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Indivisible - platformer/RPG from Skullgirls dev

Abu Antar

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14,186
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Looking really good!
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,186
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Backed for $60, will probably try if Divinity: OS2 doesn't consume all my free time (which it probably will).
Attention all backers!

The Indivisible Backer Preview will be arriving in early September! Everyone who backed that game at $30 or above will get access to the Backer Preview, which will be released on Steam, PlayStation 4, and Xbox One!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://www.indivisiblegame.com/2017/09/19/battle-system-update/



New Battle Indicators
The biggest and most obvious change is the new attack indicators.

All the way back to the Prototype, we’ve been unhappy with the defense phase of Indivisible battles. Mostly that it’s not clear enough when enemies are attacking, and who is being attacked.

The new attack indicator lines show which enemies are attacking which characters, what kind of attack it is, and the lines will help you time your defense as well.

You’ll notice that the attack lines come in three colors: Red, Yellow, and Black.

Red lines indicate standard attacks. These were the only types of attacks in the prototype, and can be blocked.

Yellow lines indicate grab attacks. Grabs can’t be blocked, but if you tap the button at just the right time you can escape them.

Black lines indicate unblockable attacks, which are typically magical in nature. However, while we call them “unblockable,” certain characters may be able to block or evade them.

Battle Changes
In addition to the various presentation changes, we’ll be making some balance changes as well.

Tapping defense at the last second on a blockable attack will now have the following benefits:

  • Further damage reduction
  • Increased Iddhi gain
  • Survive killing blows with 1 HP
Additionally, now all juggled hits will generate double the Iddhi.

Hit Counter
At long last, we have a hit counter!

By the time the Backer Preview is released, we’ll have added a damage total to it, as well.

Battle Start and End
We received a lot of feedback that the start and end of battle were too abrupt, and until they got used to it, it didn’t give people enough time to mentally switch gears between the platforming and RPG gameplay.

We’ve slowed down the start of battle a bit to help with this transition, as well as to show the the rest of the party emerging from within Ajna. There’s also a slight hold at the end of battle to help you prepare for platforming.

We’re very interested in hearing your feedback on these changes once we get the Backer Preview into your hands!
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://www.indivisiblegame.com/2017/09/29/welcome-to-tai-krung-city/

Welcome to Tai Krung City

Thumbnail-2.jpg



Tai Krung City is the largest city in Navar State, a bustling metropolis crammed into a narrow mountain crevice.

20160608-TaiKrung-cityOverviewSketch-562x1024.jpg


Because of its unique geography, Tai Krung is seemingly stuck in perpetual night. The primary source of light outside? The bevy of neon signs adorning the city’s many shops and restaurants.

20160620-TaiKrung-cityAlleySketch-v3-1-565x1024.jpg


tai-krung-mood_01-1024x712.jpg


tai-krung-modular_01-1024x561.jpg


tai-krung-market_01-1024x463.jpg


tai-krung-market_02-1024x578.jpg


We wanted the Tai Krung environment to feel lively and lived-in, and we even came up with a fantasy script so that the signs would be consistent.

tai_krung_script_edit-1024x847.png


Jolibug-1024x576.jpg


Ginseng and Honey are originally from Tai Krung City, where their parents run a popular apothecary.

Tai_Krung_rooms_013-1024x576.jpg


Exploring Tai Krung City will not only take Ajna and her cohorts to the city’s rooftops, it’ll even take them through people’s homes!

Tai_Krung_rooms_006-1024x723.jpg


Tai_Krung_rooms_009-1024x585.png


At the top of Tai Krung City is Mara’s Den, a heavily fortified nightclub run by the notorious kingpin, Mara.

Maras_Den_exterior_001.jpg


mara.png


Mara is flooding the city with Ohma, a powerful drug created from the waters of the Ocean of Milk.

The only thing standing between Mara and complete domination of Tai Krung City is Naga Rider! Expect us to cover Naga Rider’s animation and gameplay in the coming weeks!
 

Tehdagah

Arcane
Joined
Feb 27, 2012
Messages
10,287
Am I the only one who dislike how the characters and backgrounds feel like they belong to different games?
 

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
Delayed!: http://www.indivisiblegame.com/2018/05/16/indivisible-delayed-2019/

Indivisible Delayed Until 2019

Thumbnail_Sorry.jpg



Indivisible has been delayed until the first half of 2019.

While we did everything we could to prevent this from happening, the simple reality is that Indivisible ended up being a much larger project than we could have anticipated when the game was conceived way back in 2015. A number of other issues related to shipping a product of this size contributed to this decision, but the main issue is just the sheer number of assets this game requires and the time needed to deliver them at the quality you expect from a Lab Zero game.

This was not a decision we made lightly, nor did we make it alone. Needing more time to finish the game meant that we also needed more money. Fortunately, 505 Games has graciously funded the majority of the extension, and Lab Zero will be kicking in our Skullgirls royalties to cover the rest.

To help us make this new ship date, we’ve also hired a new Lead Level Designer and a new Lead Writer.

What we have not done is cut down on the amount of content we promised.

Not only do we want to deliver the game we said we would, the game’s structure and story made it virtually impossible to cut levels or make other kinds of “easy” cuts to reduce the scope of the game.

As always, we’ll continue to share what we’re working on through blog posts, streams and events. But until then, we’ve got a sneak peek at some of the awesome things we’re working on.

Lab Zero wouldn’t be here without your support, financial and otherwise. And we’re committed to making Indivisible the best game we can, and appreciate your patience while we get it there.

Thanks for understanding.

