Post by Enkeria on Jan 29, 2017 15:21:00 GMT -6
Thread shameless re-imagined to you guys from the original: bloodstainedfanforums.com/waiting-bloodstained
XombieMike wrote there: "I really hope Bloodstained has stuff like this in it. It adds a lot to the atmosphere. I just wish that little thing was a hint to a secret or something."
See about what in the link above. This got me thinking... What about details that makes sense of progression, adventure, and perhaps even breaking the third wall of gaming? Details not needed in the game, but as a fan of IGA might expect?
Sorry in advance for bäd Änglish << I am used to reading and listen to English, not write a whole lot of it.
Images to ease the read.
The Devil in the Details
Environmental effects
Expanding that idea with details
There are so much more I could brainstorm. But I will le you guys digest this first. Thanks for the read.
XombieMike wrote there: "I really hope Bloodstained has stuff like this in it. It adds a lot to the atmosphere. I just wish that little thing was a hint to a secret or something."
See about what in the link above. This got me thinking... What about details that makes sense of progression, adventure, and perhaps even breaking the third wall of gaming? Details not needed in the game, but as a fan of IGA might expect?
Sorry in advance for bäd Änglish << I am used to reading and listen to English, not write a whole lot of it.
Images to ease the read.
The Devil in the Details
Environmental effects
- Breakable walls to show hidden items, weapons, armor and extras.
- Breakable pillars, statues, fences, doors and killing of big monsters to gain access to higher locations.
- With the fire burst, why not light up some candles in a very dark and long room? Same goes with frost and ice, to kill fire in a path.
- Use special shoes, armor or magic to get pass areas with spikes, poison ivy or smog.
- Lay down in bed to enter a dream, much like Alucard and the Succubus battle.
- Empty bowl on a table. Once you recieved water magic, you can fill the bowl. After revisit there are either flowers in it, or a golden fish swiming inside of it.
- Leaving a room with lights on are, as expected dark once you return. Return enough times and we might see a ghost at one point going around and blow out candles / switch them off but gets scared of you and disappear.
- Crying statue once you run pass it.
- After each 100th monster we slay, an addition to a large tombstone are visible at the courtyard -or- the graveyard, if we have a such thing.
- Giant portrait that tells you a story, but only after seen it a few times since every image are random put out of a few that tells the whole story.
- Use bodyweight of an familiar to actually become heavier so you crack a floor or bridge together.
- Turn your back to a gateway - will open it. You need to jump backwards to enter the domain (Soma Cruz - Aria of Sorrow)
- You could grab free fruit / health from the garden. Berries, apples or from fruitbowls. Some might poison you if you aren't careful.
- After eaten some fruits, you have a chance in getting seeds. These suggest you to plant them.. In the garden. Perhaps a treasure can be grown?
- The end cinematic are changed into whatever season and time we are currently playing and finishing it. Like, snow + night or summer + dawn, autumn + dusk, spring + day. The story elements / lore would only change along with how well you played.
- Freeze water so you can cross over. Might be a timer on this one, or leave room to thaw it.
- A flower have grown where Miriams body once were defeated?
- Bosses might change the room in matter how much time they have before they are defeated. A traditional way is to make the room become more and more destroyed, even to a point where walls and ceiling might crumble. It all depends on how the boss is executed and features it uphold. If there is a firefloor, let the floor seem burnt for a while, or always. If the boss use a heavy punch, let us see cracks. All of these things could be reset once you revisit the room, either if the boss is defeated or not.
Switch / Toggle effects
- Peek in keyhole at a special door to see something -or- someone move out of the way. Once it is gone you can enter without getting hurt or loose health, since the actual being would hurt once it saw you enter.
- Use ALL familiars at least one point or another to let them push or pull something to reveal an area for us to continue our exploration.
- Change the hight of candelabras attached to the roof, one by one, to make platforms. No time limit. No issue.
- Use the Wine Magic to open your "third eye" and see beyond what is false (Doctor Strange idea). False things like a special monster, a wall, writings on the walls, see which one of many that have the true color or symbol (traps) or any other similar things.
- Real-time clock, that we need to set into specific numbers to accessa hidden area. Or turn backwards to actually "turn back time" for an area. Making it less distressed / damaged (ruins) so we can get through it. It could also be a matter of a time-disrupted area that needs to reset. Think of setting the time as a traditional safe combo. > 3.00 < 7.00 > 12.30 < 10.00 or any other random numbers needed.
- Flip tables so you do not get damaged by incoming attacks by hiding behind them.
- Use a bomb to crack open a hidden tunnel in a special wall (Zelda ref?)
- Use shield to mirror a beam of some kind. From the sun, the moon or light. This to activate something.
- Pull a lever to open a gate. The feature contains chains. These chains are in a matter where you need to pull them upwards. In later game you can, with right set of tools or weapons, slash and brake that chain so the gate is always open. Perhaps before running out of the castle or through that passage in a faster fashion, if needed. Perhaps if you are being hunted or need to go back without taking a detour.
