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Indivisible will release on October 8th 2019!!!


Wavergray

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Update: Indivisible has been funded!! :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance:  :dance: 

BACKERS!!! WE DID IT!

And we don't just mean Lab Zero. We mean EVERY SINGLE PERSON who contributed, played the prototype, spread the word, and supported us throughout this long campaign.

We wouldn't be here without you, and we mean that now more than ever.

We can now say this: INDIVISIBLE IS OFFICIALLY HAPPENING!!!

1.5 million dollars.

Nearly 25,000 backers.

And we still have 3 FULL DAYS before the campaign ends!

We're still running to catch up and have been scrambling to get content reveal-ready!

But now that we've reached the goal, we feel that it's finally an appropriate time to reveal a couple of the stretch goals we've had planned.

Here are the first two stretch goals:

$1,650,000 - Another HOUR of Music by Hiroki Kikuta

Indivisible is currently budgeted to have between 60 and 90 minutes of music from Kikuta-san, and we’d like to expand that by at least another hour. That's DOUBLE the amount of music!

$1,900,000 - Animated opening by Titmouse and "Mystery Anime Studio"

We’ll partner with Titmouse and a mystery anime studio to create a high-octane opening animation! Titmouse will storyboard everything, and it'll be executed by the anime studio!

About Titmouse

Titmouse Animation was founded in 2000 by husband/wife power couple Shannon and Chris Prynoski, producing absurdist, dynamic 2-D animation that hungry college kids with twisted senses of humor just can’t get enough of. It has since evolved into a full service production company developing content for even the wee ones, and employing over 200 gifted artists in LA, NYC, and Vancouver.

About "Mystery Anime Studio"

Unfortunately we can't reveal who the mysterious anime studio is yet. We have a commitment from them, but until things are a little more nailed down they've asked that we hold off on revealing who they are.

We've moved the stretch goals info to the top of the campaign page for now so you can check them out easily. Any future stretch goals we post will go there!

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Yeeesss!! Juan and Shovel Knight in one game is too awesome. 

Im the only want who wants Indie Smash Bros / All Stars? With a shit ton of awesome Indie characters!!! Imagine the roster  :holy:

At this point, it basically is Smash Bros/All Stars Indie edition but it's an rpg but I know what you mean. I want to see them fight in that kind of style.

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Update: Today is the last day of Indivisible's crowdfunding campaign and it has reached it's first stretch goal.

 

 

Lab Zero is incredibly thankful for your support, but so is 505 Games!

Here's a short letter from Ian Howe, the President of 505 Games USA.

 

I want to say a huge thank you to each and every person who has contributed to this campaign, in addition, I wanted to acknowledge the huge amount of effort from so many of you who have taken the time to try and convince others to contribute, or have reached out to various channels to try and achieve more coverage for the prototype and the game.

We are truly humbled by your support for the project and we’re incredibly excited that we will be able to see it become a reality. We have been talking to Peter and the team at Lab Zero for a long time trying to find a project to work on together and through your incredible contributions, support and energy we are now able to make that happen.

From reading the comments here, I know sometimes even the smallest contributions have to be carefully considered and I also know that some of you have really gone above and beyond in the levels of support you’ve given. We do not take this for granted and we will do everything possible to make sure that we repay that with a great game.

I can also tell you that a lot of us from 505 Games were sitting in front of our screens last night hitting F5 watching the contributions come in as we neared the goal, I’m not afraid to admit  that there are a few of us who’ve become a bit obsessed with this over the past couple of weeks!

Now that we’ve reached the goal, the hard work truly begins in making Indivisible become a reality and we will be working very closely with Lab Zero in the coming months to make sure that they have everything they need to truly deliver on the vision for the game.

We hope you enjoy the bonus games that we were able to contribute to the campaign and we would love to hear your continued feedback on Indivisible,

Sincerely,

Ian Howe

President – 505 Games

Edited by soultaker655
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Indivisible's indiegogo campaign has ended with the game earning $1,878,894.

Indivisible is currently scheduled for release sometime in 2018.

