Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 28, 2016 19:36:09 GMT -6
I've been wondering, Mana ...when Ayami Kojima came to the ArtPlay office, had she seen or did you show her your art? It would be cool to hear what she might have said. I didn't. I'd be too embarrassed to hahaha. On the side note, she really liked my Cthulhu hoodie I was wearing. One day...!
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 28, 2016 1:53:38 GMT -6
Oh man, I need to try to get on this umbrella vine thing. I hope I have something that can record decent video... Hey Sunscreen, that new avatar is pretty nito. Even if it doesn't get on the update, we'd all love to see it! And did you just call Scars Unseen Sunscreen...? Can't "unsee" it now (someone needs to hit me) But yes, nice avatar.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 25, 2016 2:24:34 GMT -6
Hey, remember how Update 37 asked for vines of people doing stuff with umbrellas? Is there a time limit or cutoff date to submit them? Hopefully someone like Dangamer , Fangamer Steve , or Mana can swoop in and give some info if it's not floating out there already. I don't think there's a set deadline for it. We're going to send Fangamer the update materials tomorrow so we're going to assume the cutoff time is in a day or two after.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 12, 2016 5:12:00 GMT -6
Thanks for sharing your opinion marscaleb ! Although the team is quite set with the default camera zoom, we can't disregard different zoom levels that could be manually adjusted if we do add it. As you've mentioned, having a smaller character has its merit - see more of the environment and more space to move around. This is my personal opinion, but there are also merits to having a bigger character with less space. One as CastleDan has mentioned, is being able to see the character details and equipment changes. Another is making the game more difficult in a positive perspective. The more space we have, the easier it is to evade enemy attacks. Having a smaller space makes it harder for the players to predict when/where the enemy is going to appear and attack. This also gives the players shorter amount of time to respond as well as having less room to evade. I liked that since I'm a masochist it was more challenging and made me think of ways to get pass through the level. Perhaps this is only appealing to those who prefer difficult action over free-roaming RPG element. I can agree that the average encounter in an Igavania game could stand to be more difficult and I would hope Bloodstained take the opportunity to pursue that path. However, I'd personally rather achieve that through smarter/more aggressive enemy AI, smart enemy placement, high stats or fearsome attacks rather than "SURPRISE MOTHERFUCKER!" ad infitium. Occasionally that may work but doing that repeatedly I think starts to cross the line into cheap. Or at least I'd rather do it in a way that if a player is attentive they can see such a surprise coming and prepare but if they aren't paying attention then they are liable to get punished. Of course being too close and having sudden surprise attacks all the time wouldn't really be enjoyable. What I was referring to may have been a bit exaggerated to prove a point, but it does potentially change the difficulty. This is probably the reason why I also agree with the 1/4 ratio that the team uses as a guideline. It's a good distance to read the environment, see the character details, and have the right amount of preparation time for an oncoming enemy.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 12, 2016 3:31:40 GMT -6
Frilly McPoofy Pants
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 12, 2016 3:19:56 GMT -6
Thanks for sharing your opinion marscaleb ! Although the team is quite set with the default camera zoom, we can't disregard different zoom levels that could be manually adjusted if we do add it. As you've mentioned, having a smaller character has its merit - see more of the environment and more space to move around. This is my personal opinion, but there are also merits to having a bigger character with less space. One as CastleDan has mentioned, is being able to see the character details and equipment changes. Another is making the game more difficult in a positive perspective. The more space we have, the easier it is to evade enemy attacks. Having a smaller space makes it harder for the players to predict when/where the enemy is going to appear and attack. This also gives the players shorter amount of time to respond as well as having less room to evade. I liked that since I'm a masochist it was more challenging and made me think of ways to get pass through the level. Perhaps this is only appealing to those who prefer difficult action over free-roaming RPG element.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 5, 2016 19:22:11 GMT -6
Fangamer Steve Thanks for the higher fps version!! Also, I just got into office this morning and heard some updated news. When we received an email from Inti Creates regarding the kick motion, we heard that there was a problem with the kick speed inside the game that we missed during the check. Our game director says, "Damn, the fans were right. They have better eyes than us." Haha! Thanks everyone. This will definitely be adjusted when we make the rest of Miriam's attack motions.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Apr 4, 2016 22:24:13 GMT -6
Hi everyone, thanks for the input so far! I've been discussing everyone's opinion with the team. First of all, we should mention that the actual game is in 60 fps. When we reviewed the KS update, we realized the video was only in 30 fps. This may have occurred during video editing/encoding. We weren't too concerned about it at first, but when many people pointed out her kick motion, we re-watched it through the update video. Thanks to this, we found out that the kick animation was missing 1-2 frames in-between her starting stance and the actual kick (hence the weak kick). We'll need to make sure her motions can withstand the minimum settings. The movement speed is actually the same as most previous Castlevania games (or even faster). It may look very slow due to the model being in 3D and the environment missing. This also needs some brush up. Regarding Miriam's size in comparison to the screen, there's a golden ratio within the team in which the character's height should be 1/4 of the screen height. This was planned in SotN and past DS series during development. Before Igavania games, the characters were much smaller (e.g. NES Castlevania and Castlevania II) which could be a reason why someone thought she was taking too much space. Also, we're aware of the skirt clipping (vibrating butt, yikes). Whatever you have in mind, keep them rolling
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 29, 2016 1:23:58 GMT -6
We have moved to our new office! Not everything is up and running yet, but we're continuing our job for the rest of the day. Today we are sending the update materials to Inti Creates (for a final check on their side) and then we will send them to Fangamer. Sorry for the constant delay folks. I will keep everyone updated.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 23, 2016 22:34:36 GMT -6
Well since crocodile mentioned about this month's update, here is what I wrote in another thread in case everyone else is also wondering. We'll also be "recording" on Monday (according to plan) and once that's finished, we'll be sending the materials to Fangamer. We feel terrible for always giving Fangamer such a short amount of time to write up the KS Update (But they always do a great job!). Next month, I will need to keep reminding the team from the 2nd week. Thanks everyone for being patient and for being a wonderful group to work with! Recording? As in another Ask IGA? Or something else? Nope, not exactly. You'll see soon!
