Indivisible | Linux/Windows/Mac/Xbox One/Switch/PS4 | Out Now

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Indivisible 4-21-2017 Update: Backer Preview!


It’s been a few weeks since our last major update – it’s a busy time, because we’ve been working hard on Indivisible’s first Backer Preview Build.

Since we were in pre-production for all of last year, the Backer Preview is more than just something for our Backers to play and give feedback on. It’s also an internal test for the team to extensively test the tools, verify that our production pipeline works as intended, and try to iron out any inefficiencies or problems we find along the way.

When we’re ready to release this, everyone who contributed $30 or more will receive the code via BackerKit. So if you haven’t filled out your BackerKit survey yet, do that!

We’ll have more information on the Backer Preview’s release date soon, but here’s some of what you can expect to see in it when it hits.

New Environment: Forests of Ashwat

The Backer Preview will take place in a section of Forests of Ashwat, the area just outside of Ajna’s home town.

The area in the Backer Preview will be built around the first area of the game, but remixed and with some extra goodies hidden about for good measure.

A lot of our focus has been on achieving a lusher, more illustrative environmental style that meshes better with the character sprites, instead of something so “3D-looking.”

Take a look at some of the new environments!

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Please note that these environments, as improved as we think they are, are still a work-in-progress and will be receiving additional polish before the game’s final release.


New Incarnations


As you explore the forest, you’ll find some new friends to add to your party: Dhar, Ginseng and Honey, and Qadira! Don’t worry, though – your old friends Razmi, Tungar and Zebei can also be found.

This time around, instead of unlocking them as you level up, you’ll find them milling about. As a temporary solution for the Backer Preview, simply touching them will add them to your party.

And because you can have more than four total characters, you can even customize your party!

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Please note that this party selection UI is completely temporary and made mostly from reused assets, and will be replaced with something far snazzier in the final game.

New and Updated Monsters

The Forests of Ashwat have become home to a few new monsters – three new ones, in fact! Some of these won’t be roaming this area in the final game, but we wanted to give you more things to fight and give feedback on.

All of the monsters from the prototype will be making a return, as well. And to keep you on your toes, they’ve all got new attacks!

Updated Battle Flow

We’ve been considering the battle feedback since the prototype was released to improve battle, and will be making the following changes for the Backer Preview:

  • Clearer transition between exploration and battle modes, to give people more time to mentally switch between gameplay styles and control schemes
  • Enemies will now wait to attack so they can group up with other enemies, so that the Defense phase of battle occurs less frequently and gives you more to do each time it happens
  • Ajna’s death will no longer instantly end the game, and any healing within a set amount of time will revive her
These aren’t the only changes we have planned for battle, but we wanted to start collecting feedback on these sooner than later to guide our future efforts.

Updated Battle UI

Perhaps the biggest change coming to battle is an updated UI.

The primary focus of this updated UI is to communicate how many actions each character has without needing to look away from the character.

This is still being implemented, but here’s a mock-up of what we’re going for:

BattleUI-1024x576.png


Each “pip” represents one action and follows the character, making it easier to plan your attacks!

Tweaked Progression

While the Backer Preview won’t have the final character progression implementation, we’ll be testing two major changes:

  • Each character will start with only the Neutral attack initially
  • “Leveling up” the characters will unlock the Up and Down attacks, as well as additional actions
New Platforming Controls

Indivisible has a lot of abilities to help Ajna explore her world. We realized during internal playtesting that navigating them all can be a bit cumbersome, especially when trying to chain them together to make it to hard-to-reach areas.

To alleviate this, we’re working on a new, simplified control scheme that doesn’t require the player to switch weapons and ability sets on the fly.

What you play in the Backer Preview likely won’t be the final implementation, but we’ll be paying close attention to your impressions as we continue to refine the controls.

Bow

In the Backer Preview, Ajna will be able to unlock the Bow and use some of its abilities to find hidden treasures!

Ajna_Bow-1024x576.png


Updated Engine

The engine running Indivisible has been hugely upgraded in a variety of ways.

Most notably, the game now supports robust real-time lighting and shadows, allowing us to make more atmospheric locations than ever before.

New Music

We’ve revealed the Forests of Ashwat exploration and battle themes, which you’ll hear in the Backer Preview, as well at least one other all-new track.

New Voices

With the Full VO Stretch Goal reached, we’ve begun auditions for the characters in the Backer Preview and will begin recording Battle VO in mid-May!

