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Post by Dengojin on Jan 5, 2017 17:01:34 GMT -6
Looks amazing!
- Miriam looks a bit out of sync is because of the fact that the lightning effects are not reflected on her, I'm pretty sure this is something that will be added later.
- I hope that they will make the trees sway or make leaves fall slowly, this will add a lot of life to the environment but again.. I think this is something that will be added later!
Everything else is on point!
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Post by Dengojin on Dec 25, 2016 14:02:08 GMT -6
Hello!
I either stream on my personal Twitch channel here :
Or on my group's :
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Post by Dengojin on Dec 19, 2016 1:09:23 GMT -6
1... more
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Post by Dengojin on Dec 19, 2016 0:40:48 GMT -6
1 more.. promise! *pokes Vepar from behind* but is this really the last one before I go to bed ?
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Post by Dengojin on Dec 19, 2016 0:35:16 GMT -6
1 more hit before I go to bed *pokes*
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Post by Dengojin on Dec 19, 2016 0:23:20 GMT -6
You smell like a fish, ya know ?
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Post by Dengojin on Dec 18, 2016 20:37:59 GMT -6
Ha! I speed ran you!
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Post by Dengojin on Dec 18, 2016 17:19:45 GMT -6
I enjoyed every minute of this, music to my ears! Thanks a lot XombieMike and Mana!
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Post by Dengojin on Dec 16, 2016 18:38:57 GMT -6
Two reasons that made SOTN very easy and beatable by anyone, some stuff are intentionally implemented and some of them were some programming bugs, I'll give you an example :
1 - You can loop the boss fights easily, which can be fixed by adding more reactions to the AI.. the same mistake was done for a certain boss fight in Portrait of ruin. Looping an AI is definitely not intentional and should be avoided by all means, I know that all action RPGs have this loop cycle with boss fights, but you can't loop the boss forever.. they will always find a way out to break the looping circle, but that wasn't the case for SOTN.
2 - Alucard was really really strong, the game starts as normal, but it become easier the more you progress. Giving him some invincible weapons and transforms that can not be encountered by any of the enemies was the issue there.
Give the easy mode for those wants to beat the game, well.. easily and normal mode for a balanced difficulty, this mode is what most of the players are going to pick for their first runs, so they better make this one enjoyable by the core gamers who are looking for a decent doable challenge. ( Some people will totally avoid the game if it's "too easy and beatable by anyone on Normal mode" )
IMO :
Easy = Symphony of the night
Normal = Dawn of sorrow/Portrait of Ruin
Hard mode = Order of ecclesia
Nightmare mode = They should keep Konami in their heads while creating this mode
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Post by Dengojin on Dec 13, 2016 15:29:06 GMT -6
This looks really impressive, I was a bit worried to get those repatitive hallways, but not anymore!
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Post by Dengojin on Dec 12, 2016 19:19:02 GMT -6
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Post by Dengojin on Dec 12, 2016 19:17:47 GMT -6
Difficulty options ? it is not that complicated.
Easy for uhh easy ?
Normal for a balanced difficulty
Hard for.. guess what ? more challenge! and you unlock the Nightmare after you beat the game for the first time, I don't want the game to be SOTN easy for sure.
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Post by Dengojin on Dec 12, 2016 18:12:13 GMT -6
- Upgradable whip : Leather whip > Long leather whip > Chain whip > Dual wield
- Selectable stages and castle sides ( Side A and side B )
- Rewards after you beat the classic mode for the main mode ( stronger whip, outfits etc...)
- online co op !
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Post by Dengojin on Dec 12, 2016 14:31:47 GMT -6
There goes Galamoth , talking about again. Sheesh...it's a wonder you can function under all that intoxication. So, we've all agreed that the donut thing is a good idea...? Are any of those donuts going to be of the Boston cream-filled variety? Those are always good. That depends! let's let Mana, Mike and Steve choose
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Post by Dengojin on Dec 12, 2016 13:36:02 GMT -6
Yuss donuts!
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Post by Dengojin on Dec 12, 2016 9:59:59 GMT -6
Let's do it! Donuts for Mike, Steve and Artplay! Since ArtPlay had the donut last year, how about some donuts for Mike and Fangamer this year? I honestly can't thank them both enough for their hard work. Donuts for all! I personally wouldn't mind to give everyone donuts, it is the least we could do for all the three of you. You made us happy, so it is our turn to make you happy with donuts.