- Break candles in right order to reveal something. Break vases to do the same in another room.
Monster Behaviour
- I read here (post from Thomas, at the bottom of that page) that we might end up getting a nice cat if we allow it to get some food (food confirmed in Bloodstained!) How about doing to to many other creatures in the castle that might be annoying or blocking a way unless they get a specific type of meal or elixir / potion. The second way would be to engage in battle, making it a bit more difficult and timeconsuming to progress.
- One monster that actually drops a bodypart that can be used as a weapon or armor. Thinking on hooves as shoes, an arm with massive claws as a two-handed weapon or a head as a shield or a way to access an eye-scanner (or a more pentagram magical indicator of some sort, just think as a futuristic key).
- Blind monster that smell you, but only in the direction of the wind. Perhaps in high or open places.
- Once killed the mother/queen, the children of the monster just sits down and cry or feel there is no point in living.
- Going against a monster that wields a Whip while you are using a Whip, the monster is intrigued and asks about what she have gotten the weapon. An IGA reference would suffice here. In other words, the monster are letting you go, out of respect. Having a lesser Whip however will just make him enraged or laughing as he tries to kill you.
- Like the "Boo" ghosts in Super Mario (16 bit and beyond), they follow you only when you have turned your back on them.
- Not killing a monster fast enough will result in greater danger. Examples like a howl to bring lesser monsters to the area or a weapon that after being charged, makes an AoE or a whole screen of damage.
- Monsters crossing you might root, shock, freeze or set you on fire. By learning their pattern or use right item or weapon at the moment of attack/impact from them you can stay clear from the danger.
- If ever frozen or turned into stone or crystal, have it in different shapes each time.
- A monster that have such a powerful sound that you either can't move, are pushed away or killed instantly, can only be slain if you can sneak up on it! Items needed, or perhaps just floorglide, or hide when it is looking.
- Dont move, or the giant will see you! - Make it obvious that if you move, the monster will attack if it spots you while moving.
- Put down your weapons! Going against this creature without a weapon in your hand (shoes allowed) will make the creature less threatened, perhaps give you a boost, wisdom, item or a higher chance in a drop if you kill it anyways.
- Monsters that are based out of an elemental, should be weak to the opposite element. Ice vs Fire and so on. Not all perhaps since what is the opposite of time? Infinity?
- Slashing a big monster makes it into tiny monsters. Do not need to be a slime or blob. It could be a golem, treemonster or any other type that seems magical in any part of the body.
- Some familiars are either angry or afraid against some of the monsters. Personal vendettas or just pure fear for being eaten or something. This will make the familiar a bit more active and seem to have personality, perhaps even give us a story why and how.
- Every killed monster gets into the Monster Alchemy Tome / Book. In this we can read about the monster and see it's true weakness and strengths. The book itself can either be bought or given early on and be available in the settings or at any teleport / save room.
Dimension Effects
Expanding that idea with details
- Words are not readable, or shown in full sentance.
- Saverooms are handled graphicly different. Instead of perhaps having shards surround you - building a cocoon (?) like perhaps in the "1st castle". The second could just be you lay to rest. The interior should in that way be different in design. Note: There are no suggestion we will get a cocoon, it just feels natural thinking along those lines.
- Blood are more visual in the "real world" as a "2nd castle" gives a bit more, but not complete feel of real bloodstain.
- Is there a monster speaking in riddles, backwards or can't make sense, the same monster speaks perfectly in the second realm / dimension / world / castle.
- If dimensions are a thing, corpses of alternative Miriams along our journey would be creepy and unsettling. If not where she has previosly died (since respawn is part of the dimension-thingy), perhaps close to a boss or giant enemies.
- While the "natural world" is darker, some areas might be very similar to the "stained glass world". Enemies however should have a more dull colorpalette, perhaps even some are just corpses from the stained glass world manifested somehow in the natural world. What a treat! / Hard to fix in programming.
- Monsters in the "real world" are a bit more powerful, but mostly slower. This is due to the new environment. Minor or lesser enemies however seems like the same, or even faster in some cases. It is a matter on how they have evolved during this small amount of time being "around".
- NPC people are afraid of Miriam outside of the Stained Glass Realm. This is because they do not understand what or who she is. She might have a good reputiation in her first dimension / realm, but not in this strange new dimension / realm / world.
- The Natural / Real world can only be obtained if you finish the first Stained Glass Dimension according to a set of rules. Perhaps with difficulty or amount of exploring, item usage. Perhaps even due to how you choose Gebels fate.
- I do not think the "Real World" would suit any other playable character, making those games smaller. This is however an opinion worht of discussion. I would suggest having the game as big for every character, but due to little known information about their skills (I mean, can they cross a river without ice or the know-how to swim?) it would be nice to know more about them before even consider replayability with the unlocked characters later on.
There are so much more I could brainstorm. But I will le you guys digest this first. Thanks for the read.