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Post by Mana on Sept 14, 2017 23:34:32 GMT -6
Wooo the update! I was really excited when Ami Koshimizu was on board with us because I suggested her to the team way back when we were actively talking about voice actors on the forums. Every Japanese cast was enjoyable to work with and they all did a really great job. We also promised AskCurry answers so we're going to get those ready asap. He's just been REALLY busy with the production so we haven't had the chance to wrap it up. There will be more updates to come - whether that comes in a form of a Kickstarter update, events, articles, or the community broadcast. I'll be lurking around the forums every day but most of the replies may come from Angel-Corlux. He also informs me if I missed out on anything while I work more closely with the production.
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Post by Mana on Sept 6, 2017 23:41:09 GMT -6
We couldn't have explained better Angel-Corlux ! Thank you for your quick response while we were recovering from PAX West. I could also swear that there's a fan in Noisycroak because one of the tracks we received sounded like a hidden track in an Igavania game that no one ever found. And you all are too nice purifyweirdshard , gunlord500 , CastleDan (edit: found out more people commented on it afterward, thank you ! ) I'll hope someday! And my profile looks hella badass. Thank you XombieMike!!
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Post by Mana on Aug 29, 2017 5:27:29 GMT -6
Thank you Angel-Corlux and the 505 team for visiting and discussing the future plans for Bloodstained during this hot and humid weather! We had a really productive meeting and we're so glad that everyone is just as excited as we are. Honestly, when we went over some of the plans we obviously tried to stay professional, but we kept telling each other, "Is that REALLY possible? Can we do that? Look at all the possibilities." We also loved all the ideas presented to us. Because they were all really good, the only concern we had was if we could incorporate all of them. Glad you liked the food too! Also, 505 team successfully conquered the pufferfish dinner. PS. Nobody died.
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Post by Mana on Aug 3, 2017 1:40:05 GMT -6
Adi Shankar visited our office today . Unfortunately, we weren't able to spend a lot of time due to our schedule but it was a pleasure having him and hearing his story! I could tell he and IGA have a lot in common. We can't wait for season 2.
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Post by Mana on Jul 24, 2017 1:44:27 GMT -6
Maybe it is best to clarify it here. Inti Creates is not involved in the main development of the Bloodstained game, but they are involved in the prequel mini-game. Part of the vagueness is to avoid unneeded attention and negative speculation. So yes, they are involved but not in the main game since last year's E3. DICO has picked up the development from where they have left off under mutual agreement.
A lot of parties are involved so it could be quite confusing. ArtPlay is the main developer, while we are hiring DICO as a third party developer. We created the game design, story, direction, gimmicks, and the overall production of the game while DICO creates art assets, design levels, and basically filling in the manpower ArtPlay doesn't have. In the future, you'll most likely see 505 Games and ArtPlay credited on trailer videos and articles to come out.
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Post by Mana on Jul 6, 2017 3:00:36 GMT -6
Well, the double jump is still considered "unfinished" so I would assume they're going to improve something .
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Post by Mana on Jun 30, 2017 5:27:26 GMT -6
Interesting topic. We're all for constructive criticisms as long as they are valid reasons that could be pinpointed. Overall, I think the team does a really great job organizing the production with the resources and people we have now. We have to work with all kinds of people with different experience levels and admittedly, the art portion falls slightly shorter than the rest. Coming from an art background, I also share some constructive criticisms of my own that a lot of people on this thread already mentioned. Mana - Care to comment on all of this? I'm curious what the actual approach is. Are compromises being made to the higher systems to make it all comparable with the less powerful systems or is each system being pushed in it's own way? I apologize for taking a long time to reply . Do you mean the team's approach on the art direction or the compromises made for the higher systems? IGA has a specific vision for the aesthetic appearance of the game which he mentions in a couple of interviews - Create a 2D visual appearance using 3D models, but he's not referring to toon-shader or painterly look. He's trying to recreate old-school platformers that use light foreground vs dark background. This is quite adventurous as I've never seen a visually successful 3D side-scroller with light foreground and dark background. Regarding the systems, generally, the PC version would be our main focus and adjusted for the consoles. But visually speaking, our team would prioritize gameplay and framerate over graphics if it comes down to compromise.
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Post by Mana on Jun 22, 2017 1:46:41 GMT -6
Thank you takobot ! I still get really nervous and embarrassed looking back at these live show recordings heh. It's really unfortunate that Wii U's hardware support turned up as a dead end during the process of it, but Armature is still on board with the Vita port . We've been looking at their progress and it's looking very promising so far!
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Post by Mana on Jun 19, 2017 23:24:09 GMT -6
I also backed this project that includes the printed artbook . It looks really promising and this team already delivered a highly rated game before (which I should check out some time). I hope the best for their project!
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Post by Mana on Jun 19, 2017 23:04:32 GMT -6
Thanks for the feedback everyone. When we initially recorded, it didn't really cross my mind that we needed a scream part so when I asked, one of us said, "wouldn't it be weirder if she didn't?" so that kind of made sense to me. But probably like most people, I wouldn't have questioned it if it was left out.
This year's E3 playable had high drop rates so that the press could experience the shard system without grinding. Miriam only screams the first time the player obtains a new shard. Well, you might be hearing it roughly 100 more times or something heh. Maybe I could suggest a scream toggle, but we can't promise.
