Post by purifyweirdsoul on Dec 21, 2016 13:39:26 GMT -6
***Bloodstained's release date is currently not known. The beta demo will be in June***
Hi, Army of the Night! I thought I would step up to bat:
This thread will be many things. First and foremost, I will be compiling a huge list of frequently addressed topics, sourcing information from various parts of the net. While many things can be learned from the game's main Kickstarter page (Kickstarter page with existing FAQ here), just as many questions and concerns take a bit more digging to quell.
What's more, this thread will be a place for members to ask quick miscellaneous questions that may not need their own topic made for discussion, which could then be added to the main list later. My first order of business will be moving such questions to this thread.
Bloodstained Forums regulars: please regularly check this thread for new posts from members who may just have quick concerns/questions regarding game/campaign details. In the future, once this first post is filled out completely, you may all link to it as a centralized spot for info when someone here, on the KS comments or elsewhere on the internet has a covered issue. Thanks!
Q&A (what is NOT in the Kickstarter FAQ, see above):
I. About the Campaign/Backing
- Did I miss backing?
- How do I change my backer options/survey/address?
- Wii U version? Switch?
- Stretch goal confusion - what actually is x?
II. About the Game Itself
- Who's making it? How has that changed?
- Will it have Castlevania stuff in it?
- Will there be DLC? Staggered content?
III. About the E3 Demos (2016, 2018)
- Can I still get it?
- What was in it/how was it?
IV. About the Forums
- Feedback processes?
- These forum features are crazy, what's going on/who's doing all that?
I. About the Campaign/Backing
Q: The campaign is over. Didn't I miss my chance to contribute? What are my options?
However, do not dismay, the game is getting a full retail release, and that includes physical versions.
Q: How do I change my platform choice/address/name in the credits/backer clan, etc? The Kickstarter page says "No Surveys Sent"...
A: You have/had until May 18, 2018 to do this with your original survey e-mail link, from "Fangamer Mailroom", and from emails sent since then in May. If you cannot locate that email, please use:
Fangamer's system here is separate from Kickstarter, and is not part of Fangamer.com's main site either. It has its own data that is accessible only through your survey.
Q: What happened to the Wii U version? Does my Wii U backing need to be changed to Switch? What if I want to change to a different platform altogether?
See the above question for how to change your survey choices, if still applicable.
Q: I'm confused about all of these stretch goal modes. What will be in 2D? What is Classic Mode exactly?
A: Most of the modes and also stretch goals we earned are detailed in the list of "Milestones" on the main campaign page (see link at start of this post), but not everything is mentioned, such as the Retro Level.
There has been some confusion over what each piece of content entails, so to detail the specifics of the Retro Level, Classic Mode and prequel mini-game please see the below excerpts from their respective Kickstarter updates:
Update 2 (Retro Level)
Now that you have the Crystal Lens, you can see that coming up at $2.25 million is… a Retro Level! Here’s an explanation from the developers:
One section of the castle will feature an area that Miriam can traverse in beautiful retro graphics. We've been referring to this section as the “8-bit Level” internally, although it may be closer to 16+ bit depending on how we mix it with the full game. While a full-blown 8-bit game doesn't fit into the game's budget, backer support will allow us to have fun with the development and create a little retro magic in our game.
Update 3 (Classic Mode)
Visible next in your Crystal Lens is one of our personal favorites: Classic Mode. This is a cool one, especially if you've been playing action platformers since controllers had two buttons: In Classic Mode, existing assets and screens from the game will be rearranged linearly, to reward timing and survival instead of backtracking and exploration.
IGA and company are still too early in the planning process to promise anything, but right now he's envisioning six punishing stages. In grand classic platformer fashion, you'll be weaker and the enemies will be stronger, and forget about saving yourself by grinding—no RPG elements here.
If you've always preferred your castles punishingly difficult, straightforward, and scrolling from left to right, this is the stretch goal for you.
Update 18 (Prequel mini-game)
PREQUEL MINI-GAME FOR CONSOLES: Inti Creates is so excited about Bloodstained that they're hoping to create a 2D, pixel-based, retro-styled mini-game that sheds some light on the world of Bloodstained before Miriam awoke from her coma. This is a complete game which will be sold separately, but every $28+ backer copy of Bloodstained will come with a FREE download of this game on PS4, XB1, Switch or PC! (Backers at Physical+Digital tiers will be eligible for 2 copies of the mini-game.)
PREQUEL MINI-GAME FOR PORTABLES: At $4.75 million Inti will port their side story game to the PS Vita and Nintendo 3DS. Backers $28 and up will be able to choose any platform for their free copy (or copies)!
***Please note: Artplay, DICO et al are not involved in the making of the prequel mini-game, it is entirely an Inti Creates project and they do not have info to share on it at this time. Please look out for announcements and info from Inti.
II. About The Game Itself
Q: I'm hearing about a delay. What happened/why is there a delay? The Kickstarter said March 2017.
A: Kickstarter requires a placeholder date for the launch of a project, and after the campaign has begun it cannot be changed (and neither can the text under tier options, note how they do not mention the Vita/Switch options for instance).
Due to the game reaching well over 1000% (one thousand) of its original goal, far surpassing anyone in the team's expectations, "more game" had to be conceptualized and stretch goals imagined during the campaign that added a lot to the project. Chiefly among these that would likely add significant development time are: "IGA's Biggest Castle Ever" at 2.75 m, extra platforms/ports, more and orchestrated music, many extra modes at various stretch goals, and the prequel game for handhelds at 4.5 m.
