this one is much less about graphics or features, and more about gameplay. notes: click new game, type a name, and press enter. we have xbox controller support, enable it in the options menu check your settings if the game is running slow, I recommend starting a game before changing the settings F key is backdash escape will open the pause menu, where you can access some stuff. doing so at a flame will save the game. you will need to find sticks and flint in order too create some better weapons.
this build is the start of a redesign that will affect how the project is handled in the future. previously, I had large open levels, with few enemies, few items, and very little platforming. as you may already know, that made the game hella boring.
all feedback is appreciated, either here or in a PM
Hiya to you. Tell me, is there some way to make enemies easier to detect? From what I saw in the videos, they tend to blend rather well in the environment, something the protagonist shouldn't be too keen about. Maybe give a "spider sense" to him and it would be all right. Some battle theme or modifications to the main one (like bongos and rattling) could make it even more complete. Some games go for the red screen and other vibration, but these are overkill.
I don't think there was any trace of mini-map or compass... there is not really a need for them either. Generally, exploration-based games got them, so who knows?
What about usable camp sites if you need to stop and recover some energy? Make usable supplies more or less scarce for them, depending on the difficulty you want for your game.
Weather? That could work too, but again, rain and snow aren't favorable for setting camp (unless you find a nice place away from these).
That's all I can think about for now. Godspeed!
Still my favorite non-ultimate castlevania weapon. (source: Castlevania wikia)
whiloe the last update was only... a week ago? a lot changes in my project from one time to the next, especially since I am redesigning pretty much everything right now, time to provide responses:
enemies will blend in sometimes, but the also have been tweaked to be brighter than the background. the previous lighting caused a lot of things to appear the same muddy color. so no, there wont be a sense for enemies, other than ones that go through walls. case: there will always be enemies a few steps away. so there would be no reason for that. I dopnt believe I will be adding a map, atleast not until the absolute final release, you see, the spiritworld is a constantly shifting environment. I want the player to memorize it, similarly to darksouls. there will be very few teleports, and many shortcuts between areas. camp sites: spirit flames, (you know, the blue ones ) are exactly what you are talking about. when you visit them, your health refils and the game saves. the area around each flame is built somewhat like a campsite, homey and such. right now all the terrain is debug so you will hae to wait for more detail
here is an important point though: I originally only wanted the player to be able to craft/access their inventory at the spirit flames, but this is too hardcore for most people. the menu can be accessed from pause now. so yes we have crafting. you appear to be under the impression that this is a survival game, the only thing that attributes to this is hunger which impacts health/stamina regen speed. I wanted temperature like in monster hunter but meh. (its not a survival game :D)
weather is in-game already and plays an important role: for one, there is a corruption mechanic per area. corruption, precipitation (rain/snow/etc) and time of day affect stages. what enemies spawn, hat doors are available and so on. I will play more with this in the future. again, thanks for the feedback. I should have a much more polished demo out within the week.
Yes, being bullied by monsters is already a lot, having the freedom to craft anywhere is always better. You never know when you feel you're a bit overwhelmed and need a little upgrade to beat the monster in front of you.
An ever-changing world... so, I guess it's randomized. All right.
I will wait for the next update then. It's good so far.
Still my favorite non-ultimate castlevania weapon. (source: Castlevania wikia)
balancing will take time. im not even going to bother until I have the areas I want in the kickstarter demo complete, then I can run a few early tests with my favorite people here on the forums the spiritworld is not randomized, let me explain. as far as lore goes, yes the place is always shifting. it will remain mostly the same from sirus point of view for a reason I will explain later. so here is what is random IN-GAME: background objects, enemies that spawn, how many, a little variation :D, what comes out of resource chests. nothing crazy. I do however want to create a few areas that are procedurally generated each time u=you enter thm, compare them to the nest of evil as far as their purpose. I recently played curse of darkness, and it has had some influence on me. you can do anything but level up on the move. creating stronger weapons will still require you going to a smiths shop though.
EEEAUUUUUUUGHHHH *scary moaning appearently im alive. video goes here? APART: Y2 PRE-ALPHA 1.72 WINDOWSx64 DOWNLOAD MAC DOWNLOAD so, ive had some life issues lately, that have been severely hindering my progress. in addition to that, ive been holding off on putting out a build because "ITS NOT READYYYYYYY" but that mentality has just gotten me 3 months without any work done. as of now, we are back on track with before i stripped down the project and re-made it. basically: play apart. give me a reason to live. tell me how it wen. see you in (less than?) a month. you have my gratitude.
NOTES: areas are not complete. even some basics are missing. press new game, type a name, press enter. if you die, use last save, or load file. YOUR SAVE PERSISTS EVEN IF YOU FAIL TO REACH THE FIRST SAVEPOINT. WASD movement, space to jump, F to backdash, mouse to use each hand, Q/E to switch item hands etc, esc to access the menu. there is an option to use an already mapped xbox controller. after you make it to the mountain (after leaving the cave) the forest is opened up. find a safe way down to save again, and then you can go that way. it isnt anywhere near done, but for anyone who even tries this build, i hope you enjoy it.
Goobsausage: Is that a Harry Osborn eating pie in Spider-Man 3 "so good" or a Teen Girl Squad from Homestar Runner "so good"?
May 20, 2017 23:14:07 GMT -6
ghaleon: My blood hurts
May 20, 2017 23:59:53 GMT -6
ghaleon: I don't have any gripes about bs being floaty, I assume that's what your'e getting at. But I do have one opinion regarding the demo I wouldn't call positive. That's the boss' appearance... I'm not even referring to the shape,
May 21, 2017 0:01:28 GMT -6
ghaleon: but why are the colors so dang bright and and.. my eyes bleed looking at it
May 21, 2017 0:01:38 GMT -6
gunlord500: guys, check it out: http://bloodstainedfanforums.com/thread/2372/zangetsus-3d-model-revealed
May 21, 2017 0:20:56 GMT -6
gunlord500: I bet that's why they didn't have an update this week, cause they wanted to show off the stuff from Bitsummit
May 21, 2017 0:21:17 GMT -6
castledan: You might be right gunlord, maybe they wanted some space for the bitsummit stuff. Either way two of their staff was in Japan. So it might just be because the work was stretched thin a bit. I imagine itll come next weke.
May 21, 2017 7:49:01 GMT -6
thrashinuva: I went into detail on what I observed from Zangetsu's 3d model in the reveal thread. Give it a look.
May 21, 2017 11:39:21 GMT -6
Elfina Ashfield: With E3 is coming around in about 20 days, I doubt they'll announce anything juicy before that, an E3-related teaser update would be nice tho
May 22, 2017 1:48:39 GMT -6
castledan: I can see this months update being about voice actors. So that come E3 we know who is who talking
May 22, 2017 7:19:46 GMT -6
XombieMike: Whatever the update is, it will be outdated information. The update info was given to Fangamer before Bitsummit.
May 22, 2017 16:38:32 GMT -6
castledan: What makes you say that? It doesn't mean the information was the same info for bitsummit. for all we know it could be an update about the voice actors or a tease of what's coming at e3
May 22, 2017 16:43:02 GMT -6
castledan: Hell, IGA said in the previous update that he wants to show us an updated look of the previous area in the next update. We should find out soon tho.
May 22, 2017 16:48:21 GMT -6