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Post by crocodile on Oct 30, 2015 18:51:01 GMT -6
October Update is Live!Highlights- Credit Name limit has been lengthened to 26 characters up from 18 which should make long names easier to fit
- Credits Clans will each get a code for a cosmetic item in the game. Codes are free to all so be on the look out for all 18 of them!
- Shout-out to the Bloodstained Community Podcast by XombieMike. Also a shout-out to Goobsausage
- Don't forget to fill out your backer survey (you can change things later)
- Lots of sweet new background art is shown. The shader discussion and some in-game screens/video should happen next month!
- A classic level design planner IGA has worked with in the past, Shutaro Iida, has joined the project!
- IGA thinks Indivisible is super cool and that you should back it if you can. Don't let IGA-sempai down!
Look at this sweet background art <3
Some sweet cosplay too <3
Happy Halloween everyone! Be safe and have fun if you're going out <3
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Post by crocodile on Oct 30, 2015 15:19:55 GMT -6
In a bit of pretty huge news, the Indivisible prototype is being put up on PSN on November 3rd for PS4 console players to try. Hopefully this gives a boost to the campaign. The vast majority of people who get to play the prototype seem to love it.
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Post by crocodile on Oct 30, 2015 9:08:05 GMT -6
Today is the last weekday of the month and the last day before Halloween. I wonder if we'll get an update today.
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Post by crocodile on Oct 29, 2015 11:01:29 GMT -6
As the risk of sounding like a broken record, I'm just going to ask the same sorts of questions I've been asking earlier. Still not sure if he is the right person to ask but it can't hurt - What does the nature of the updates look like for the rest of the year and into the new year? (like vaguely what can we expect to see/learn in December/January)?
- In general, what is the team doing now during this pre-production phase? Perhaps some insight into the sorts of conversations being had and ideas discussed?
- When might we be able to expect to learn anymore about the cast or the world? Like we know 4 out of 6 "main characters" of the narrative -when might we meet the next two? Out of the extended cast who might be the two other playable characters and how are they being chosen?
I'll reiterate what I've said before: I hope these aren't too intrusive. I'm not trying to rush or pressure any of the development staff (a long pre-production period is often good for the end product) but I know a lot of people are at least curious about some of these so I thought these might be fruitful questions to ask in the polite and considerate environment this podcast (I assume you polled for questions of an upcoming podcast episode) would offer.
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Post by crocodile on Oct 28, 2015 13:26:34 GMT -6
Here are two videos of the Game Grumps playing some of IGA's levels. Their reaction to them is pretty much diametrically opposed to the reactions they had to most of the previous Mario Maker levels they've played:
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Post by crocodile on Oct 25, 2015 19:45:50 GMT -6
"Moms are tough!"
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Post by crocodile on Oct 24, 2015 7:43:01 GMT -6
Great episode once again Thanks Mike for your hard work and for putting this podcast series together. Side Notes:To be honest, once you have a topic like "what do you want to ask Ben Judd?", you kind of let the cat out of the bag:P It's a shame the topic wasn't open/around for longer or a bit more direct in its wording so that we could get more questions in but I'm not going to beat a dead horse. I can understand scheduling constraints making something like this tricky. I appreciated all the answers Ben Judd was able to provide - a lot of strong and solid insight. Also appreciated the update with what was going on with IGA and it sounds like pre-production is going well. So I guess we can expect an update within in a week? Sounds like some big/big-ish news is to drop. Or at least a more robust update that those of the past. I'm really looking forward to getting to meet and interact with the new community manager. Will give me the impetus to start up those Design Review Summaries again (though there are a few subjects I'd like more discussion on before a summation). As an aside, look who recently visited Inticreates...... Nah he's too busy with his own stuff and though he knows Japanese, he never struck me as fluent or particularly adept at it Wonder why he's there though. With regards to other guests, it will probably be hard to top Ben since most of the prominent figures involved in this game don't speak English. Maybe David Hayter, Robert Belgrade, this new community manager and maybe more people at Fangamer are the only people fluent in English I can think off the top of my head to interview. The sound mixing was better in this episode. I was better able to hear you and the guest. I'd personally still argue against having music playing while people speak but since that appears to be something you want to keep, I'm glad you improved the sound mixing. I'm glad that IGA appears to be giving Indivisible a look, it always seemed like the type of game to interest him. I hope he can give it a shoutout in an update. In case anyone here is not aware of what it is, head over here in the Kickstarters forum to read up on it. Campaign link is here.
