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Post by Mana on Nov 24, 2016 6:21:08 GMT -6
Hi everyone. Checking in here to see the update reaction. I'm hoping we can squeeze another game content update but I can't guarantee it yet. I'll try to answer what I can as of now. Starting from Thomas's questions (I could only answer two for now). Thanks for the update thread btw! Why are they adding more development groups?We touched upon this lightly in our delay update - IGA mentions that he could not keep the quality of the E3 demo from the current development style. He goes into details in this IGN interview - "One of the issues is that their (Inti Creates) style of building on a game, while it does tend to come up with high quality when they spend the time on it, they don't necessarily have the true understanding of how to procedurally use the best tools in Unreal. ” This is the reason why we added new developers who are experienced with UE4. Check out the explanation I gave for how procedural generation is used for in Bloodstained here. What happened to Inti?They are still working with us, but their work will be reduced as they are not making the procedural aspects of the game. --- I think we have a bit of a confusion here. Although DICO is known for their localization and global development, that does not necessarily mean they will do so for Bloodstained. They will be in charge of the main development of the game but localization has not been decided yet. I also want to apologize for not posting as much as before due to so many internal changes in our development assessment (lot of translations!). That's why, announcing the new publisher and developers are really important to us even if they don't seem so from the backers' perspective. What this update really means is that we could start speeding our development, start implementing contents we really want to have in the game, and focus on delivering. I'll keep all of you posted when I could answer more questions. Also, we're confident that DICO and Monobit will deliver results that will validate their skills in the future.
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Post by Mana on Nov 20, 2016 19:48:09 GMT -6
I'm a little worried my survey hasn't been seen. I sent it to Mana through email and private message on this board, but I haven't heard a response. Unusual that things have gone so silent. Yeah, I think the team is busy with the update, and when that's done they'll get to the surveys and stuff See if Mana has gotten back to you after the update, if not I'll give her a ring and see what's up. I'm pretty sure stuff will happen after the update, though. I got back to him Sorry for the delay! It's been the past few months! We should be getting our update approved soon, so we'll get to more surveys after that.
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Post by Mana on Nov 13, 2016 2:51:45 GMT -6
It is indeed Mana's birthday coming up, she's already gotten a ROTN cake! Not a rotten cake. Maybe a tooth-rotting cake, though? The Ritual of the Night cake!! We had a drinking party with the new dev team and I wasn't expecting a cake at the end. What a night to remember But thank you all for the wishes on my Facebook Happy belated birthday LunaClefairy ! Our birthday is really close (even the year is off by 1)!
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Post by Mana on Nov 8, 2016 23:43:14 GMT -6
Ahhhhhh! Apparently they've sent the surveys for the Hounds of Hell contributors and I never got one!!! Mana sent me a message about it, but I didn't see it until today. I really hope i'm not too late =( Don't worry, I've mentioned that you were actively involved and extended it. But since we are cutting very close with our schedule, you can just send me the photos as soon as you can . Looking forward to it!
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Post by Mana on Oct 26, 2016 5:48:30 GMT -6
Great episode! I'm glad Ben can explain these topics from an industry veteran's perspective.
Regarding the staggered contents, I initially spoke with the team about it and asked whether I was able to share their answer with the community when the shoutbox conversation was happening. This was during the time the team aimed and scheduled their milestone for March 2017 (even though this was a placeholder time frame) stating that it was near impossible for them to create all the additional contents by then. Now that we have a new release time frame, this approach is rather irrelevant and our development style will change drastically with the new development team. My approach to new information was to share the team's current event (broad plans, what may or may not be in the game, design changes, etc) and not the "final" work-in-progress output that is reserved for official KS updates.