Indivisible has already been funded, but if you want pre-order the game, get some of the backer rewards or just support the game's stretch goals, you can use Indiegogo's "InDemand" feature Here.

 

Note: I will try to keep the OP updated with all the party members that will be in the game.

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  • 3 weeks later...

Update: Surprisingly Indivisible has reached it's second stretch goal. The game will now have a fully-animated opening made by Titmouse Inc. and a (still very mysterious) anime studio.

They also revealed the last Incarnation Ren:

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A master of his unique weapon, a poison-bladed chain scythe he calls "Fang", Ren's incongruous beauty belies his violent nature. Many rumors surround this mysterious assassin, but the facts are few. Though known to have cleaned up messes for the ruling class of the Jade Empire, mercenary work is not beneath him - if one has need of him, and can locate him, he can be bought. And of course, there is the signature forked tongue he gives to each and every victim.

Past those scant few details, little is known. Rumored to strike with the speed of a cobra and to be impervious to heat and cold, there are those who whisper of an unholy union of human and snake. Some say he waits within the shadows, biding his time until the perfect moment, while others maintain that he approaches his victims in broad daylight, unconcerned with any defenses. He is said to kill for pleasure, to kill for greed, or to kill in an attempt to sate the void inside his soul.

Despite the varied speculation, on one point the stories all agree: a bite from Ren's Fang is always fatal.

 

And Labzero made a thank you video:

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  • 2 months later...

Update:

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!

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(Doodle of Ren & Qadira)

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.

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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.

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We've also been working on new animations we know we'll need for some of the characters. Here's a couple for Zebei and Tungar:

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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 on Facebook for the latest news!
Edited by soultaker655
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  • 1 month later...

Update:

Early weapon animations demo


Hi there, backers!

In the last update we gave you a look at some of the environment concepts we’ve made as we continue to hone in on the style for the world of Indivisible. Today we want to give you a quick look at design, and Ajna in particular!

The primary design goal of this pre-production phase is to animate and implement all of Ajna’s attacks and abilities, then play-test them extensively to make sure they’re FUN! When it comes to the gameplay for Indivisible, that is priority #1.

Ajna will wield several different weapons throughout her adventure. You already fought through the prototype using bare hands and the axe, but Ajna will also acquire a bow, a spear, and a chain-sickle.

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Aside from the axe, the design of each individual weapon isn’t quite finalized, but you can start to imagine the wide range of attacks and traversal abilities these weapons will bring to Ajna’s arsenal.

At this stage, Ajna’s final loadout by the end of the game is largely decided, and the visual design of the more advanced ones are still being brainstormed. If you’ve tuned in to Mike Z’s dev streams on the Lab Zero twitch channel, you may have already caught a glimpse of some of the standard animations already being implemented. Here's a look at what she has so far

Edited by S-Brawl3r
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  • 4 weeks later...

Update:


Hi there, Indivisible backers!

For this update we wanted to provide a glimpse at some of the monsters you’ll run into on Ajna’s journey. The enemies you encountered in the playable prototype - the Hungry Ghost, the Ahp, the Belu, and the Manote Thiha - are just the very tip of the iceberg in terms of the unique creatures you’ll come across in Indivisible.

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These enemies will of course find their way into the final game, but here’s a look at some of the new ones you’ll be introduced to early on.

Keep in mind that, as always, all designs are subject to change for the final game!
 

Preta

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Preta are closer to the traditional depiction of hungry ghosts, with a thin neck and small mouth, and are the grown form of the Hungry Ghost from the prototype. They are afflicted with an insatiable hunger for a particular substance or object, usually something gross. Hungry Ghosts tend to swarm around them.

Here are some doodles for the Preta!:

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Ahool

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The Ahool is a giant flying bat-like creature that lives deep in the forest, with sharp claws and a massive wingspan. This beast gets its name from the sound it makes.

Here are some Ahool sketches!:

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Kabandha

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The Kabandha is a tree-like demon with no head that has an eye in its chest, a mouth in its stomach, and long arms.

Here are some rough concepts for the Kabandha:

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We’ll share more monster/enemy concepts periodically as the project progresses. This was just a little extra taste!

