SkullGirl's Indiegogo Project: Lab Zero Games needs funds to finish its first DLC character.

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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I know that I will say it will be strange....but I don't want Brain Drain as a DLC Character.
I want him as the main villain in Skullgirls 2!

He look simple so badass to be just a simple DLC to me.
 

Tanis

The Last Albino
Aug 30, 2010
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SkullGirls wasn't all that great, and having a company make a KS for DLC makes me VERY apprehensive.
 

Andy of Comix Inc

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Legion said:
SweetShark said:
A Skullgirls Character Cost $250k Each To Create!!!

Holy Molly Makarony!!!! This is a lot of money!!!!
I originally read that as $250 and was wondering what was so bad considering animation, tools and so on, but Christ.... how the hell can they justify that kind of cost?
Mr.K. said:
Well this is absurd, I don't mind people supporting them but don't come in with those sort of bullshit numbers, if the company is in trouble or something that is fine just don't bloody lie when you are asking people to trust you.
Desert Punk said:
250k a character is insane.

They need to find a way to cut costs somewhere because there is no way a character like these should cost that much to put together.
xPixelatedx said:
And this is exactly why we might see another game crash in our lifetime... what utter, useless industry bloat. Entire games used to be made on budgets like this. I know people making original mugen characters, sprites and all, for free. Of course I don't expect them to make Skullgirls characters for free since this is a product, but the point is should it really cost $250k for something one person could do in their basement? Not blaming the dev team or calling them liars, I am sure that IS how much it costs, but should it? Where exactly has the system failed?
I suggest everyone who's like "uhhh that's a lotta monneeey" read this article here: http://www.giantbomb.com/articles/the-little-fighting-game-that-could/1100-4587/

It breaks down more specifically what everything goes towards - and what that actually means. It also consults with a few outside sources to verify if the cost of the new characters are what one would expect, and it turns out, they're actually running this on a tighter budget than they should. It's a really interesting read.

And I recommend not skim-reading it and making snap-judgements on what you've skimmed because that's just silly.
 

sarahvait

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rhizhim said:
xPixelatedx said:
you are right. especially when they list 2000$ only to apply hitboxes correctly.

thats lunatic. for one single character.
I don't think it's hitboxes for one single character. I think they have to make Squigly's hitboxes, then see, adjust, and tweak how every single existing character already in the game does against those hitboxes. Then, they have to take Squigly and see what her moves will do against all the existing character's hitboxes as well.

Unless that's what you already meant. But yeah, I would read the GiantBomb article. Several people who are involved with big name fighting franchises have stated that what Lab Zero is asking for is quite reasonable, if not actually lower than expected.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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Just to start a nerd talk here:

It seems Hive and Leduc are from the same family.
Here is a picture from Peacock's story mode:



Hive nd Leuc have the exacly same eyes.

Also something I just saw: The doc have the same eyes like the mechanical eyes from the arms of Peacock.
Potentional plot twist in Skullgirls 2?
 

Username Redacted

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sarahvait said:
rhizhim said:
xPixelatedx said:
you are right. especially when they list 2000$ only to apply hitboxes correctly.

thats lunatic. for one single character.
I don't think it's hitboxes for one single character. I think they have to make Squigly's hitboxes, then see, adjust, and tweak how every single existing character already in the game does against those hitboxes. Then, they have to take Squigly and see what her moves will do against all the existing character's hitboxes as well.

Unless that's what you already meant. But yeah, I would read the GiantBomb article. Several people who are involved with big name fighting franchises have stated that what Lab Zero is asking for is quite reasonable, if not actually lower than expected.
A thousand times this. On a volume basis (i.e. how much content we're talking about) fighting games require more and more stringent testing than pretty much every other genre out there. This is due to both the complex interactions between the characters but also because simple fuckups can ruin a game. I direct your attention now to exhibit A...aka what happened to me last night while playing 'Just Cause 2':

Anyone have any idea what the hell went wrong there? Yeah, me neither. But that wasn't game breaking as I was still able to move (sort of) and call for an extraction. Something like that crops up in a fighting game and it's curtains.
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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SweetShark said:
From what I've read from the website, it looks like Big Band belongs to the Lab 8 group as well.