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Post by crocodile on Oct 23, 2015 7:57:06 GMT -6
Them's Fightin' Herds(great name by the way), gets a congrats from me. Though with that campaign and this one's very slow start, it made me realize just how psychological this can be. High goals can scare people away, but what about goals that are close to being finished or are already finished? That's when the influx starts to come in. That's what I'm betting on as far as this project. The word of mouth is great, I personally made sure to help with that, but we got 24 days left and we gotta make this work. I've seen crazier things happen, but I think they can make it. Yeah, I do think that aiming high from the beginning was a mistake for this campaign. Starting at the minimum acceptable pledge for a bare bones product and then working your way up with stretch goals seems to be far more effective than trying for what you actually want from the beginning. The best campaigns(including Bloodstained) manipulate their intended audience, persuading them to increase their pledges and draw in more backers to reach that goal that they're almost at. I don't think that's a bad thing either. If the end result is everyone getting a superior product and thus a greater level of satisfaction for their pledge, then manipulating them to that end is the correct decision. Much better that than getting everyone emotionally invested and then falling short because you couldn't convince enough people to pledge in. With regards to setting a pared-down version of your game as a baseline, the problem is that people can often see through that. One of the main complaints of the Red Ash campaign is that everybody thought they were only getting "part of a game" at the initial funding goal. That turned A LOT of people off. Also, not all sorts of games/genres work well as being sold piecemeal or can be compartmentalized as easily. This seems like one of them. It also seems like this campaign had a lot more lore, characters, etc. already written up and planned out before launch than Bloodstained. Like we already have a backstory for like 10+ characters for this game but only 4 for Bloodstained. So I think there may have been a more complete outline for the base game as a start here. As an alternative strategy (what I thought you meant initially but I'll continue anyway since I want to make this point), if you ask for say $500k, you secretly really need $1.5 million, and then raise say $1 million (a successful campaign to most onlookers).......you don't have enough money to actually make your game/product. There have been many crowdfunding campaigns (and I imagine more in the future) that have had successful campaigns only to reveal X months to a year later - "woops we don't actually have enough money to finish our product!" which then forces a subpar product, more crowdfunding or just no product. So aside from being very dishonest, intentionally aiming low can be disastrous for both the campaigners as well as the backers.
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Post by crocodile on Oct 21, 2015 16:44:58 GMT -6
I think if this campaign is at least within spitting distance (at least $1 million by the last 72-96 hours) I think it has a good shot. Some are turned off by IGGs "take your money now approach" but that becomes a non-issue near the end of the campaign.
But yeah human psychology is weird - especially when it comes to crowdfunding. As an example, I backed games like Bloodstained because I like Igavanias and want more. But it seems a shitton of people backed it as a "screw you to Konami" - that didn't really factor at all into my backing decision. People can have weird rationales/motives to me.
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Post by crocodile on Oct 20, 2015 20:10:40 GMT -6
Yeah I'm not really a fan of this idea. A big part of the appeal of Igavanias is the exploration. I don't need some arbitrary mechanic breathing down my neck telling me to hurry up or farm items :/
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Post by crocodile on Oct 19, 2015 16:27:25 GMT -6
Article seems to confirm they will likely be using 2D art to do the in game conversations (similar to most Igavania games). A good idea IMO, especially considering how awkward the cutscenes in the Mighty No. 9 demo are. Otherwise not much new information but a good piece nonetheless.
