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Post by Mana on Apr 10, 2017 1:05:59 GMT -6
I started sending my submission drawings during the night.(I changed my weapon last minute) I made a fanart with the weapon I had designed, though im not sure if sharing drawings I submitted is allowed yet. Some clarification would ease my worries on the fanart. Sharing your idea is fine, as long as you don't share what we give you (if this is for the weapon, these include concept arts). Some details also suggest how weapons work in the game so we would like you to keep that a secret/surprise for everyone when they play . Keep in mind that some of the initial designs could change in the final game (of course, with approval). This is a collaboration with the Bloodstained team and you, the designer. We share what works with our game, what doesn't, and we'll try to work it out. Don't be afraid to be ambitious. We will turn down requests if we think it breaks the game balance (which may be discouraging, but don't be), but we will include new ideas if it works. Also, I apologize if some of you are getting slow responses from the emails. I'm the only person who could reply back to you with IGA's comment (translation included) with dozens of emails. If you are a content contributor who needs a quick response that does not necessarily have to be from the man himself, send me a private message here! You can catch me when I'm online.
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Post by Mana on Apr 5, 2017 0:56:50 GMT -6
Hope you don't mind me asking you in this way about it. I think it's supposed to be Loagaeth but in the game design documents, it was written in many different ways. I'm assuming that when the original documents (written in Japanese) were translated, the person in charge before me wasn't sure if it was a real book or not (I saw "Rogeath" "Logaess" or something similar in the mix as well). I probably need to fix these myself so that the spelling is all consistent.
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Post by Mana on Apr 5, 2017 0:14:28 GMT -6
So I noticed in the update this quote: So is IGA not done writing the story/narrative? I remember past updates (from like a year ago) where he mentioned he wanted to finish writing things soon or was almost done. I guess I'm surprised he hasn't finished yet? Granted the game is at least a year off but I imagine having the story wrapped up makes the actual creation of the game easier and more cohesive? It would influence level and boss design at the very least. Approximately how done would you estimate IGA is with the story/narrative Mana ? Are there more major characters waiting to be revealed (a yes/no is a good enough answer at this point)? Or only/at least more villagers (ala Order of Ecclesia)? The way IGA writes up his update should be read in a more humorous way. When he mentions,"Maybe I can finally write up our story?" he means it in a slightly sarcastic way. The basic storyline is complete, no doubt. There's definitely room for minor tweaking and details to emphasize the Bloodstained narrative, which could be the reason why he is "actively building the story." He also mentions voice actors... This suggests that he has most of the dialogues complete, ready for recording. It should be noted that we are 2-3 steps ahead of what we're publicly announcing. Maybe I was too quick to share that bit on the BCB purifyweirdshard mentioned, but it's definitely more reassuring to the community to know that the story is mostly done than to say, not complete at all. I hope that clears up the mismatch .
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Post by Mana on Apr 4, 2017 23:22:24 GMT -6
Familiars are not much talked about in office, except that there will be Familiars that will take on a 'role' like the ones above (similar concepts, but different designs). Although I've only seen one of the Familiars, they're already modelling them . Also, the team is going to stick to the poll and not devalue the votes.
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Post by Mana on Mar 22, 2017 5:11:24 GMT -6
こんにちは、BloodstainedのコミュニティーマネージャーのManaです。 この度、Wii U の開発は中止となり、Nintendo Switchへと開発以降することになりました。
Wii U版を希望されていた方、もしくはハードの変更を希望している方には以下の対応を説明させて頂きます。
ハードを選ぶ backer survey のページでは、 製品版とデジタル版を希望された支援者のページにある「Wii U」 の項目が「Switch」へ変更されています。 Fangamer様から送られているbacker survey のリンクから、ハードを変更することが可能です。 もしリンクを失くした場合や、不具合がある場合、Fangamer様にご連絡ください(orders@fangamer.com)。 Fangamer様は日本語の対応もできますので、日本語でも大丈夫です。
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Post by Mana on Mar 14, 2017 23:32:54 GMT -6
All portrait requests have been sent! Content contributors, please send a photo of yourself (doesn't have to be yourself, as long as you have permission or ownership). The faster we get them, the faster I could start working on them *hinthint* . Remember to check your emails. Second wave of weapon feedback has been sent as well.