This whole thing really makes me want to play the game again. :D
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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Because I did a small research, it seems I find out which characters are next for the DLC roster



 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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It's seems TotalBiscuit get in his attention the news about the Skullgirl's DLC character!!!
This make me really, REALLY happy.
Thanks to him, a lot more people will learn about this Indiegogo project and will get more funded to get Big Band and the 3rd DLC character!!!

Cheers!!!!

 

Dryk

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xPixelatedx said:
You immediately answered your own question. It shouldn't take hundreds of people to make a single character. I know someone who made an entire game recently and I would argue that it seems to have as much work put into it as a game like Street Fighter 4. Guy's name is Dean Dodrill and this is the game:
http://en.wikipedia.org/wiki/Dust:_An_Elysian_Tail
If all the in-game assets he made really cost as much to make as people are saying, It must have cost him $100'000'000+ to make this game. It didn't, because he made them by himself. If a single person can make a game of this caliber, you don't need so many for a single Street Fighter character. Oh, and for the record, many of the in-game sprites for the main protagonist and enemies look on par with blaz-blue and Skullgirls (even if the character banter cinematics are lacking).

I am simply saying we have created a very inefficient system that is very unsustainable. It would be one thing if Street Fighter 4 was a giant MMO or something done with the scope and caliber of Mass Effect. But come on, it's Street Fighter. You can basically see everything the game has to offer (literally) within nearly an hour or two (every background/character/move).
Say what you will, their breakdown only leaves about $30,000-$35,000 that anyone could argue over. They're only paying their staff $15/hour, and it adds up to $50,000. They need to make and ship rewards, they need to pay their fees, they need people to test their game (it's a fighting game so the testing needs to be very thorough). There's hardly any wiggle room in that breakdown

EDIT: Also funnily enough the guy that made Dust has posted a bunch in the NeoGAF thread fully in support of the developers, along with the guy that made Sequence. A common theme between their games being that a lot of their professional stuff was done for free or for mate's rates, and that they don't wish that situation on anyone.

Exactly, most people are completely clueless at the amount of manhours it takes to make this stuff. I'm afraid to tally up how much it would have cost to develop my game if I hadn't done it myself.
http://www.neogaf.com/forum/showpost.php?p=48498564&postcount=489
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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I just found a very important post from a member of the developers that he explain with details how hard it is to create a characters in general and the reason why it cost so much

From "Raging Spaniard"

Here is some reference from my own experiences. Typically I dont like to share these kinds of details with people who just DEMAND information they havent earned, but discussion has shifted here a bit and its good to see.

I was one of the contractors, well, still am! I did some of the cleanup animation. By the time I got an assignment, the animation rough had been approved by Kinuko and at this point it could make the final game or it could not (thats all in the testing, balancing and memory management) Smartasses in this thread have questioned the need for engineers in a game thats already "done" and thats a big mistake. The original game had to have animations cut because we had run out of memory, so on a technical standpoint, how the fuck are we gonna add more characters? Well shit, good thing theres engineers on the team to figure that shit out, huh? Thats only one of the challenges too.

But anyways, to the point. You may get a short animation (6 frames aprox), medium (12, 15 ish) or large (20 plus) theres also varying degrees of importance (normal move vs animation that only triggers when two duplicate characters hit each other with the same move) and theres also character design details to add to the difficulty (Valentine is more simple than Painwheel, for example). One extra wrinkle is the level of sketchiness in the animation rough. Some animators will make the drawings so tight that theres no room for improvisation while others will basically blank out the face and all of a sudden you find yourself animating faces from scratch!)

For an outsourcer, since you dont have access to the team at your immediate need, its important to be diligent with the reference materials. Very few artists draw like Alex or Kinuko and its our job to make our art look exactly like theirs. If you look at my art youll find that my style is not really close, so I cant just start on the task right away, I need to study the reference provided carefully and make sure I "get" the character before I start.

