Just a small reminder that we're:
a) not dead
b) still working on this.
And that you can check out (or follow, if you want!) our twitter to catch small bite sized updates that don't warrant a full article in this site!
For example, this is a thing I was working on earlier, and that Nappy requires me to inform you is nowhere near a finished sprite, a finished placeholder, a finished placeholder sketch, or an unfinished placeholder sketch thought... It's just a very early test thing we're using, and may not reflect the final art style of the game. (since it's currently off model to our reference sheets. What with being a "done in 5 mins" test thing and all.)
ALSO! Tron Lives!
It's been some time since our last post in the site. Things backstage, however, have been quite active; We'd like to thank everyone for the continued patience and support, and for sticking with us through the pre-production stage of the game.
This post serves two purposes. First, to assure everyone that we're still alive, and the game project is also alive and kicking. Work has been done, engines have been learned, characters have started to be implemented in placeholder form to help with that learning, and the character design aspects have progressed as well, (Have we mentioned that Lauren is narfin' awesome yet?).
Some of the technical things we have been working on are intended to adapt the Z-Engine art & programming pipelines to our own methods of doing things, as well as building tools to make this process easier; Foremost in these new set of tools at our disposal is a new hitbox editor. As Mike Z and LabZero can tell you (and you can see in their work streams), they have been working so far with a paint-program-made-hitbox-editor, assembled out of necessity and perhaps not quite the best tool for the job. Our programmers -Beta and Kenneth- have then been working on creating a different hitbox editor for use with the Z-Engine, automating some of the process and making the designers' lives a bit easier.
(cont'd after break)
The team just got an article over at Polygon, with comments from CoreDev (including Lauren) where we talk a bit about the past, the present and the future of the team. You can go read it by clicking on the header image, or via this link!
You can also take a look at the photos of the team sparkling in the rainbow, which make an already great article even better. We're planning to frame the Nappy one to put into our not-office.
In progress-related news, we're still at it! - The team has been exploring and learning their way on the Z-Engine; Our programmer duo has also been adapting and preparing some additional tools we'll be making use of for the new game, and Lauren and core are still working on character design.
All that said, we apologize for the lack of exciting stuff to talk about. There's been some, actually, but it's more of the "exciting for us as developers" than "exciting for the general public" kind. We were blind and the Z-Engine is showing us the light.
So we're going to be a bit slow for a month or two, while the train picks up speed, and from then on, full speed ahead!
We're working our collective proverbial off, but any progress in the first stage of game creation (pre-production) might not give as much new exciting stuff to talk about until we get into development proper, in which we'll be talking more as we go through our work, and get to introduce you guys to the new characters and universe we're planning here. We've already got some ideas on how we plan to, actually, and are very excited for the time to come and unveil them. =)
Lastly, a topic we have already touched upon but keeps popping up: We're currently not looking into immediate team expansion. We most likely will, at some point, but for the moment, no solid plans. Still, we thank everyone interested in collaborating with us, and we assure you that once we know the game's specific needs related to workforce, we'll be making any pertinent announcements through this website and our twitter, so please keep following!
As always, thanks to everyone for your interest in our little project.
We loves you.
- The DevTeam
You guys rock!Well, turns out it took us a whole two (or is it three?) days to get over the initial shock, surprise and excitement at Skullgirls' Indiegogo campaign having reached the 725k mark (And beyond!), but we're back with a (mostly text) update of what's going on and what comes up next.
But first, let us yet again thank everyone of you who donated, spread the word and supported (and still supports) us and the new game. We seriously can't say it enough, but you guys rock, and we can assure you we will -not- disappoint. We pushed the FM2K engine well beyond its limits for the previous project, and we intend to push the Z-Engine likewise (even though the Z-Engine's limits are considerably larger); We intend to give you guys the best game possible for this gift of an engine that you guys (and LabZero) have offered us.
Since we have gotten the engine (and some before) we have been getting questions about netplay and GGPO. We gave a short explanation of how that would work in a previous post, but we will expand it a bit more here.
Edit: FUNDED! =)
Give us a bit to get out of our lack-of-words-at-the-awesomess-that-is-you-guys and we'll post something wordier =3
Hello again, folks!
As you might know already, the Skullgirls' Indiegogo campaign is now in the final stretch, time and money wise. With a bit over 33 hours to go at the moment of this post, the Skullgirls Indiegogo campaign has reached over 650k in crowdfunding, which means that
a) People are awesome
b) Skullgirls gets moar funding
c) Our shot at getting the Z-engine to use in our game for free is now closer than ever!
Having said that, we'd like to again invite people to keep on donating and spreading the word, not only because we get the engine at 725k, but also because the guys over at LabZero are FREAKING AWESOME and deserve all the support they can get. Also because they announced earlier on twitter they'd make a playable Robo-Fortune (which by definition has to be the awesomest Fortune ever) also at the 725k goal mark. So that's not one, but TWO reasons to get it there, now! You can donate to them by clicking the site's temporary header, by going to this link, or by clicking on the nifty widget in our sidebar.
We'd also like to, once again, thank everyone still supporting us (And Labzero), and donating to the Indiegogo campaign to make their game grow, and to give ours a chance to grow too!, We really can't say enough how happy we're to have such a great fanbase! You guys rock!
On related news, the last Salty Cupcakes stream before the Indiegogo campaign reaches its end is happening tonight at 8PM PST on this link!, we'd recommend y'all jumped in there; You can ask the Skullgirls team some questions about their game, and you can also fraternize and interact with the Skullgirls community, which are great people to talk with if you're a fighting game fan, or if you would like to get introduced into the wonderful world of beating the candy out of people in fighting games.
Oh, and last, but not least: We were given this link by a friend of a friend, to what we're assured ain't a doomsday countdown, but a live-updated measure of how much time is left to reach the 725k goal, how much has been reached so far, and the average money-per-minute rate needed to 725k before the time's up. We don't know what sorcery this is, but it sure is neat!
Once again, thanks to everyone donating, to everyone spreading the word, and to everyone supporting us (and Labzero!)
We loves you guys.