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Post by saberwolf94 on Aug 21, 2016 13:58:28 GMT -6
I think you guys are right that the hunger aspect isn't necessary. Just a few simple recipes that you can buy or find to be able to combine more or different cooking ingredients for better restorative food/drink items should be enough.
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Redogan
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Post by Redogan on Aug 21, 2016 15:41:23 GMT -6
Hunger meter? Please, no. Food items to restore health? Sure. Combining items to make better foods that restore more health? Maybe, as long as it isn't difficult to do and it doesn't have a cooking/eating animation to go along with it.
I enjoyed playing Muramasa: The Demon Blade, but I was not a fan of the cooking and eating mechanics.
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Post by m0nkf15h on Aug 21, 2016 16:04:48 GMT -6
yeah that would be the cook book... Ohhh...ouch. The salt! I think that there should be a crafting list, as well as a cookbook. That way everyone is happy. My point is do they really need to be separate menus? Crafting systems in game should be as streamlined as possible for ease of programming and ease of use. I realise that you dont want to be scrolling through a big list of components to find your food items but you could just have it be tabular from the same menu screen so you have one tab for weapon components and a second tab for consumable items meaning you can do any kind of combining from the same menu screen. When you first mentioned the whole cookbook idea i was under the impression that it was an equip-able accessory that would somehow have to be "used" in order to combine ingredients - if this is what you intend, then it seems clunky to me when it could be integrated into the standard menu screen. On the subject of the food i was thinking as we've seen in the demo potions do an effective job of healing so perhaps food could be used mostly to add/remove status effects and give temporary buffs/debuffs to the core stats eg. temporary +1 to Str for x amount of time. With different foods and combinations having various different effects both good and bad.
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Post by LeoLeWolferoux on Aug 21, 2016 18:32:51 GMT -6
Ohhh...ouch. The salt! I think that there should be a crafting list, as well as a cookbook. That way everyone is happy. My point is do they really need to be separate menus? Crafting systems in game should be as streamlined as possible for ease of programming and ease of use. I realise that you dont want to be scrolling through a big list of components to find your food items but you could just have it be tabular from the same menu screen so you have one tab for weapon components and a second tab for consumable items meaning you can do any kind of combining from the same menu screen. When you first mentioned the whole cookbook idea i was under the impression that it was an equip-able accessory that would somehow have to be "used" in order to combine ingredients - if this is what you intend, then it seems clunky to me when it could be integrated into the standard menu screen. On the subject of the food i was thinking as we've seen in the demo potions do an effective job of healing so perhaps food could be used mostly to add/remove status effects and give temporary buffs/debuffs to the core stats eg. temporary +1 to Str for x amount of time. With different foods and combinations having various different effects both good and bad. While also true, the cookbook could be a separate item for even more ease of use.
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Post by Deleted on Aug 22, 2016 3:10:53 GMT -6
Implementing a hunger system? In the best case scenario you have a mandatory and incredibly annoying system that makes you stop exploring and battling every 10 or so minutes in order to shuffle through menus. You get nothing more than a pointless time waster with that, one that doesn't even make sense in the setting.
As for implementing cooking as a way to produce recovery and stat-boost items, I can't help but wonder why anyone would even suggest this. We already have a crafting system based on alchemy, making the cooking system so very, very redundant. Additionally, I don't want lemonade that would heal more than a potion.
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ChucklesTheJester
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Post by ChucklesTheJester on Aug 22, 2016 5:18:49 GMT -6
Implementing a hunger system? In the best case scenario you have a mandatory and incredibly annoying system that makes you stop exploring and battling every 10 or so minutes in order to shuffle through menus. You get nothing more than a pointless time waster with that, one that doesn't even make sense in the setting. As for implementing cooking as a way to produce recovery and stat-boost items, I can't help but wonder why anyone would even suggest this. We already have a crafting system based on alchemy, making the cooking system so very, very redundant. Additionally, I don't want lemonade that would heal more than a potion. What if the potion is actually, in fact, a lemonade? Seriously though, food items that heal you are a staple of the Castlevania series, and some of the rarer ones heal FAR more than found potions. I don't see anything wrong with that.
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Post by fullmetalsnorlax on Aug 22, 2016 12:13:25 GMT -6
Not fond of the Idea personally, food should just be for health, or at worst you need food to rest at a save point (just to heal, not to save)
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Post by Deleted on Aug 22, 2016 13:01:26 GMT -6
Implementing a hunger system? In the best case scenario you have a mandatory and incredibly annoying system that makes you stop exploring and battling every 10 or so minutes in order to shuffle through menus. You get nothing more than a pointless time waster with that, one that doesn't even make sense in the setting. As for implementing cooking as a way to produce recovery and stat-boost items, I can't help but wonder why anyone would even suggest this. We already have a crafting system based on alchemy, making the cooking system so very, very redundant. Additionally, I don't want lemonade that would heal more than a potion. What if the potion is actually, in fact, a lemonade? Seriously though, food items that heal you are a staple of the Castlevania series, and some of the rarer ones heal FAR more than found potions. I don't see anything wrong with that. Oh I'm not against food, rather cooking as a separate system that would match or even outperform alchemy in producing healing items. I'm all for the ability to make a pie in an alchemy cauldron.
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purifyweirdshard
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Post by purifyweirdshard on Aug 22, 2016 13:10:44 GMT -6
alche'mac and cheese
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Post by Deleted on Aug 22, 2016 13:58:40 GMT -6
I'm now imagining a Victorian McDonalds, care to join me on this adventure?