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Post by crocodile on Oct 17, 2015 14:31:03 GMT -6
With Japanese developers often being so secretive and the language barrier, its hard to get a good grasp of how far along things are and how far they should be along. It's only been a few months since the campaign ended. I'm not necessarily in a super rush to see a ton of gameplay though at the same time, I remember the conversation during the campaign about backer feedback with regards to shaders and aesthetics and such. I'm curious as to when that is to take place. Not that I don't think they will do a good job but rather the earlier this feedback is given the better and a recent Inticreates crowdfunded game (Mighty No. 9) is suffering a lot of blowback for being not much of a "looker". I'd really like to avoid that fate for Bloodstained.
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Post by crocodile on Oct 17, 2015 14:25:45 GMT -6
Just a heads up but the Indivisible Youtube Page has archives for all the Lab Zero streams for the past week (Lore, Design and Animation). You can check them out there if you missed them and don't want to sift through twitch archives.
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Post by crocodile on Oct 10, 2015 21:46:05 GMT -6
Some new Incarnations have been revealed as the campaign has gone along: Dhar, the warlord Thorani Vasco, the mercenary I also think the lore stream is supposed to happen on Monday. If you haven't contributed already be sure to give what you can and tell all your friends that might be interested in this about the campaign. We have five weeks but every bit counts and the closer we are to the goal near the end (if we haven't already reached it) the more likely this gets funded
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Post by crocodile on Oct 10, 2015 21:26:58 GMT -6
So apparently Inticreates CEO & their International Affairs Coordinator are heading to Portland, Oregon next weekend for the Portland Retro Gaming Expo (PRGE). There will be a panel there described as: "Inti CreatesSpeakers: Inti Creates CEO Takuya Aizu and International Affairs Coordinator Matt Papa Description: Inti Creates Co., Ltd. is a Japanese video game development company formed by ex-Capcom staff in May 1996, best known for the creation of the Mega Man Zero series[1] and Mega Man ZX series. They have also published several music albums composed and arranged by III, whose members are Ippo Yamada, Ryo Kawakami, Luna Umegaki, Tsutomu Kurihara, and Masaki Suzuki, amongst others. On August 29, 2014, they released their first self-published games Azure Striker Gunvolt and Mighty Gunvolt. Join CEO Takuya Aizu and International Affairs Coordinator Matt Papa will discuss their current projects such as Gunvolt, Bloodstained and Gal*Gun, followed by a Q & A session." I have no idea if any new Bloodstained info will be revealed (and I don't think this panel will be streamed) but since this would be around the time of the month during which we would expect the monthly update, maybe this all works out timing wise for some new info to drop?
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Post by crocodile on Oct 7, 2015 18:58:34 GMT -6
Good guy Lab Zero at it again! Always putting fans first <3
This campaign looks like it will be a slow burn but I still think it will be a success. Let's GO GO GO
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Post by crocodile on Oct 5, 2015 8:08:01 GMT -6
Campaign is LIVE!
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Post by crocodile on Oct 3, 2015 14:21:48 GMT -6
I don't know who the original artist for this was but I thought this was cool fanart I stumbled upon
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Post by crocodile on Oct 3, 2015 1:22:20 GMT -6
So Inticreates recently updated the Steam version of Gunvolt. Leaderboards have been added to the Speed Run Mode and a new variation of the Speed Run Mode (with its own leaderboards) has been added called "Kudos Speed Run Mode" which modifies the combo system in the game. That's a very specific Gunvolt thing but the addition of leaderboards + the ability to modify basic aspects of the gameplay may give us insight into what they may do with Bloodstained. We don't know all the details about Bloodstained's gameplay systems so its hard to speculate on this but the possibility for interesting stuff is out there.
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Post by crocodile on Oct 3, 2015 1:04:30 GMT -6
Indivisible's prototype is now available to download through Humble Bundle if you backed Skullgirls on Indiegogo! It's available in the same section as the Skullgirls backer bonuses, but incase you backed it and lost track of the exact page, Humble Bundle has an order resender you can use to find it. So... for those who have played the prototype, how is it? I can't play it right now because I'm currently using a Mac with just OSX and it's only available for Windows at the moment. I updated the first post so if you want to watch somebody playing the prototype you can watch the attached video!
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