Ahoy Fellow Fishes to another Wired Fish Podcast! In this episode, look back on the Skullgirls Indiegogo campaign and get hyped up for its success. Not only did Skullgirls meet many of its goals, it also meant that Mane6, the developers of the C&D’ed Fighting is Magic, get to use the Skullgirls engine for their new fighting game. After that, we delve into the small, niche, and indie gaming scene and wonder how these guys are doing so well compared to the AAA scene.
Looks like that C&D might’ve been a blessing in disguise. Not only is Friendship is Magic creator Lauren Faust in the Mane6 dev team, they now has access to the engine that helped make Skullgirls. Before all this, Mane6 was using Fighter Maker 2000, an old program they had to tinker with to get it to do what they wanted for their My Little Pony fighting game, Fighting is Magic. MikeZ, the creator of Skullgirls, offered to give Mane6 the Skullgirls Engine, also called the Z Engine. They declined the offer since development was very far long and porting would require starting from scratch.
Well, the C&D essentially made them start from scratch (minus the ponies of course). So now the option became available and the team can make a game using all the techniques and effects the Z Engine has to offer.
We’re approaching the final hours of the Skullgirls Crowdfund campaign on Indiegogo, and earlier on Monday the creation of the third secret character was successfully funded. Overnight, the stage and story was funded as well, making this character a complete success. Unlike Squigly and Big Band, fans who donated to the crowdfund will get to choose who the third DLC character will be. To make things easier, Lab Zero updated their Indiegogo page to include a breakdown of who the characters are, what their story is, how they fight, and an idea of how they fight using established character examples (like Umbrella fighting like Order Sol from Guilty Gear).
Fresh off of the offer to use the Skullgirls engine by Lab Zero, the developers of the C&D’d Fighting Is Magic, Mane6, posted up an FAQ about what exactly they can do with the engine. Soon after that, the last question in the FAQ wondered about Mane6 using characters from Lauren Faust’s Milky Way and the Galaxy Girls (since now she’s involved in this new project). Of course they said no and that the characters would still be four-legged and brand new. They followed up: “Speaking of which, we think it might be cool to show you guys three of the character concepts we’ve come up with so far. We thought it would be fun to show you them in silhouette form first.” The above is what they showed.
The shapes look very Pokemon like, especially the one on the far right. The general guessing consensus is that the one on the left is a llama or an alpaca. The one on the right is some sort of deer. The middle figure looks very familiar however, having the same kinds of proportions as Faust’s pony design. But people are guessing it to be a cow. From the looks of things, the game seems to be shaping up pretty well, and we might have something close to Pokemon Type Wild with the Skullgirls Engine (if the SG crowdfund goes that far).
What I’d tell you? He was bound to get funded within the month, it was only a matter of time. While not as fast as Squigly, Big Band’s crowdfunding took a little over two weeks to reach its mark, $400,000 for the whole campaign. Big Band himself was funded a couple of days ago, but today both his stage and story has been fully funded, marking his campaign a full success. Like Squigly, Big Band will be free for the first three months after release and you’ll keep him after the time is up if you managed to get him.
During my first two articles about Skullgirls‘ crowdfunding, the funds raised grew exceptionally fast. So fast that Squigly was funded within 24 hours. Big Band’s funding moving is a little bit slower than Squigly’s. But with just 22 days left and $308,302 raised as of this writing, there’s no question that Big Band will get the funding he needs by the end of the month (or even this week!). The stretch goal is $375,000 for Big Band’s creation, $400,000 for story and stage. And remember, he himself does not cost $375,000, but only $200,000 since 1) he’s a stretch goal and funding is combined with Squigly, and 2) he cost slightly more than Squigly to make because his creation wasn’t as far ahead as Squigly’s when the Indiegogo campaign started. It’s safe to say that Squigly was in development before publisher Autumn Games’ financial assets were frozen, halting funding for Squigly and forcing Lab Zero to find other means of funding.
I thought this would take a while to get funded, much like other crowdfunded project I’ve seen. But once I saw the money raised hit nearly triple digits by the middle of the day, It was only a matter of time. Lab Zero needed $150,000 to finish up creating Squigly, Skullgirls‘ first DLC character. With $218,361 raised as of this writing, Squigly surpassed her general funding. Also surpassing $175,000 stretch goal, she will have her own stage and story mode added upon release. Speaking of which, she will be free buy for everyone for the first three months, becoming paid DLC afterwards for anyone who didn’t get her. Those who already got her will keep her free of charge.
