobby.
Kaldi - Looks like a weapon's shop dealer.
Toko - Looks good, no complaints.
>mfw I drew some lewds of the MC but I don't want to promote this piece of shit game by uploading any of it.
Holy fuck, now THIS is an interesting game.
I can understand most of these points, yes, thanks
however, does a main character really need to stand out? I mean, if you recruit someone from a tribe, for example, wouldn't they look like they're just a person from a tribe?
I get what you mean, but I don't think it's necessarily bland or boring but rather a logical conclusion. It depends on how they implement all this, of course
also, I know from a stream that when Ajna was designed, Kinuko noticed that if you put her head on a shirt, nobody would be able to tell her apart for being from Indivisible
so they added her prayer beads which make her a lot more recognizale and unique
It's motherfucking Saint George.
>Their silhouettes were much more interesting (in instant-read shape design aspect, not the titties and asspects)
Oh boy. The ol' silhouette talking point. Listen, silhouettes are one of the animation principles that get talked about FAR MORE than how important it actually is.
But it's funny that you bring it up. Because it's something that what's-her-name(the animator) talked about. She's well aware of the principle, and utilizes it in her work.
That being said, silhouettes really don't help Skullgirl's designs. They were just basic stuff drawn with TnA. Like the sexy versions of Halloween costumes. You have the sexy school girl. The sexy nurse. The sexy jester. The sexy secret agent. They were so base.
>don't forget the 20 day extension
That many extra days?
Makes the current ending date kinda useless if they can slap 20 extra days on there. I assume it must reach a certain amount to get it, right?
>and I don't think we will, character has to fit the game this time around so basically no pure OC donut steel
I thought the same but.. If they can throw "indie stars" in there just to get more funds. It would not surprise me if he shows up anyway if he throws some money around. They might "adapt" him but still.
Post a cropped pic at least. Just to confirm if is true.
YFW NOT A SINGLE FUCKING PENNY GIVEN TO MIKE Z
>I assume it must reach a certain amount to get it, right?
I would think as much, however they're on good terms with indiegogo so I wouldn't be surprised if they were a little less strict about that with them
and considering the playable incarnation tier is already gone, I don't think I would even notice him as an adapted NPC
I'm just glad there won't be any furries
The prototype was pretty fun, I don't know what people are complaining about. I also don't understand how is this considered a SJW game. SEA art director does SEA characters. They're not appealing to anyone. I'm not surprised it's not getting the funds it needs because of that, but I don't see anything but a game they want to make themselves.
>however, does a main character really need to stand out?
If they want to have a stronger presence, then yes. Isn't the idea that the characters you play as/with are unique in some way? Why not express that uniqueness visually?
/r/ Ajna doing this with Indivisible's current raised fund amount in the background
>Listen, silhouettes are one of the animation principles that get talked about FAR MORE than how important it actually is.
It's definitely one of the most important parts when it comes to character designs, and not to be underplayed. Especially in a fighting game where you have several, often different, characters flying all over the screen. I don't know how often it gets talked up about in animation but in terms of design, making the silhouette alone read well and be recognizable without effort to the player is top priority. The big picture is god when it comes to design, all the characters in Skullgirls had one main idea with all the other details subordinate to it. Indivisible has a bit of that but it's way too fucking weak.
I tried the prototype myself and while the art is okay, I'm still not sure if I'm missing something gameplay wise.
It seems to be just hitting attacks the moment they're charged, making the right characters block at the right time and the odd use of a powerup meter. Aside from some AOE with the axe, I don't see a lot of strategy or difference in the characters. Are you supposed to combo them certain ways?
this was kinda hot
no, combos and enemy guards/guard breaks are not implemented yet
the deepest the prototype goes right now is micromanaging your meter and ATB with the damage you do and blocking on reaction while managing that with your remaining meter
have you fought the secret boss? it demonstrates that pretty well
A good silhouette is mostly handled by how you pose a character more than anything. Especially in the sense you're talking about. Where it serves the function of reading the actions of the characters on screen.
But silhouettes are not that important when it comes to the actual visual design of the character. No one looked at the Elite Knight armor from Dark souls, and thought "wow what a neat silhouette"
they did mention that with the characters they have, they wanted to work with geometric shapes in their designs
hence why Tungar is so round and Razmi cone shaped, it was a major design philosophy for them with indivisible characters
That makes sense. Like I said, I recall the animator saying something about silhouettes in one of their videos(I didn't watch the whole video, just skimmed and then turned it off.) So I know they are aware of the principles of animation. I'm saying that creating good silhouettes won't save the designs.
No one is going to suddenly like a boring design a lot more, because the silhouette is more readable.
The only good thing i can see coming from this outdated game is a new Zone flash like he did with Skullgirls
>A good silhouette is mostly handled by how you pose a character more than anything.
