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Indivisible - RPG from the Creators of Skullgirls

Created by Indivisible: RPG From the Creators of Skullgirls

Indivisible - A 2D Action RPG from Lab Zero PS4/XB1/Win/Mac/Linux

Latest Updates from Our Project:

Mon Aug 29 '16 Announcement
over 7 years ago – Mon, Aug 29, 2016 at 01:12:24 PM

Hey, Indivisible backers!

Last year, at the height of Indivisible’s crowdfunding campaign, we made a promise when we released the PS4 prototype: if Indivisible is funded, we’d release a free PS4 Dynamic Theme.

For the last few months we’ve been working with the wonderful folks at Truant Pixel, and we’re happy to announce that the theme is complete and is being submitted to Sony for approval in the US and EU.

We’ll let you know when we have a firm release date, but in the meantime, take a look at the finished result:

 

Not only does this dynamic theme feature Indivisible’s 2D animation and beautiful, hand-painted environments, it also debuts a new piece of music from Hiroki Kikuta and a custom icon set!

You can also check out Truant Pixel’s other works on their YouTube channel.


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

Fri Aug 26 '16 Announcement
over 7 years ago – Fri, Aug 26, 2016 at 07:22:49 PM

Hey, Indivisible backers!

Today’s update features some of the work our Graphics Programmer Robert Thomas (@renderling on Twitter) has been doing. Take it away, Robert!
 

We've been adding some new engine features to give our artists more flexibility when experimenting with different looks for the game’s lighting. First up, our directional lights can now project textures onto the scene. In the final game, this will likely be used for more subtle effects that these example screen shots demonstrate, such as mimicking light cast through stained glass windows.

Here are a few examples of the team going wild with this new functionality:

We've also added the ability to directly control the color of surfaces that are in shadow from a light. In the example shown below, the left half of the image is lit with a directional light with a single color, along with a global ambient light.

On the right, the same scene is lit with a directional light that has independent light and shadow colors, and no global ambient. Since global ambient light affects areas that are in shadow and those that aren't, using separate light and shadow color controls and no ambient light gives artists more precise control when balancing the color contrast of shadows and non-shadowed regions. This is shown through the fact that the right image has very little blue in the light color, but a blue cast to the shadows. On the left, the blue ambient light affects the lit region as well as the shadowed region, moving the orange hue of the lit region closer to a neutral white lighting.

NOTE: The smeary textures on the hut are due to a bug in our Maya exporter, not a mistake by our awesome environment artists!

Here’s a look at the original source art in Maya:

Finally, we've added the ability for artists to directly control the shading of a surface as it transitions from pointing toward a light to away from the light.

On the right you see the surface shading produced by the standard Lambertian diffuse shading model, which is generated in code in the pixel shader. On the right, and artist has created a shading curve that represents a toon shading look.

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

Thu Aug 11 '16 Announcement
over 7 years ago – Thu, Aug 11, 2016 at 07:56:22 PM

Hey, backers! Sorry for the double-update today.

If you are a BOSS or MONSTER backer, we are still waiting to hear back from many of you and we need to hear back BY THE END OF THIS MONTH. We will be going into full production soon and we need to get your concepts so we can properly place them in the production pipeline.

*** If we don't hear from you by the end of the month, we can't guarantee we'll be able to get your concept into the game. ***

You spent good money to put your concepts in the game, so please get back to us so we can make it happen!

If you're an NPC backer, don't worry - it's still too early to be submitting concepts for your NPC. However, we do need all NPC backers to sign a Non-Disclosure Agreement, so if you haven't responded to our email yet, please do so!!

If you have other questions or concerns, please email us at indiegogo[at]labzerogames(dot)com. If you're trying to leave feedback or ask questions in the campaign comments section, please email us at the above address instead. There are too many entries for us to field inquiries in the comments section.

Thanks for your support! Be sure to follow us on Twitter (@IndivisibleRPG) or on Facebook for the latest news!

Thu Aug 11 '16 Announcement
over 7 years ago – Thu, Aug 11, 2016 at 12:10:31 PM

Hey, Indivisible backers!

Today’s update is short but sweet. It’s been a little while since we’ve shown off new animations for the game, so that’s what we’re doing today.

We wanted to do unique Iddhi attack animations for the Incarnations in the prototype but ran out of time. Now we’ve had a chance to animate a few and we couldn’t wait to share them with you!

First up, here’s Zebei, animated by @junkpuyo:

via GIPHY

Here’s a direct link to it: http://i.giphy.com/26uf6IBnsuy9kIOcg.gif
 

Next up, here’s Tungar, animated by Senior Animator Jonathan Kim! (@personasama on Twitter):

via GIPHY

Here’s a direct link: http://i.giphy.com/26uf0PGTVC7K7C9eU.gif
 

And finally, Razmi, also animated by @junkpuyo:

via GIPHY

Here's the direct link for that one: http://i.giphy.com/l2Sq8PDxXqceP9UNq.gif

Of course, every Incarnation besides these three will have their own unique Iddhi attack animations. These are but a mere taste of what’s to come!

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

Tue Jul 26 '16 Announcement
almost 8 years ago – Tue, Jul 26, 2016 at 03:11:30 PM

Hey, Indivisible backers!

In one of our most recent updates, we gave you a look at Fortress Vimana and some of the environment concepts we’ve produced to nail down that area’s aesthetic. Now we’d like to show you some of the enemies that’ll be roaming the fortress’ halls.

The soldier with the blade and shield is called a Paidal, and the robed figure is called an Oont. Here are a few concept sketches for both.

 

The Katar (floating blade + shield enemy) and Haathi (levitating head statue) serve as sentries in the fortress. Check out a few sketches of move and behavior concepts for them below.

 

Fortress Vimana belongs to a violent zealot known as Lord Ravannavar. We won’t share how he fits into the story quite yet, but we wanted to give everyone a glimpse of him.

Of course, these are all just concepts, and the final attacks may change, but hopefully it gives you a clearer idea of what the enemies in Fortress Vimana will be capable of!

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