We’ll be there with a camera to give you a behind-the-scenes look at the voice recording process, too!

New Speedrun Contests

Finally, we’ll have new Backer Preview speedrun contests, giving you a chance at a free upgrade to the $500 Patron tier, netting you the following goodies!

  • Wallpapers
  • Digital Soundtrack
  • Digital Game
  • Physical Collector’s Edition Game
  • Digital Art Compendium
  • Physical Soundtrack
  • Indivisible T-Shirt
  • Roti Plush
  • Framed Giclee Print
  • Ajna Statue
And there you have it – the Backer Preview! We’ll let you know more details about the release as things get closer.

Follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!
 
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Battle System Update | Indivisible


Battle System Update
Posted on 19th September 2017, Edited 19th September 2017 by admin
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Hello, backers!

We’re still working on getting the Backer Preview to you, but we’re also improving the game in the meantime.

Lately much of our focus has been on improving battle flow.

Here’s an early video demonstrating the updated battles:



Let’s break down the changes, shall we?

(And is that new battle music? Hmm…)

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!

Backer Preview Will Be Localized
We wanted to localize the original prototype, but there wasn’t enough time and our localization tools left much to be desired.

We have a much more robust font system now, and thus we’re releasing the Backer Preview in every language we intend to support: English, French, Italian, German, Spanish, Japanese and Russian.

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Backer Preview Release Update
So, about that Backer Preview…

Obviously, we’re running behind.

The console ports have been more difficult than expected – not only is this Lab Zero’s first Xbox One game, the hugely upgraded renderer meant that we really couldn’t reuse much from the PS4 version of Skullgirls, either.

We’re currently aiming to submit the PS4 and Xbox One builds to Sony and Microsoft certification on October 2nd, and will release them as soon as we can.

We apologize for the delay, but the extra time is why we’ve got great new things for you to test, like the battle changes.

BackerKit / IGG Upgrade Payment
For those of you wondering when we’ll be charging people that purchased through BackerKit or upgraded from an IGG tier without the game, the current thinking is that will happen once the Backer Preview has been submitted to Sony and Microsoft.

While it may change, that means we’re currently aiming to charge on October 2nd, 2017.

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

If you need help with your Indiegogo or BackerKit orders, we ask that you not leave comments on Indiegogo and instead contact us directly at indiegogo (at) labzerogames (dot) com.
 
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Backer Preview Released!
Posted on 13th November 2017, Edited 13th November 2017 by admin
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The Backer Preview is now live on PlayStation 4 (US and EU), Xbox One, and Steam!

How To Get Your Backer Preview Code
  1. Go to your BackerKit Survey
  2. Complete / Click through your survey
  3. After completing everything click “Get your Digital Downloads”
  4. Input the “beta” code displayed into Steam, PSN or Xbox Marketplace
  5. Enjoy!
If you don’t have your BackerKit survey handy, check your e-mail, or enter your e-mail address here.

If you still can’t find your survey, please contact BackerKit customer service here.

If you need help with your Indiegogo or BackerKit orders, we ask that you not leave comments on Indiegogo and instead contact us directly at indiegogo (at) labzerogames (dot) com.

Can I still get the Backer Preview if I haven’t backed the game yet?
Yes, you can!

All new pre-orders of $30 and over from our BackerKit store are entitled to receive the Backer Preview!

To pre-order the game, go here.



Do I have permission to stream this?
Absolutely. As with the Prototype, stream, Let’s Play, record, etc. to your heart’s content.

New Speed Run Contests
As with the prototype, we’ll be running new speed run contests!

You can read all the details on them here.

About the Backer Preview
After you have a chance to get your hands on it and give it a spin, you will no doubt have some questions.

We hope this post will give you the answers you’re looking for!

Is this how new characters will be acquired in the final game?
The Backer Preview has characters placed throughout the level, and they are added to your party by simply touching them.

This isn’t how things will work in the final game. Story-critical characters will join you through story, while optional characters will require you to complete a short sidequest.

Will the full game will have a plot, cutscenes, dialogue, and all that good stuff?
The only real “plot” in the Backer Preview is the continued effort to chase down Roti, Ajna’s lovable pet tapir. That won’t be so in the full game.

Because Indivisible is a story-driven game, we just wanted to make something that people could try out and give us feedback on, gameplay-wise. We want to keep the public preview as spoiler-free as possible. You’ll have to wait for the full release to get the juicy story bits.