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Post by Dengojin on Dec 11, 2016 14:21:18 GMT -6
Thread: Special Attacks and Inputs
Summary: This thread compiled feedback regarding input commands for special moves. This is confirmed as being a system in Bloodstained now. A poll was attached and more technical opinions were collected. All in all, long before confirmation, almost all fans here were excited for their return or at least did not mind them.
Inputs input!:
- With 100 votes by 78 respondents over about 6 months, we have an opinion of 84% in favor of the return of special attacks with at least quarter circle or "back to forward" complexity
- Of those that do not mind directional input special attacks, a bit over a third of votes for specials were in favor also of more difficult motions such as half circles. Less favor was given to more complicated inputs such as "pretzel" (Geese's Raging Storm) motions or other irregular fighting game motions
- A main issue with the difficulty of motions in SotN is likely from how the input interpreter was coded in-game rather than so much the actual motions themselves, as noted by speedrunners such as mecharichter and romscout during streams and marathons. It is felt that how the inputs were handled were one main reason some players from before did not like input commands, and that experience may inform votes here as well. One approach would be to improve the buffer for inputs in regards to leniency, but also that the game can read your inputs well and clearly
- It will be important to not overlap too much with other actions to interfere with platforming and dodging that could hamper the experience. Mind given to control overlap, input priority, and the aforementioned input interpreter concerns could alleviate this issue greatly
- It was felt that some degree of natural correlation and intuitiveness between the attack's action and what its input is would be favorable
- Trying out different input motions to find a weapon's "hidden" attack/trying to find spells in SotN after acquiring something new was a great joy for many players and some of our most memorable moments
- A concession I had considered, as a means of simplifying motions for those that would rather not have to use them, the game could have in it an equipable accessory (or shard) that allows direction + button for these attacks, at the cost of using an accessory/shard slot. It would have utility for those that can do the motions as is, too, though, as it could allow grounded actions to be done in the air for new attack/mobility options (i.e. SotN attacks as an example, forward + R1 could perform a mid-air Alucard Sword special, or a mid-air Hellfire teleport for additional jump distance and invincibility)
- A couple of players expressed concern as to the need/gameplay practicality of motions. This should probably be balanced against a "fun factor"/the sake of IGAvania variety and discovery, and perhaps somehow upgradeable for player preference. For relevance, a personal idea if this "different" category of attacks needs a spot to fill in the narrative, some of these actions could be the attacks mentioned early on in the Kickstarter, such as "Voltic Chain" which was specifically described as "not a demonic ability". These seemed to me to originate directly from Miriam/her back crystal itself rather than external demonic abilities, and most were crystal or glass-like in origin (the wine glass, throne, chains) - could this mean she produces a crystalline substance to a degree, as also would be evidenced by concept art of stained glass-appearing weapons? Could this Iceman-like production be related to crafting then, as well? (narrative relation/plausibility)
As far as tone and further succinct touches, I will defer that to Mana 's discretion. Don't hesitate to ask me/us if something is confusing if you decide to forward these things, Mana!
I feel it is a bit unfair to include very complicated inputs like Tetra spirit or Dark metamorophosis, I spend a lot of time playing fighting games, so I'm a bit used to the input commands. But for those have never played any games that are similar to fighting game inputting, they might have a hard time with it. But I'm all for simple input commands, like : Forward, Forward + Attack or Quarter circle forward + Attack and inputting them very fast will increase the critical hit chances, that would make players practice these commands more! just don't over complicate it
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Post by Dengojin on Dec 11, 2016 13:33:28 GMT -6
What if.. Instead of the " whole 2 castle request", people gets to unlock characters after finished, to proceed into the castle 2 more times, each with different pattern to make in their own order to meet Miriam, which might have been consumed after the first encounter of Gebel, and become the endboss or something along those lines. Different pattern is key. Since that makes you feel you have new clues. I would love to see a second castle with different room designs and enemies, having a second character replacing Miriam in the second half of the game is kinda a bad idea.. since Miriam is advertised to be playable from the beginning to end. more playable characters should have their own modes.
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Post by Dengojin on Dec 11, 2016 11:07:24 GMT -6
donutpocalypse 2: artplay bugaloo Let's do it! Donuts for Mike, Steve and Artplay!
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Post by Dengojin on Dec 11, 2016 2:01:13 GMT -6
Q&A every month is good with a tiny sneak peek here and there
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