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Post by Mana on Mar 8, 2017 22:53:18 GMT -6
"Hey look, people at Discord were talking about Miriam body pillow." "Pft. Miriam? If we were to EVER consider one, it would be Morte or Dullahammer."
said the ArtPlay team 2017.
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Post by Mana on Mar 8, 2017 21:04:55 GMT -6
Aww thank you gunlord500. I can't thank enough for this community. I'd like to thank my mother and two sisters. I also would like to thank Ayami Kojima and Michiru Yamane for showing the young me that women can kickass in the gaming world. Shout outs to Lindsay from Fangamer who helps me with the translation work. I'm still a newbie and it really helps when you know there's a person who is able to help. We also have a leading level designer for Bloodstained who is also a woman and around the same age as me! She's very cheerful, and I hear IGA and the team praising her work. We have high hopes for her and I can't wait to play the game.
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Post by Mana on Mar 6, 2017 22:06:06 GMT -6
Hey XombieMike , all I could say is that it wasn't a hoax, and that it did seem like some Switch users from Europe saw it in their news feed. We now know what happened internally and we'll have an official statement to the public as soon as we are ready.
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Post by Mana on Mar 5, 2017 22:37:44 GMT -6
I'll get back to you guys when I find more details!
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Post by Mana on Feb 23, 2017 22:44:47 GMT -6
Hi all, I'm translating the feedback I got from the team on the enemy designs (Demon Summoner & Cache of the Occult). These will include the team's thoughts and changes . Tier backers, please check your emails this weekend! Sketches from the art team will come shortly afterward. Please do not share these artworks when you receive them (for NDA purposes). Thomas Hey Thomas! I will definitely check into that. Right now we haven't received all the pet requests so when we do receive them, we will send an email for the next step. I'll make sure that is sent through. I may do some tests if necessary. Next step is probably the actual design of the pet. Thank you for being considerate and being part of this wonderful community.
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Post by Mana on Jan 25, 2017 20:49:11 GMT -6
Cool! I just joined both the Discord server and Amino just now .
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Post by Mana on Jan 24, 2017 3:44:31 GMT -6
Hi everyone! It's been a while since we shared the new environment and I've been going back and forth with the team on the topic matter. Thank you for the all feedback as always. Although the environments we shared are work-in-progress, they are roughly 80% complete. This is the kind of look and feel the final product will have. We would not share a half-baked progress for backers to give feedback, so to brush off the concerns with, “It’s still an unfinished piece” is unnecessary. If you have a concern and have an idea that may rectify the problem, we are open to suggestions. However, IGA and the team are fully aware of their preferences and when it comes to balancing the visual graphics and the overall gameplay, they will decide where to push and pull on the quality. I’m going to share what we’ve been discussing and the changes that are planned. Missing Features
Before I get into the changes, there are certain features that are missing in the village screenshot and video we shared. One is the breakable candles. As you can see in the beginning of the area, there’s a space on the top left corner where the candle should be. I believe it wasn’t included due to some adjustments that didn’t make it in time. The candles act as a partial light sources if you take that into consideration. Another is the reflection capture. The reflection capture, as it may be obvious from the name, reflects light sources on a given surface. This gives the nice reflective light on the ground and adds metallic or wet look to certain areas. This enhances the overall look, but for some reason, the roofs blinded us with glittery gold effect and we had to put it off until it was tweaked. Other missing features include enemies and NPCs, but our purpose is to only share the new environment on its own. Visual vs. Gameplay
There’s been a long debate on which to prioritize – the visual graphics or the gameplay. As much as we would like to balance both equally, sometimes improving one aspect could hinder the other. For example, almost all Castlevania games have bright foregrounds which are shades lighter than the backgrounds – Platforms are easily visible and has a classic Castlevania look. On the other hand, this could look very artificial and ruin the atmospheric vibe of the game – “stage/indoor” look, light source is unnatural, and unrealistic. We’ll need to choose and decide what we all agree on in terms of both visibility and aesthetics. Changes
- Roof platforms will be emphasized differently. They will look more horizontal and flatter where Miriam will land. Thickness will be added to the edge so that it will not look like she is landing on a piece of paper.
- Doors, carts, bricks on the houses will change colors – We all agreed that they were too blended in. Textures may be overly used.
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moon sun will look more like a sun.