What are these red and blue gems? They don’t seem to do anything.
The blue and red gems strewn about the Backer Preview level are called “Ringsels.”

In the full game, they’ll be empty when you collect them, and will be filled with energy by performing various actions in battle.

Filling a Ringsel mid-battle will provide a temporary buff, and filled Ringsels can be spent outside of battle to upgrade Ajna and your Incarnations.

Is there a map?
Press Up on the D-Pad to see the map.

In the final game, there will also be a menu option to access the map.

Is the battle system finished?
The current battle system is incomplete. Things like battle flow, UI/HUD, as well as some of the more advanced battle functionality for the Incarnations and monsters will continue to be improved and iterated upon.

For example, currently enemies in the Backer Preview can’t do much more than attack and get hit, but in the full game they’ll be able to defend themselves, evade, etc.

In the meantime, we’d love to hear your feedback on the battle system in its current form! Once we’re satisfied with the feedback on the current system, we plan to layer in additional mechanics for more community feedback.

Will the final game have leveling?
The final version of Indivisible will have a leveling system, like other RPGs, but it will be influenced by two main things:

  • Standard leveling
  • Story-related upgrades
The story-related upgrades will be significant, but any progress you gained through standard leveling will still be valuable.

Since Ajna manifests her Incarnations for battle, all of their base stats will be based on Ajna’s so you’ll never need to specifically level up new Incarnations. But leveling up your favorite Incarnations will still be worthwhile if you choose to do so.

Are these all of the weapons and abilities in the game?
What you get in the Backer Preview is just a very small taste of what Ajna will be capable of in the full game. In the final game, Ajna will have access to a total of five different weapons and lots of traversal abilities to help her explore the game’s environments.

If you experiment as you play the Backer Preview, you might be surprised to find some additional abilities. And maybe those abilities will allow you to find…other things…

What should I do if I find a bug?
If you find a bug, please submit it to bugreports (at) labzerogames (dot) com.

Please be as clear and concise as you possibly can with reproduction steps, and screenshots always help, too!
 

The Phoenix

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I'm just hearing about this so I'm fine with whatever the wait is. Haha.
 
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Zahra Animations and Gameplay
Posted on 20th December 2017, Edited 20th December 2017 by admin
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Hailing from a faraway land, Zahra seeks to soothe this troubled world with her music.

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Wielding nothing more than her trusty Oud, Zahra is a bard and has no direct means of attack. Instead, she functions purely as a support character, using her inspiring songs to buff the party, as well as debuff her enemies.

Each of her “attacks” plays a song, which she will continue to play for a set period of time, until the player instructs her to play another song or until she is interrupted by an enemy.

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Playing the same song repeatedly will stack its effect, increasing its power and duration. Each song has three levels of power, and stacking it beyond that will help prevent it from being interrupted by enemies.

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Zahra’s Neutral song is “Empower.” While playing this battle hymn from her tribe, the party’s attack power is increased.

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Meanwhile, her Up song is “Cheer,” a ceremonial melody which refreshes the spirit and increases the rate at which the party’s actions recharge.

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Finally, Zahra’s Down song is “Fortify,” a soulful dirge which reduces the Iddhi cost of blocking and reduces the damage taken when blocking.

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Zahra’s Level 1 and 2 Iddhi powers function a bit differently from other characters’, as they add additional effects to her songs. And this is where her musical talent really begins to shine.

Her Level 1 Iddhi power instantly heals the party for a small amount, and will also apply a regeneration effect as long as she’s playing a song. The strength of the regeneration effect is also increased with the strength of the song.

Zahra’s Level 2 Iddhi power adds a debuff to all enemies while the song is playing, which varies with the song. And, again, the strength of these unique debuffs will increase with the power of the song they’re accompanying.

Neutral / Empower: Applies “Featherweight” effect on enemies, making them float in the air longer to help with juggling.

Up / Cheer: Applies “Guilt” effect on enemies, which causes them to receive a portion of the damage their attacks’ base damage.

Down / Fortify: Applies “Confusion” effect on enemies, which may cause them to attack each other or themselves.

As for her Level 3 Iddhi power… well, we don’t want to spoil everything.

And finally, here’s a look at Zahra’s final model sheet

zahra_modelsheet_clean-585x1024.png






If you need help with your Indiegogo or BackerKit orders, we ask that you not leave comments on Indiegogo and instead contact us directly at indiegogo (at) labzerogames (dot) com.

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