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Post by Mana on Jun 8, 2017 1:50:57 GMT -6
This is probably from the press-only reveal which took place last month. I'd assume this kind of article will come a bit afterward, but yes, we'll be showing a new playable for this year's E3 (did he mention whip? Yesss.) . We're hoping to get out the updates asap before E3.
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Post by Mana on May 31, 2017 20:43:20 GMT -6
Good eyes! It's almost embarrassing haha. Now that we're looking at this, we've improved so much from this demo. We can't wait to show the new stuff for E3.
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Post by Mana on May 24, 2017 20:18:49 GMT -6
The trailer looks great! We just watched the trailer in office few minutes ago and we're impressed with it. IGA mentioned it looks promising.
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Post by Mana on May 23, 2017 23:13:41 GMT -6
We are still aiming for the early 2018 release, no question about it. 20-30% completion rate is a rough estimate and it's about how much the game is complete as a whole. What we're currently experiencing is incomplete game systems and manual implementation of certain features prioritized for the E3 demos. When the game system is complete, we could start mass-producing game features such as the enemies, items, weapons, shards, etc to implement into the game. It is true that our progress is still slow and we need to pick up our pace from here. Once these core systems are in, our progress will speed up massively. Note that the percentage also doesn't include materials that are already made, but not in game yet. Here's an example that may be easier to picture. Lets say the game system we're currently working on is the weapon system. Weapon system is 100% complete when the player is able to choose 1 weapon from each category such as the sword, whip, gun, mace, etc., and make sure that they are able to use it correctly in the game. This includes a system that allows us to easily add additional 100+ weapons from a developer's point of view. It also needs to be accessible by new programmers. When the system is incomplete, new items are added manually and take a very long time. At the moment, there are only couple of weapons and mass production can only be done by 1-2 high level programmers. Right now we are focusing on completing the game system, maximize efficiency, and then speed up the adding progress using more manpower. As a small disclaimer, the top explanation is purely for example on how incomplete game system makes it difficult for us to implement new contents and does not represent the current production status. I wish I could explain this better but since I am not a developer, this may not accurately explain the exact process. TL;DR - Don't worry, we're still aiming early 2018 release and the process will speed up once we get the core system down. There are ups and downs in the production, but I also have faith in the team. I hope the best for Bloodstained's smooth release
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Post by Mana on May 22, 2017 0:11:27 GMT -6
Hi everyone, here's a close-up of the shirt designed by Fangamer! When they are available online, backers will get discount codes. More details will follow in our next KS update! Pins and stickers sold at BitSummit were made by Sanshee. When I get more information on those, I'll be sure to post them.
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Post by Mana on May 22, 2017 0:05:43 GMT -6
I actually found out about this reveal from you guys! I didn't attend BitSummit so it was really surprising. I'm sorry that I couldn't give a heads up - the team apologized for not telling me their plan beforehand but everyone here caught up so quickly, it's amazing! We also uploaded a HD version of Zangetsu's model video on Facebook - www.facebook.com/bloodstainedrotn/videos/1146376392174748/
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Post by Mana on Apr 28, 2017 3:50:09 GMT -6
After coming back from Reboot Develop in Croatia and all the endless voice recording sessions, I'm blasting this in our empty office (coincidentally, everyone's off to other offices). I love the usual podcasts but this inverted podcast with purifyweirdshard is really refreshing. Thanks for the shoutout and I had a good chuckle at Ben's reality bomb part. Speaking of shoutout, we met the artist ( Nell Fallcard) for the Castlevania The Lecarde Chronicles 2 cover at Pixelatl, Mexico. We think your artwork is awesome so as a fellow artist myself, keep up the great work! And oh man, I didn't think I would hear Tim Follin's name in there. XombieMike You might already know the game and the music, but I would also recommend ActRaiser soundtrack by Yuzo Koshiro, that would definitely be up your alley.
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Post by Mana on Apr 19, 2017 8:26:40 GMT -6
Aztec Noted . Since the last Igavania (Order of Ecclesia) definitely had a sound config with SFX, music, and voices, I would assume Bloodstained will have one as well.
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Post by Mana on Apr 17, 2017 0:19:35 GMT -6
Hi Thomas! I'm guessing from this post, you haven't received our previous email. I've changed the email setting and sent you another email regarding your tier! Let me know if you have received it or not. If not, we could definitely try a different method. To all Hounds of Hell tier contributors, we have not gone to the next step since we are still waiting for all requests. This is just one person and he/she may need to forfeit their contributing rights (we are passed the deadline). Once we decide to continue onward, we will send everyone their concept design based on their pet. Thanks for your patience! I just got an email tonight, so whatever you changed seems to have worked! Thank you so much for looking out for me and the others, I really appreciate the info and the heads up about the delay. The hype is real!! Sweet success! I'm glad it went through and we're really grateful that you stayed with us through the trouble.
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Post by Mana on Apr 16, 2017 20:50:24 GMT -6
Thanks for the heads-up, but i'm a Hounds of Hell contributor. =) ... Still waiting. Hi Thomas! I'm guessing from this post, you haven't received our previous email. I've changed the email setting and sent you another email regarding your tier! Let me know if you have received it or not. If not, we could definitely try a different method. To all Hounds of Hell tier contributors, we have not gone to the next step since we are still waiting for all requests. This is just one person and he/she may need to forfeit their contributing rights (we are passed the deadline). Once we decide to continue onward, we will send everyone their concept design based on their pet. Thanks for your patience!
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