This was inspired by a post in the Attributes thread: bloodstainedfanforums.com/post/27522/thread . It rightfully described how much Order of Ecclessia supported chaining a variety of attacks by using slots, which went hand in hand with a system that promoted hitting enemies with the right attributes.
So I thought, "Why not go the extra mile?" and made this thread. I suggest that Bloodstained should have several multi purpose slots, all being able to hold anything the player desires, be it a weapon, a spell, a potion, or a piece of armor. All of the slots should be available for selection in real time. Not only will this promote experimenting with attacks more(something very lacking in the average Igarashi game, I find), it will also allow for a lot of convenient options and provide lots of interesting choices to the player.
For an example of what I'm talking about, look at Deus Ex's slots:
As you can see, here there are 9 slots available(10th one is reserved for the nanokey) and while I filled up most of them with weapons, I put an armor and some tools for quick access there too.
I certainly don't think 10 slots like this would be overkill for Bloodstained, analog sticks or d pads in combination with a button can let a player cycle quickly through them. Regardless, I think this is a very good idea for quite a few reasons and should be looked into implementing.
Post by purifyweirdsoul on Apr 13, 2017 7:33:48 GMT -6
Hey Dev Anj, sorry if it's a bother, but would you mind posting with an account? We have to manually approve guest posts (I've personally done your last 4 if memory serves), and in the event one of us mods don't see them, they may not end up showing at all. I just happened to look through the shop mechanics thread last night to see there was one posted...and this thread was put up 4 hours ago and will just now appear on the forum since I now checked it off.
This is part of an anti-spam measure we put in place a while ago and it's worked well so far. If you have a problem with accounts, let one of us know, and XombieMike would have the most power to help.
Having one or more buttons reserved for item quick-use would be great as going to the menu to use an item is quite annoying at times. Surely far from original nowadays, but always cool to maintain a level of flow.
In sum, approved.
Still my favorite non-ultimate castlevania weapon. (source: Castlevania wikia)
Post by anonthemouse on Apr 13, 2017 11:52:45 GMT -6
Lots of hotkeys are nice, but I think it's important to keep in mind the multiplatform nature of the game. While a keyboard has plenty of buttons, controllers have a lot less. You could have a single use button and cycle which item it used, but I've always found that system clunky and inconvenient.
Fangamer Steve: Heh, if I had to take a guess, they've probably been suuuper busy with the trip to Croatia and the voice recording sessions (and all of the other magical game-making stuff they do).
Apr 28, 2017 15:49:50 GMT -6
purifyweirdsoul: Yeah, and the Croatia presentation and recording bits were like mini updates, to me, and we had a BCB just a few days ago, so...I think fans will be all right for a bit if they were hungry.
Apr 28, 2017 16:00:35 GMT -6
Lestaroth: I haven't written a long post in ages here. All done. *fools around now*
Apr 28, 2017 17:27:40 GMT -6
crocodile: To be fair (or play devil's advocate, I'm not sure what term to use), most backers have no idea the stuff at Croatia, voice actor recordings or the BCB happened. A formal update still has value. But yeah, I envision they are pretty busy in Japan.
Apr 28, 2017 18:27:04 GMT -6
purifyweirdsoul: Yeah, that kind of goes without saying. The more interested a fan is in the project, the deeper he will look for those things, otherwise they are probably content with the last one still for now, speaking most generally.
Apr 28, 2017 21:41:36 GMT -6
dragonkd: i am the only user online. nice.
Apr 29, 2017 23:08:10 GMT -6