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Post by GenericSoda on Aug 23, 2016 19:29:06 GMT -6
I think you guys are right that the hunger aspect isn't necessary. Just a few simple recipes that you can buy or find to be able to combine more or different cooking ingredients for better restorative food/drink items should be enough. Don't worry, I got what you were going for. But... my puns... everybody sandbagged them... every last one of them...
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Post by Clear on Aug 24, 2016 22:05:48 GMT -6
The concept of "hunger" reminds me too much of mystery dungeon games and strict movements involved within since enemies move along with the main character. Count me as another that doesn't think it will fit Bloodstained as a persistent feature.
But what might work is something like an item that induces addiction (as a positive) and withdrawal symptoms (as a negative). Say for instance, Miriam really likes... no, LOVES mac 'n cheese. And it's an incredibly powerful healing item that not only 100% heals, but also temporarily regenerates her health too. Great for boss battles! And so Miriam loves mac 'n cheese to the point where after she eats the entire plate in one bite, she MUST eat another order of mac 'n cheese very soon or else her stats will get debuffed for a certain amount of time. At this point, there are two options: one, she continues eating mac 'n cheese, or two, she can slowly get rid of her debuffing (and overcome her withdrawal symptoms) simply by not eating any mac 'n cheese for a while.
Of course, here mac 'n cheese is just an example, and it can be replaced by some other food or item that fits the "powerful item but with an addiction/withdrawal penalty" model. I think this is much better than having to monitor Miriam's hunger levels constantly throughout an entire playthrough.
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Post by LeoLeWolferoux on Aug 24, 2016 23:06:57 GMT -6
The concept of "hunger" reminds me too much of mystery dungeon games and strict movements involved within since enemies move along with the main character. Count me as another that doesn't think it will fit Bloodstained as a persistent feature. But what might work is something like an item that induces addiction (as a positive) and withdrawal symptoms (as a negative). Say for instance, Miriam really likes... no, LOVES mac 'n cheese. And it's an incredibly powerful healing item that not only 100% heals, but also temporarily regenerates her health too. Great for boss battles! And so Miriam loves mac 'n cheese to the point where after she eats the entire plate in one bite, she MUST eat another order of mac 'n cheese very soon or else her stats will get debuffed for a certain amount of time. At this point, there are two options: one, she continues eating mac 'n cheese, or two, she can slowly get rid of her debuffing (and overcome her withdrawal symptoms) simply by not eating any mac 'n cheese for a while. Of course, here mac 'n cheese is just an example, and it can be replaced by some other food or item that fits the "powerful item but with an addiction/withdrawal penalty" model. I think this is much better than having to monitor Miriam's hunger levels constantly throughout an entire playthrough. You really had fun with that post, didn't you? :3 But same. And don't get me wrong, I love Pokémon Mystery Dungeon, but similar concepts just wouldn't fit into an IGAvania. :/
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Post by purifyweirdshard on Aug 25, 2016 20:55:37 GMT -6
I'm now imagining a Victorian McDonalds, care to join me on this adventure? Paradoxical classiness and trashiness in my mind from picturing that. Count me in. McD's arguably uses modern alchemy to make some of their "food", right? There's a little, tiny bit of the Philosopher's Stone in every nugget... Also, if we can get Bloodstained amiibo, why not Bloodstained Happy Meals?
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Post by dragonkd on Aug 25, 2016 23:09:45 GMT -6
TL DR everything above this post, but I have a feeling this may be positive. instead of having potions food etc grant an instant health increase, it could be given over a number of seconds. if anyone has played salt and sanctuary or DS2 lifegems, you know what im talking about.
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Post by LeoLeWolferoux on Aug 26, 2016 9:46:20 GMT -6
I'm now imagining a Victorian McDonalds, care to join me on this adventure? McD's arguably uses modern alchemy to make some of their "food", right? There's a little, tiny bit of the Philosopher's Stone in every nugget... AHA. I'M DYING RIGHT NOW XD. I think that is about the best comment I've read on this forum. And SO true. Ahahaha. I mean, if there were Bloodstained happy meal toys, I would totally go all out and collect them all. :)
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Post by dragonkd on Aug 26, 2016 14:02:25 GMT -6
koji please dont market with mc'd. my stomach would appreciate it.
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Post by LordKaiser on Aug 27, 2016 11:38:09 GMT -6
I don't want a annoying hunger system in place and I would rather be killed by a powerful foe than by hunger. I'm sorry but IMO this is a bad idea.
Now the cooking thing may get added but I suspect that this will be added to the alchemy feature that this game will have and i also want different types of food in the game since it is from Igavianias that got me the curiosity to seek information about the foods that where in the games.
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Post by BloodyTears92 on Aug 27, 2016 11:43:55 GMT -6
I do hope we get some silly food items if nothing else. Finding things like Hot Dogs, Hamburgers and Pizza centuries before they existed was always one of the smaller, more lighthearted touches I loved.
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Post by m0nkf15h on Aug 27, 2016 12:53:06 GMT -6
I'm not too sure about the addiction/dependency mechanic that Clear mentioned but i do think the idea of food and different food combinations giving (temporary) stat buffs and debuffs is an interesting one, it could add more depth to cooking and food in the game beyond them being a variation on the potion. Dont get me wrong food could be used to heal too it could just have other affects aswell (not always good). Perhaps some foods restore a lot of health but also give a temporary debuff to some core stats, maybe some could heal a smaller amount but give a buff to multiple stats and so on, there are a lot of possibilities. Perhaps certain food combinations give Miriam a stomach ache and so slowly drain health for short time but also have other affects, so much could be done with a system like this on top of having health and Mana potions.
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