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Post by fightingcomelightly on Jun 12, 2017 15:40:28 GMT -6
In Symphony of the Night, usable items were equipped. The Saturn version even features a "third hand" to hold items. Dark Souls games allow the equipping of up to 5 usable items, and the d-pad to select and use them. Additionally, many titles have a health item that recharges at each save point. Momodora: Reverie Under the Moonlight, uses a similar item and health system. Momodora shows that such an item system can be adapted to 2D exploration games well.
I would suggest that Bloodstained adopts the healing and item system of the Dark Souls and Momdora games. The Player is given a healing item, that can possibly be upgraded, and it has a set amount of times it can be used before being recharged. The healing item, and other usable items can be equipped, and selected through, and can only be used in-game.
This system also has the bonus of forbidding the player from simply stocking up on healing items, and using them to power through tough encounters.
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fatihG
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Post by fatihG on Jun 12, 2017 22:40:54 GMT -6
While it could be interesting, keep in mind that IGA intends to create a game very similar to SotN.
So it will most likely treat usable items as any other igavania game.
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Post by fightingcomelightly on Jun 13, 2017 15:22:16 GMT -6
While it could be interesting, keep in mind that IGA intends to create a game very similar to SotN. So it will most likely treat usable items as any other igavania game. Actually, it plays more like the NDS Castlevania games. If it was like SotN, it would have equippable items. The equippable item style of Dark Souls and momodora is a more refined version of the system introduced in SotN. It's better to have real time healing vs. menu healing. It stops the flow of gameplay. And the health item system of health in those two games allows for better balancing, instead of just spamming potions to get through a section.
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Post by Pure Miriam on Jun 13, 2017 16:11:49 GMT -6
The recharging healing item idea i don't like it. But the equipping healing items idea that Symphony of the Night had is something i really enjoy and i would have liked if that still existed today in other Igavanias.
I loved Symphony's system. It could have a upgraded version of that, with, like, four slots each one at one side of the d-pad or something. But i don't think they have the time to do such a major change.
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Post by fatihG on Jun 13, 2017 17:11:50 GMT -6
Im not sure about equipable usables.
You will need to go i to the menues to use/equip those items anyway. So if you have to use it after equipping it just adds 1 more action you have to do.
So I prefere it to be more streamlined. Hell if it was something like monster hunter where you can set it to a quick select and cycle through it in game, aid prefer that over needing to go into the menues to use an item.
Whrn it comes to consumable weapons, like ptojectiles/the shuriken in SotN, I am not a fan of that system. As a completionist in Castlevania games, I tend to avoid using any consumables untill I get access to an item that preserves the consumables.
And going through the hassle of acquiri g a specific items to make the consumables usefull just sounds.. like exactly that, a hassle.
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Post by DSLevantine on Jun 14, 2017 8:21:33 GMT -6
I don't like it. I hope they don't make any changes to item
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Post by purifyweirdshard on Jun 14, 2017 8:49:59 GMT -6
The d-pad needs to be there for movement. I hate playing 2D games with analog sticks, and I'm not alone in that.
That being said, I have never cared for how item consumption in the portable games was done only in-menu. I loved seeing the food item pop out in front of Alucard, walking up to it, hearing that sound effect, and getting the visual of the health restoration and number floating to the top left. That is a memorable touch and moment.
Conversely, all of that being gone with the only indication that you consumed something being your HP bar go back up in the pause menu is pretty lame. It's also a difficulty factor - if the healing items have startup, you have to be more tactical about how/when they can be used, unless perhaps you're using a support familiar that will heal your character for you (the fairy - potions and life apples).
But, I wouldn't go as far as a rechargeable "estus flask" style recovery a la Dark Souls, no. I'd rather it be random food items I can see. Miriam may/may not have to use a munching animation to eat them, heh.
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Post by fightingcomelightly on Jun 14, 2017 9:00:18 GMT -6
The d-pad needs to be there for movement. I hate playing 2D games with analog sticks, and I'm not alone in that. Simple solution: Option to switch items between D-pad and Left Analog.
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purifyweirdshard
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Post by purifyweirdshard on Jun 14, 2017 9:31:39 GMT -6
The d-pad needs to be there for movement. I hate playing 2D games with analog sticks, and I'm not alone in that. Simple solution: Option to switch items between D-pad and Left Analog. That could work for most players, but it would make the game non-functional if you were playing with an input method that didn't have both. I also wouldn't like having to rely on an analog selection of items because of the imprecise feel of it (you can feel directions on a d-pad or even an arcade stick gate). In playing other games, there have been times that I've gone down instead of left because my thumb moved a bit down-left, or the menu moved too far because moving/holding the stick a direction isn't necessarily equivalent to the single measured presses of a digital pad.
Reasons lol. I love d-pads and wires. But yeah, my main points about it were the other things I said.
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