I agree, in a sense. It wouldn't help to have a character at an awkward angled no matter how stand-out they are otherwise. My main point for Skullgirls' silhouettes was that the main part of their characters designs stood out no matter what, because they were designed with that in mind. Their overall designs were still pretty basic and mostly boring, I still think they were strong where they needed to be and the ass and titties had very little to do with it.
You're right about the elite knight, and I agree that a lot of successful designs don't necessarily need to be all about just the silhouette. Some of the cooler armors and characters do have some sort of stand-out, specific shape to them though. If sticking to the Souls series, dudes like Garl Vinland, Yurt, Havel, and the Black knights, for some of the obvious.
Anyway, my original point was that Indivisble designs just look lame as fuck in all categories. I only really like that gun guy and Razmi.
he plays in their local tournament every week and enters any larger tournament featuring it that he can.
people try to tell him that it would be bad form for the programmer to win a tournament for their own game but he doesn't give a fuck because he literally made skullgirls as the fighting game he most wants to play.
it breaks down to how many employees they have multiplied by the time they want to spend making the game multiplied by the average salary for people with their experience working in the game industry and then minus like 30% for the pay cuts they're willing to take.
I think initially that was the case, not anymore.
Not that it matters since everyone will be too balls deep inside BLOPS3, FO4, New TR and/or Battlefront to give a fuck but whatever.
I doubt zone would do that while employed by them. I guess it's not impossible but it seems like bad form to make a high-profile porn parody of a game that probably wants a T rating that you officially worked on.
No, you're just condensing all criticism into one blanket complaint to discredit concerns about a small time developer who suffered extensive issues with their last release, and never saw a huge return either. The game wasn't popular, and failed to appeal to the market at large so why the actual fuck should I, as a consumer give a nobody who can't even get their first game right, more money?
For the record I don't give a shit about doko.
>pixel art gaming asking for $30,000 looks 20 times more better than Indivisible.
Could you link this kickstarter in every Indivisible shill thread?
>The game wasn't popular, and failed to appeal to the market at large
What are you talking about? It sold incredibly well and has a very active playerbase. Lab Zero (Reverge Labs back then) didn't get royalties because the standard in the industry is that creators always get a shit deal on royalties.
Wow, that actually looks pretty cool.
He's got a lot done, but its nowhere near far enough along to get excited about.
He's got no experience at all, which is worrying. Some people can start from nothing and work until they're able to produce something good over the course of a single project, but its incredibly rare. I like what he's got laid out, but I'm a bit skeptical of his ability to deliver. At least his timeframe seems reasonable and he hasn't promised anything completely outlandish.
This kind of highlights the problem with crowdfunding though. The natural progression of indie developers, or really anyone that takes on large scale creative projects is to start small, fail a bunch of times and learn and then use the knowledge you've gained to work on your first really ambitious venture. Experience is important, and kickstarter/indiegogo end up letting people skip the process of acquiring it that is normally necessary in order to get people to trust you with their money.
On the other hand, it also lets people with cool ideas make things in an industry that has been stagnating on the professional level, and if you don't throw your money at bad projects can't hurt you so whatever, more power to them.
I hope this guy's game turns out good, but I won't be backing.
>implying art schools anywhere are good
Youtube tutorials have proven to be just as good or better since the past 3 years. Even people like Proko, you have Disney artists looking at his videos and telling themselves "oh shit... that's useful info".
This applies with coding as well.
>He's got no experience at all, which is worrying
How is this a problem? Do you know how many kickstarter projects have been started by a guy with "20 years of experience" and still fucks up? At least this guy is willing to put labor of love into his work and get things done.
Can you give me a source that shows that new development teams can reasonably negotiate good deals that earn them a significant portion of the royalties?
Because the only examples i can think of where we know what the deal was, the creators get fucking screwed in every sense of the word. Hollywood bookkeeping and all that.
I know about the backgrounds and the gameplay mechanics, but will the character designs themselves be updated during development? If so, that might solve quite a bit of the issues with the characters. For example, the Amazon badly needs definition on her leg muscles and natural-colored hair, the Water Dancer needs some kind of water gleam and small blades in her ponytail, etc.
Also, this chick. >>315383575 Her armor is really impractical. What will that "braid" of plates really do back there, hanging off her head? Not only could it strain her neck and head, but is it flailing around and could move out of place, not to mention that it could strike her right in the back. Her upper arm/shoulder armor is almost falling off or swinging out like a door too, and the wings on her habit look like they're cutting off her peripheral vision, a tremendous weakness to have for any fighter.
A few of the concepts show promise but they could really use some work.
>neckbeards are so bitter they don't want to fund an interesting looking game because it doesn't have disgusting fan service
top kek, gaming is full of entitled manchildren.
>Only 2 percent more in the last two days