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Post by Mana on Oct 26, 2016 3:29:57 GMT -6
Didn't think this belonged in any of the other categories, but what happened to the bloodstained tumblr? It seems to be something in romanian now. iga-bloodstained.tumblr.com/Someone on Twitter also mentioned this and I've already reported it to Fangamer (I don't have access to the official Tumblr account). I'm not sure if it will be fixed any time soon though
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Post by Mana on Oct 20, 2016 2:49:04 GMT -6
Since some of the folks over at the shoutbox was talking about Miriam figure, I just found someone by the name Jeremy Jap who's currently making one! I wonder if I can get in contact with him and see if he'll be able to share his progress on the forums? https://www.instagram.com/p/BJCg8gJApkz
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Post by Mana on Oct 17, 2016 0:41:33 GMT -6
Can they start with procedural generation and then examine each stage and hand craft the details on them? My main concern is that some areas of the castle may not make any sense. Of course and we're not using procedural generation to generate the whole stage. It's merely the models and textures - trees, pillars, tiles, dirt marks, cracks, decorations, etc. Everything is hand placed and only the objects will look different from each other. If you check out the IGN exclusive screenshot, you'll see that the two pillars are the exact same model and texture, but look different because the crack texture is procedurally generated:
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Post by Mana on Oct 13, 2016 5:37:02 GMT -6
I'm going to give my two cents on what IGA meant by procedural generation. This isn't the same kind of procedural generation used in No Man's Sky or roguelike games but the latter that Pure Miriam mentioned - " generate backgrounds, scenarios and assets and, fix things here and there, saving it like that to fix the look." As simple as crafting a wall from a looping flat object is considered procedural. For Bloodstained, the level design and enemy placement will be strategically hand placed by the team, but the environment assets (portion of it) will be procedurally generated. Now that we're working with UE4, most of the work that were handcrafted can now be automated with similar output. Textures can be algorithmically generated with randomized shapes and sizes. This works well for Bloodstained because it's made in 3D. According to our technical artist, if we utilize this function, it will be very easy to adjust and change features for the backdrops if we ever needed to go back. I'm not familiar with the field but from what I saw as a person from an art background, something made in mere minutes would take me hours to draw if I did it all by hand. If you liked the ship stage from the E3 demo, all the environment will keep that quality bar. to be honest, the downside of this is that the illustrative features will be lessened. This is a matter of preference and there will be people who will like one over the other. Our current building style will make the environment more physical based and realistic - more modern. The previous style would be painterly, but the repetition would be inevitable with the given time frame. It could even look outdated by the time the game is released.
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Post by Mana on Sept 29, 2016 2:15:03 GMT -6
No problem cecil-kain! Sorry it took me forever to translate and reply back to you with our hectic schedule and time zone difference. I don't think it would be a problem since they were left unanswered. But regarding the single slot weapon and special inputs, even I don't know the full detail on how those will be featured in the final game. The team is working to balance out the game, so if a previous feature is gone, they will adjust the difference. Hopefully we'll hear more details about it in the future
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Post by Mana on Sept 25, 2016 21:21:19 GMT -6
weren't backers supposed to recive a official pc and cellphone wallpaper anyway? That's a good question...I'm not sure, I'm looking at the campaign site on Kickstarter and I don't see anything about wallpapers, but I just ctrl+f'd that term. Maybe Mana would know? I'll double check that for you!
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Post by Mana on Sept 25, 2016 21:04:34 GMT -6
Bloodstained のCM、マナです。 今回のBloodstainedのアップデートは山根さんの音楽です どれもBloodstainedの世界観に合う素敵な曲です!山根さん直々にコメントを頂いたので、そのまま日本語でお届けします。
月頭にメキシコのイベント、PixelatlでBloodstainedの曲を演奏した時の山根さんです。
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Post by Mana on Sept 21, 2016 1:31:35 GMT -6
I've been out of sync with recent console games so I've finally gave in and bought a PS4 with Persona 5. Embarrassed to say this is my first Persona but I'm loving it so far .