Over the weekend, Skullgirls developer Lab Zero showed off footage for their first DLC character, Squigly. From the video up on the Indiegogo, she’s being set up as a long-range character thanks to her parasite host Leviathan. Lab Zero states that if they can reach their goal in within the 31 days they have for the campain, Squigly will be a free DLC character for 3 months, then cost $5 for those who didn’t get her during the time alotted. They also revealed the first male character for the game, Big Band. He’ll be a charge character and can also do command grabs and anti-air moves. The team says that Mike wanted Big Band to “play like Q from Street Fighter 3 Third Strike, ‘but good’.” Big Band is slated to be the next character they’ll be able to work on if they meet their stretch goal detailed on their Indiegogo page.
…Reverge Labs is kinda gone. Fans of Skullgirls who applied the 1.01 patch were probably surprised to see Lab Zero Games splashed on the screen instead of Reverge Labs, whose name now appears in a smaller section of logos near the end of the sequence. So what happened?
Earlier this year marked the release of Skullgirls, a game made by pro-tournament player MikeZ and his team as Reverge Labs. It was an all-girl (for now) fighting game that was rife with references and was a love-letter to fighting games. While critical and fan reaction was mostly positive, there were still lots of things to be addressed. Shortly after release, Reverge said that they’ll ready a big patch to release later on, and that later on is now. And since patches cost money to go online, the team at Reverge Labs wanted to make this patch count and fix a multitude of things all at once. Since this is a small dev team, they don’t have the resources to make constant patches and put them online. Highly understandable, and preferable (PS3 guys, you’ll understand. I sure do). The fix list is massive. Really massive. Summarized list after the break.
Composers Month Continues with smooth and catchy sounds of Michiru Yamane. We flew through the skies with Detana Twinbee!! Then we slayed some vampires with Castlevania Bloodlines. We lost a painting with Castlevania: Symphony of the Night. We went even further back in time with Castlevania: Lament of Innocence. And finally we wrapped with the week with Skullgirls. Yeah, there’s no pun for that. Ms. Fortune took them all.
If you want to see the music as it goes up (and not wait every Saturday for these wrap-ups), remember to go to our Tumblr page and follow it. Music for Night-Time Listenings goes up every weekday at 10PM
Ahoy one and all to the second episode of The Wired Fish Podcast S3. Today, we talk about the Ouya and what it could bring to the console market. Next, we talk about Shinji Mikami’s quote about videogame’s being more like Hollywood movies. Then, we discuss the prospect of Bioware reviving the Ultima franchise with Ultima Forever. And finally, we talk a bit about the games we’re playing now.
Ahoy Fellow Fishes! Another week, another podcast goes up. Actually… several weeks… for this episode anyway. But I digress. On this episode of the Podcast, we look back on what made us sad pandas in 2011. Then we talk about what we’re anticipating the most in 2012. And finally what we see as our Games of the Year for 2012. This episode is extra long, so for your convenience we’ve split this episode into two parts. After the break, Part 2 and timestamp table of contents.
This past Sunday, DIY games interviewed Skullgirls game composer Michiru Yamane (of Castlvania and Suikoden fame). In the interview, Yamane explains that since becoming freelance after leaving Konami back in 2008, she has more freedom to work with any company she wants, whether it’d be Eastern or Western. She reveals that she came into contact with Reverge Labs after 8-4, who deals with game translations, invited her to a company party. They asked her if she wanted to work with an American company, and she agreed. You can read the full interview on DIYgamer’s site.
Michiru Yamane. Not many may know that name. But if you played any Castlevania game after Symphony of the Night, thenyouknowhermusic. Reverge Labs, developer of the all-girl fighting game Skullgirls, has revealed that Yamane will be the composer for the game. In the announcement video, she was told to make the music jazzy. She also mentioned that this is her first time working for an American company, and that she “always wanted to write my own jazz.” She says that she will be making music that complements the hybrid anime/comic style and the mood of the game. You can see the video here.Skullgirls is set for release this Summer.