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  • 1 month later...

Update:


We’ve got an exciting video update to share with you!

Here’s a little more about the new members of Lab Zero:

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Francesca (@franimal_LZ)

Francesca, a.k.a. Frani, got her start in gaming at Pandemic Studios, where she first met Mike Z. After graduating from college with a degree in animation, in 2010 she got a job at Riot Games working on League of Legends, first as a Production Coordinator and later as an Art Producer, where she remained for 5 years. The idea of working on a new game genre and smaller team is what attracted her to Lab Zero; plus the chance to pester Mike again was just too good to give up. ;)

 

Eric Kozlowsky (@vonkoz)

Since 2002, Eric has been making games look amazing! He's worked on titles like Uncharted 3, Brütal Legend, DKC Tropical Freeze, and most recently Mass Effect Andromeda. But the desire to work on the type of games that inspired him as a youth is what brought him to Lab Zero, and we're pretty jazzed to have him.

Check out his work here: landofkoz.com

 

Robert Thomas (@renderling)

Robert has worked in games and computer graphics since 2010, at places including Blizzard Entertainment, Avalanche Studios, and Disney Research. He loves fighting games and 2D action games, and hopes that there are museums for sprite-based animation in the future. He's thrilled to be working at a company filled with people who love the art form of video games and take making thoughtful, well-crafted games so seriously.

 

Willy Hwang

Willy has been working in the entertainment industry since 2006, first doing odd jobs at Pixar and then creating stages and cutscene backdrops for Skullgirls. He enjoys sleeping and watching cat videos on the interwebs.

 

Chris Matthews (@itsMrPeck)

Chris Matthews started making games at Lionhead Studios in 2009, then moved to Wonderstruck 3 years later to work on Boundless and The Marvellous Miss Take. Since Skullgirls was first released he has played it competitively, traveling to tournaments and releasing combo videos under the name Mr Peck. He was drawn to Lab Zero by his obsession with 2D action games and RPGs, and the opportunity to one day secretly buff his Skullgirls characters when Mike isn't looking. :^)

 

Chris Ko (@junkpuyo)

Chris Ko has been animating as a Skullgirls contractor without breaking a sweat since early 2010. With Indivisible funded, he packed his bags and moved west to settle down on the Lab Zero ranch. Now he’s ready to animate till his arm falls off!


Hey, Indivisible backers!

A quick heads up: Lab Zero Games will be at Anime Expo next week! We’ll have a panel on Saturday, July 2nd at 5:45 in LP2, and we’ll have a booth in the Exhibit Hall at booth numbers 426/526. You can view more details for the panel here. Don’t miss it!

Today we want to give you a close look at another area Ajna will venture through: the massive flying fortress we currently refer to as "Fortress Vimana."

The fortress itself belongs to Supreme Lord Ravannavar, whom you'll get a closer look at later on. In the meantime, we’ve done plenty of concepts for both the environment itself and the enemies you’ll encounter in the area. This update will focus on the Fortress Vimana environment, and we’ll tackle the enemies in a future update.

As always, please keep in mind that this is all early concept art and all designs are subject to change for the final game.

One obvious thing we’ve had to consider is the exterior of the fortress. Here are some of the ideas we’ve had so far:

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But the majority of the time spent here will be inside this beast! Here are a number of concept pieces exploring what that might look like.

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The thumbnail sketches above are small snippets of what a particular section of an area would look like, trying to establish the mood and tone of the environment.

Then we have some deeper explorations of the environment, playing with colors and trying to establish a palette.

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At the same time, we’ve been working with the concept art house Aquatic Moon on “call-outs,” or more detailed renderings of props and other other elements that help fill out the environment and help our modelers realize these concepts in 3D.  They’ve been concepting up a storm, providing a more granular look at how the environment can be built using various pieces.

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Elements like these help us get a good idea of how we can design a set of modular assets to achieve a good amount of variation and make sure the level doesn’t feel too repetitive while still working with the general theme of the environment.

That’s all we’ve got for now - next time we’ll look at some of the enemies you’ll be squaring off against in Fortress Vimana.

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  • 3 years later...

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