Unfortunately, the house structures are too expensive to change at this process (Thanks Tom Happ for chiming in on the KS comment section!). I suggested making the tree leaves greener and it actually helped lessen the attention to the boxy feel. Another suggestion was to remove the red reflection on the ground. I may be forgetting something but I'll pop up again if I have anything to add. Cheers
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Post by Mana on Dec 21, 2016 23:55:09 GMT -6
Hey Mana ...I really miss seeing your Miriam profile pic here on the forums. I think that professionally you should keep the AP logo, but could you post that art here so it's not lost? I'll bring up the file when I get back on my personal computer
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Post by Mana on Dec 21, 2016 20:02:49 GMT -6
I am so jealous! This might have been asked before but... Is there a specific reason you're meeting her in person? Im guessing it's business related? Does it have to do with the $100+ tier packaging? What is she up to these days? Did you get any pictures with her or anything? Has she seen your art? What does she think about it? Info about her is hard to find. is there a way you could ask for a small interview or something? Im sorry about all the questions... but both of you are such great artists! I want to know more! That day we had a small year end party called bonenkai, which is a Japanese way for a company/group of friends to wrap up the year. It was hosted by ArtPlay but since we only have 5 core members, we decided to invite some of the key people working on Bloodstained - including Michiru Yamane and Ayami Kojima. Generally we held it to have fun, but it was a great opportunity to give our thanks and wish for another good year. She's a very mysterious person. I heard she was doing some freelance work unrelated to games. Now that you mention it, maybe we could call her in for an interview? Ask Ayami? That would be a good idea for the future . I hope I could share my artwork someday and thank you!
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Post by Mana on Dec 21, 2016 2:31:14 GMT -6
https://www.instagram.com/p/BORL_k-AXKp This happened on Monday, the day after the BCB episode, so I thought I would share it! (I was too tired to upload on that day and crashed that night haha.) I still can't believe I was able to meet her again Today I did my regular translation work, drank coffee, ate ice cream, and skimmed through my friend's Germany trip photos in utter jealousy. I'm here all day thinking Berlin Cathedral would be a great reference material for Bloodstained...
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Post by Mana on Dec 14, 2016 1:22:36 GMT -6
Hey there! As always, thanks for all the responses. Fangamer Steve did an incredible job with the comparison video! We've noticed we made the ceiling too dirty after sending in the video, but I think it proves a point. When we caught onto that, we all thought, "Well, we just need to adjust some sliders. Want to do that now?" and adjustments can be made in mere seconds. I personally feel some parts are too much (ceiling) and we definitely need more adjustments. I've had the privilege to give some aesthetic suggestions during the environment adjustments and it's been really great seeing the improvements. JoJo Hm, I can't give you definite answer but it's highly unlikely to have on off option for it. The only reason we have the non-procedural version of this area is because this was made before we decided to change development structure - creating hand drawn texture. I believe the ship and this area were some of the few that already implemented hand-drawn textures. If we were to create an option to switch it off, then we would have to first create the whole game with hand-drawn texture AND another with procedural generation. If we take off the procedural generation of the grime texture of the pillar, it would just be a smooth solid object.
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Post by Mana on Dec 13, 2016 23:36:19 GMT -6
こんにちは、BloodstainedのコミュニティーマネージャーのManaです。 今回のバッカー報告では、Bloodstainedの背景部分に使われるプロシージャル技法についての内容です。 以前IGNのインタビューで初めてプロシージャルを活用することを宣言しましたが、 こちらの掲示板の間では不安の声もありました - 手書きの質感がなくなるのではないか?どこまでがプロシージャルなのか? その不安に応えるためにもちゃんとした説明が必要だと感じました。 クリスマスにもまた新しい背景をお見せしたいので、乞うご期待! Bloodstainedの掲示板も早速ホリデーシーズンに合わせて雪が降っています。 この掲示板の中にもいくつか隠された肉があります。見つけたかな?
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Post by Mana on Dec 11, 2016 23:49:15 GMT -6
donutpocalypse 2: artplay bugaloo 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.
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Post by Mana on Dec 5, 2016 20:28:42 GMT -6
Thank you for this thread Kitti_W ! Folks, we're working on getting another update ready before Christmas. I will be honest that this early December update will revolve mostly around what I explained on the forums about the procedural generation. I think the progress needs more clarity for all backers and those who don't read the forums as often. We'll also have a new content to share in December so stay tune! I'll be gathering questions for Q&A very soon.
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