So then, even as far back as the end of the campaign, it was assumed that the game would not meet its March 2017 release window. Because of all of this extra content added through funds raised, as well as the addition of new development teams to make such a reality (see the "Who" question below), a revision of the release window was necessary. IGA noted having to make a decision regarding a choice between quality standards and meeting the original project launch, and to the understanding of most fans following development, indeed chose this option.
Q: Who exactly is making this game? Who is doing what? How has it changed?
A: The entities behind Bloodstained: Ritual of the Night are as follows:
IGA, who serves as director/producer and management at ArtPlay: ArtPlay also includes members such as Mana Ikeda, Communications Manager and an artist working on the game/promotional materials (our first community before before Angel, and now Question), and developers including Curry the Kid who worked with IGA on some of his previous Igavania games (also a lead programmer for Metal Gear Solid 5). ArtPlay has a small office space in Tokyo with Bloodstained being their current focus.
IntiCreates: Initially a team that shared some of the main development earlier (see DICO and Monobit below). Work by members within Inti include concept art done by Yuji Natsume and Ippo Yamada having partial OST duties. IntiCreates is a larger company than ArtPlay for sure, with several concurrent projects and other teams. Their work now is focused on the mini-game, Bloodstained: Curse of the Moon.
DICO: Not long after the "delay" was announced, IGA decided to bring on two new groups, DICO and Monobit, for development work. IntiCreates was doing a good job (as seen with the E3 demo), but were unaccustomed to the intricacies of using certain Unreal 4 tools proficiently, and specifically harnessing procedural generation. DICO was brought in for this purpose and to handle other tasks in the "mass production" stage.
For a look into the character of the company DICO:
The group also includes a "talented programmer" that IGA has worked with in the past. IGA has stated that they know his previous work in and out. I'm thinking this is the same individual talked about in IGA's SXSW panel, the young guy who was very talented with his work on CV: Harmony of Despair. They also worked on FFXIV: A Realm Reborn. It seems we're in good hands.
Monobit: This group will be providing technical expertise in regards to game engines, developing new components for Bloodstained's inner workings and giving support on all technical aspects. In the past, they have been known to write network infrastructure for games, so I personally wouldn't be surprised if they handled much of Bloodstained's online functionality.
505 Games: This company is the game's publisher, which was announced in the October 2016 update (check out the video!) 505 is concurrently publishing Indivisible, another promising indie project, and not long ago the extremely well-received Rocket League. They have a long publishing history in the industry. Angel-Corlux is the Bloodstained global brand manager, who frequently interfaces with us. He joined us as a community member in July 2017. Question is also 505 Games, and our community manager.
Armature Studio: A group responsible for the Vita (and previously the Wii U) versions of Bloodstained, based in Austin, TX, and formed by former Retro Studio employees. They are known for strong porting work to the Vita as it is, such as Metal Gear Solid HD Collection and Injustice. They were tasked to both do the ports and adapt the Unreal 4 engine to said platforms, and it is unknown but assumed (at least by me) that they are now working on the new Switch version. As the Switch seems to handle Unreal as it is, now only work for the Vita regarding adapting the engine need be done, seemingly. After work on the Unreal 4 code is completed, they have promised to release it publicly so that any other devs out there may take and use it.
Q: Will it have ____ monster from Castlevania, a reference to Castlevania, some of the same weapons?
A: IGA has said on a few occasions that he wants to avoid borrowing staple Castlevania intellectual property so as to have Bloodstained stand on its own as a series with its own distinct mythos. We do not know to what extent callbacks to previous Castlevania games will be made, or if it will all only be similar in spirit and function, which can be seen already from gameplay seen in the demo and otherwise from updates.
However, it is very much assumed that characters such as Dracula and Alucard will not appear. These are technically "public domain" characters, but are strongly tied to the essence of the Castlevania series, so their inclusion (at least as anything meaningful to the story) is unlikely. This is touched on in the Kickstarter FAQ.
Q: Will there be DLC? Are the fashion items DLC? Staggered content is coming?
III. About The E3 Demos (2016, 2018)
Q: Can I still get the demo?
A new demo is forthcoming in June 2018 for ALL backers (during the live campaign AND "slackers") who pledged $60 and above, regardless of platform, but the demo itself is a code for PC (Steam).
Q: How was the 2016 demo? What was in it? What was everyone's feedback?
A: (Thanks to Astaroth for these links!):
Demo Feedback (Locked but contains lots of cool info)
Demo Glitch Thread (Locked but useful if you experience an issue with the demo)
Demo Speed Runs
E3 stream with Iga, Ben, Romscout and ManVsGame
Level Grinding in the Demo! (aka LeoLeWolferoux slow climb to lvl 99)
IV. About The Forums
Q: There seems to be a feedback process going on here. How do I contribute?
A: Simply post your thoughts! If you have a new suggestion for the game, try Feature Discussion or Bloodstained Discussion and see if there is a relevant thread. If not, create a new one, and if necessary a mod such as myself will merge it into an existing discussion.
There have been many bulleted point lists made from existing threads, polls, and the official demo feedback threads, so always be on the lookout for new ways to communicate your thoughts and ideas to IGA and the team. Please understand however that not all messages/posts can be communicated to those involved in development, as they are indeed quite busy. It has been asked of us before to try to rally behind other users' opinions that we agree with to increase interest and visibility for what we want.
Occasionally the team will officially ask for feedback on a variety of topics here, or for in-game inclusions, contests and so on. Keep an eye out!
Q: There's a lot of stuff here. Snow, mac and cheese in walls, games, multiple themes, icons, SECRET CODES...what in the world? Who does all of this stuff?
A: That my friend would most all be XombieMike's work, our forum administrator. He has put a ridiculous amount of work into making this forum unique and lively. Also if you have not, please listen to some of his recorded Bloodstained Community Broadcasts (I call it the Bloodcast ):