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Post by Mana on Sept 21, 2016 1:05:04 GMT -6
Nice! I'm hoping that I get to actually help design my monster. The Hounds of Hell tier says they'll make an enemy out of your pet, but it doesn't really specify that i'll get to give input on the design... Maybe Mana can give some clarification. My conceptual ideas have been on this forum since the very beginning, so hopefully someone has noticed and taken note! The key difference between Hounds of Hell tier and the Demon Summoner tier is the fact that Demon Summoner contributors are able to collaborate with the team to make their enemy design come to life - visual design, behavior, item drops, shard etc. These contributors will treated as producers of their enemy design. Hounds of Hell contributors will submit a photo of their pet and leave the design up to the team to decide. It wouldn't hurt to make suggestions, but it will not be guaranteed due to the $1,500 gap difference. I will have to talk more with the team regarding the Hounds of Hell tier because it would be bad if the contributor pets are represented in the wrong way. More details will come when we send out the survey. Good news for us is that all the Demon Summoner/Cache of Occult contributors reached us and submitted their design overviews! We are currently sorting out the workload and getting feedback ready
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Post by Mana on Sept 12, 2016 23:44:20 GMT -6
I can't express how lucky I am to be the CM for this amazing community. Before Fangamer posted the delay update, I was discussing with XombieMike regarding the amount of reactions we will be getting once it goes live. Our team was also preparing to get many backlashes but the community responded wonderfully. This proved just how much people care for this game and IGA. We're not "relieved" but more pressured (good pressure as we call it) to work even harder to meet everyone's expectation. Of course there were couple of hiccups and concerns regarding the delay. We're aware of the lifespan of a certain hardware and questions regarding the new development team so our plan is to make another Ask IGA to answer them. I just had a insight of why they postponed the game's release. Mana recently said that it was going to take the recent feedback on the demo to sent it to the developers. The Demo's official post had A LOT of things there. If they actually listened to everything, it is most probably that they need to do some rebuilt on the game, to meet the demo's feedback. So, it makes sense to postpone the game's release to better match what was said on the demo's feedback. Of course that is not the only reason, but i firmly believe that has something to do with it too. There were a lot of basic bugs that need to be fixed. Right now the newer feedback is on hold due to the changes made in the main development team. Our plan right now is to keep every asset that we can use and maintain the E3 demo quality in terms of visual and basic control. That would actually be unfortunate because some of the feedback goes against what igavanias are known for. Like some people asking her to be faster. She's the perfect speed for the beginning of the game No need to worry about that CastleDan! Although we're open to feedback suggestions, the team knows exactly what they want and don't want in the game. As you mentioned about her animation speed, many people have commented that they want her to move faster. IGA and currythekid over here instantly replied that it goes against previous IGAvania games but to answer her sluggish movement, there will be certain equipment and buffs that will make her faster as the player progresses through the game. Although we haven't announced the new dev team, we're very close to choosing one. We have squeezed down to 2 qualifying teams and are currently reviewing their UE4 credibility and man-hour cost breakdown.
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Post by Mana on Sept 12, 2016 20:11:45 GMT -6
We're back from Mexico and we've checked the mails for the enemy designs. Lots of really great designs!! There are 7 contributors for the Demon Summoner and I'm happy to share that almost all of them got back to us on time. Once I send the overviews to the team, I'll be sending each contributor a confirmation mail.
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Post by Mana on Aug 31, 2016 20:03:10 GMT -6
I love these! I enjoyed every one of them. XombieMike I'll definitely show these to the team.
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Post by Mana on Aug 18, 2016 5:39:00 GMT -6
Contributor survey for the enemy design have been sent out! DEMON SUMMONER and CACHE OF THE OCCULT backers should have received an email from the Bloodstained account .
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Post by Mana on Aug 14, 2016 22:57:02 GMT -6
Mana ! Are there going to be different ammunition types? And will you be able to craft more via alchemy? It's been a hot topic on the thread. Yes and yes. I can't say how many or how they'll be crafted though
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Post by Mana on Aug 11, 2016 21:26:58 GMT -6
As Astaroth has mentioned, the crafting system still needs a lot of work. We do have a list of ingredients (items) necessary to craft, but the small bits needed to make the crafting system work will come much later. Words from the development team: Some folks here, Kickstarter, Facebook, and NeoGAF mentioned the animation is "tad slow" (since E3 demo). This is actually made on purpose. When players obtain more equipment and buff skills, Miriam's movement and attack speed will increase. We feel it's more invigorating this way but of course, we'll still tweak the motions. Personally, I would crack a whip all the time if we get some badass SFX in there. Looking at the design document, guns also have the potential to be really fun if we implement it correctly.
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