So once you start, the first deliverable is to digitally ink all the frames. Im a clasically trained 2D animator and have a fulltime art gig, so eventhough Im fast I can only start working on this when I get home. This is another of the unfortunate realities that come with an ambitious project like this, that a lot of outside help already has other projects going on, so they cant give you 8 hours a day. I came home at 7 after drawing all day and spent another 5 hours doing Skullgirls work. Typically after two days I would send a medium sized animation over for approval from Richard, who is the awesome cleanup genius at Lab Zero. Approval usually takes about a day because Richard is getting deliverables from the outsources, who if you have seen the credits are way more than 20 ... So basically Richard is art directing 20+ people AND doing cleanup work himself, meaning he basically doesnt get to go home (so its great to have to listen to assholes here tell me that he needs to justify his $600 a week) I had the pleasure of meeting him a few months back and hes going gray already, haha.

So yeah, approval. While I wait for that to show up I get started on the next frame. Very rarely does the linework get approved on the first try. Usually something is inconsistent, a weapon looks weird or the shapes are a little flat. Depending on the damage you may have to do 20% percent of work or maybe even up to 50. Its important to get this stuff approved because otherwise you cant move on to shading and coloring, which are the next steps.

Once youre approved and do the shading and color pass (which take about 60% of the time it takes to ink) you send those off for approval as well, make some last minute touch ups due to feedback and THEN the animation is done on your end. Before it ends in the game proper, chances are Richard has fixed some things himself ... So Id say on average I could get about 60 ish frames of animation a week, and seeing how the character with the FEWEST amount of animations has about 1500 then you start to get an idea of how just one step of the process works.

THEN we look at Squigly. What a lot of you arent realizing is that she has MULTIPLE STANCES. What does that mean? TWICE THE ANIMATIONS.

Can you start to see how the hours pile up and have NOTHING to do with proper managing? A fighting game is unlike any other game. A character in a fighting game is the equivalent of a character + level design + the game design of any other game.

But hey yeah, lazy devs, right?
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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Just to update an exciting new update the Lab Zero Team decided to make:

From the Indiegogo site:

"The response to the Patron Saint tier has been nothing short of amazing. So to reward everyone?s efforts, we?ve opted to add an all-new ?bonus? stage to Skullgirls, completely independent of any stage/story mode goals.

This is an early, very rough concept of the new River King Casino stage. We wanted to show you the entire stage creation process, from rough sketches to final execution. Michiru Yamane has also agreed to let us post work-in-progress versions of this stage?s music, so look forward to that!

A lot could change before now and release, but wanted to show you where we imagined all these new NPCs will be hanging out ? a swanky casino!


Bonus Stage: River King Casino!"




SO if you are one of the lucky ones that decided to put your background NPC character in Skullgirls [I think there are 24 of them], then you are honored to have your personal stage ^^

Cheers to the funders of this awesome game!!!!
 

RaikuFA

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Jun 12, 2009
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Couldn't they just do a rerelease with a move nerfed? Like Skullgirls Punchy edition?

That should give them the money they need. Capcom pulls it all the time.
 

mad825

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Mar 28, 2010
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$250k? Sounds like propaganda.

They're are properly trying to squeeze out as much money they can so that they won't have to spend as much money on a port. If this is the case, I expect a proper PC port with 360 controller compatibility.
 

SweetShark

Shark Girls are my Waifus
Jan 9, 2012
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RaikuFA said:
Couldn't they just do a rerelease with a move nerfed? Like Skullgirls Punchy edition?

That should give them the money they need. Capcom pulls it all the time.
Yeah, maybe, but Lab Zero isn't Capcom. That why they ask their fans to help them with their problem they have.
 

scorptatious

The Resident Team ICO Fanboy
May 14, 2009
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Well I decided to get back into Skullgirls. I forgot how much fun it was playing as Peacock. Heck, I was able to beat Marie within three tries with her instead of spending an hour like last time.

Back on topic, I've noticed how large Big Band was in comparison to other characters in the game. Sorta makes me wonder if the developers will alter the animations of the characters when using grab moves on him. Seems kinda obvious, I just can't help but wonder what Cerebella or Peacock will do when grabbing him.