Indiv01-1024x576.png


Indiv02-1024x576.png


Indiv03-1024x576.png


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Indiv05-1024x576.png




Backer Preview Update
With the exception of some new text, we’ve finished our work on the Backer Preview!

Mike has been busy fine-tuning the new characters, and that’s resulted in changes to how they play. We’ve added character hints to help you get a better handle on the characters, and because they’ve changed we had to redo some of the hints. We’ve also added some new tutorials to explain some of the other new additions.

Here’s what the new character hints look like:

CharacterHint-1024x578.png


These hints are meant to be a quick and easy way to learn a character’s basics, but for the final release we also plan to add complete “movelists” for each character, with a detailed description of their battle functionality.

505 Games is testing the build while we wait for localization of this new text to return, and we should be ready to submit for console certification once we receive the translated text and make the Xbox One patch.

We’ve locked in a release of June 8th with 505 Games. So you’ll get to play it before the press do at E3, where it will be shown behind closed doors.

We think you’ll be pleasantly surprised with everything we’ve added to the Backer Preview, and look forward to your feedback!



If you need to update your BackerKit order, such as changing your game’s platform or your shipping address, please contact BackerKit Customer Support.

If you have questions unrelated to updating your order, you can contact us at indiegogo (at) labzerogames (dot) com.

Follow us on Twitter (@IndivisibleRPG), Facebook or Steam for the latest news!
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,143
Location
Florida
Game looks amazing. Also wanted to drive-by shitpost that Mike Z., the lead dev of Skullgirls, is a monumentally massive faggot. Google his inane shit for a laugh. Don't know how involved he is with this game, and it doesn't matter anyway, but as you play never forget: the lead dev of Skullgirls is an insufferable incel twat. Now everbody don't fucking disappoint me and rate this post as Shit, I demand it.
 
Joined
Aug 10, 2012
Messages
5,904
Game looks amazing. Also wanted to drive-by shitpost that Mike Z., the lead dev of Skullgirls, is a monumentally massive faggot. Google his inane shit for a laugh. Don't know how involved he is with this game, and it doesn't matter anyway, but as you play never forget: the lead dev of Skullgirls is an insufferable incel twat. Now everbody don't fucking disappoint me and rate this post as Shit, I demand it.
Isn't Mike Z a dude that used to make FG combo videos 20 years ago?
 

Siveon

Bot
Joined
Jul 13, 2013
Messages
4,510
Shadorwun: Hong Kong
do people no longer make sprites?

why does every 2d game now look like flash/mobile shit?
Every 2D game uses sprites. Pixel art, however, is still being used but it's not common due to the difficulty of scaling pixels. If I also had to guess there's a lower demand for pixel artists rather than traditional artists/animators that use digital software. Besides, the art looks fine.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,143
Location
Florida
i imagine a big part of the issue with traditional pixel art is having to make it "HD", right? cos the shit has to scale every which way which requires doing the work multiple times over?
 

Talby

Arcane
Patron
Joined
Mar 15, 2008
Messages
5,597
Codex USB, 2014
Indians have mastered waterbending, but still can't master poo in loo.

Why does the main character look like an off brand Korra
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,186
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Kushi & Altun Animations and Gameplay
Posted on March 15, 2019 9:41 pm
Hey, backers – it’s been a while.

We’re still hard at work finishing Indivisible – we’re putting the finishing touches on the levels and battle system, finalizing the cutscenes and music, and will begin recording voices in the next two weeks.

We’ll have updates on all of this and more in the coming weeks, but until then, let’s take a look at Kushi and Altun!

Kushi is a young girl from the monastery town of Lhan, who hopes to one day join its venerable order of Protectors. At her side is the roc Altun, a giant bird that chooses to accompany her.

kushi_altun_idle-1.gif


Kushi and Altun have two primary attack modes: Standing and Riding. In Standing Mode, Kushi and Altun operate independently, and in Riding Mode, Altun carries Kushi for combo attacks.

Kushi doesn’t use iddhi for super attacks – instead, the powerful Altun deals super-like damage, for free, offset by a long cooldown.

Standing Mode is their default, so let’s check that out first!

Kushi’s Standing Neutral Attack makes her punch her foes. If he’s not otherwise engaged, Altun will rest on her arm as she punches.

kushi_altun_attack_punchpunchpunch_tiedown1.gif


Kushi’s Standing Down Attack sics Altun on an enemy, dealing solid damage, but with a slow recovery speed.

kushi_altun_attack_pointgo_rough_crop_RL1.gif


Finally, when in Standing Mode, Kushi and Altun can block, something they can’t do in Riding Mode. If Kushi is alone, she’ll take more damage when blocking than when she’s with Altun.

ryanmiller_kushi_altun_block1.gif



When in Standing Mode, using Kushi’s Up Attack transitions to Riding Mode. Likewise, her Riding Down Attack transitions back into Standing Mode!

kushi_altun_ride1.gif



While in Riding Mode, you won’t be able to block, and getting hit will knock them back into Standing Mode.

When combined, their Neutral Attack is a powerful Squawk that hits enemies in a wide radius. It doesn’t do a lot of damage, but is an excellent way to generate iddhi – especially against large groups.

altun_atk_squawk-ps1.gif


Finally, their Up Attack is a rapid ascent, followed by a powerful dive.

kushi_altun_attack_jump_Extended.gif


This attack consumes all available Battle Actions, and the more actions are consumed, the longer they’re in the air and the more damage they’ll deal when they land. Addtionally, while they’re in the air they’re considered “out of the battle” and can’t be damaged.

As you can see, Kushi and Altun are a powerful and versatile fighting team!

That’s all we’ve got for today – stay tuned for more updates in the coming weeks!

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!
 

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