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 23, 2016 21:59:19 GMT -6
Well since crocodile mentioned about this month's update, here is what I wrote in another thread in case everyone else is also wondering. Hopefully we'll get an updated rom for this month's update by today or tomorrow. With Inti Creates at GDC and ArtPlay getting ready to move offices, we're kind of late with getting the materials. We're going to shoot for next week. We'll also be "recording" on Monday (according to plan) and once that's finished, we'll be sending the materials to Fangamer. We feel terrible for always giving Fangamer such a short amount of time to write up the KS Update (But they always do a great job!). Next month, I will need to keep reminding the team from the 2nd week. Thanks everyone for being patient and for being a wonderful group to work with!
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 23, 2016 21:47:38 GMT -6
Few days ago I've suggested these to the team when speed run mode was mentioned. I wasn't able to get to this thread beforehand but these are based on the many KS comments and opinions from Fangamer. We're also thinking about making some of these optional in the menu. Now that couple of you mentioned Gunvolt, we may need to check that out (then we'll get the idea of what features Inti Creates is capable of). If we get another chance to talk about the speed run mode, the leaderboard and toggle feature sounds like a good idea to suggest. I'm glad these conversations are happening and that a lot of our ideas are already on the "proverbial" list. Online Capabilities and Video Uploading would be nice but I knew they were expensive/dreams so I'm not going to be distraught/surprised if they don't make it. I do hope Input Display, that both Classic and Normal Modes can be Speed Run in this fashion and that option toggles make it though. Thanks for keeping us informed P.S. I hate to be that guy but can we expect the next update next week or is that still being worked out? I'm sure you hate those sorts of questions but my curiosity is getting the best of me Sorry. We'll keep that in mind when we do. Hopefully we'll get an updated rom for this month's update by today or tomorrow. With Inti Creates at GDC and ArtPlay getting ready to move offices, we're kind of late with getting the materials. We're going to shoot for next week.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 23, 2016 20:21:18 GMT -6
Few days ago I've suggested these to the team when speed run mode was mentioned. I wasn't able to get to this thread beforehand but these are based on the many KS comments and opinions from Fangamer. We're also thinking about making some of these optional in the menu. Now that couple of you mentioned Gunvolt, we may need to check that out (then we'll get the idea of what features Inti Creates is capable of). If we get another chance to talk about the speed run mode, the leaderboard and toggle feature sounds like a good idea to suggest.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 23, 2016 19:28:02 GMT -6
Thanks qaantar ! I've been enjoying your tea instagram these days . Which reminds me, I should buy a tea pot for my new place.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 22, 2016 1:20:29 GMT -6
We all know going into this that Igarashi has the final word on all content. He may not like my Cache of the Occult ideas even if I follow all the rules and guidelines. So instead of investing all of my creativity, pride, and heart into one idea, I'm using this time to develop multiple ideas for each piece of content. This way I can give Igarashi a variety of options to choose from, instead of setting myself up for a heartbreaking disappointment. Mana, Fangamer, and other folks who work with IGA would know for sure, but wouldn't the staff be working with you on a continuing basis when you submit something? I.e, if you send in an idea and it's not a 100% fit, they'll give you some feedback on it and work with you to change it? So even if you have something you really like that can't be used, I don't think you'll have to throw it out totally, the team will help you edit it a little bit to make sure everything's good. Is that how it works? That would be the ideal and we would definitely help the contributors come up with a solution. The limitation comes from trying to make all contributor contents equally.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 21, 2016 22:06:25 GMT -6
Thanks for the input everyone! As much as I would like to get my hands on the Facebook account, I do not have control over it just yet. I've requested the login information so we, as ArtPlay, will be in control of it soon. Hopefully we will be able to update it with links to the KS updates, interviews, related articles, and fan creations. I think Goobsausage summed up the plan pretty well.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 18, 2016 1:29:20 GMT -6
ghaleon mentioned about someone who was concerned over bigger castle = copy and pasting. Yes there will be some copy and pasting such as the windows and glass panels, but obvious copy and pasting are pointed out and changed during design feedback. We also try to avoid tiled pattern that isn't seamless (such as the floor pattern). Hopefully we can update everyone more when we have more information You already mentioned that I was mentioning someone and wasn't voicing that concern for myself (I wouldn't because we all know darn well no dev is gonna be like 'yeah, we're gonna copy and paste a lot more to compensate for the bigger castle!'). But if the purpose of this is to be voiced to dev team, please make sure it's apparent I didn't ask this, I don't want to be thought of as that guy that asked THAT question =P Don't worry, this was stated way before during development and there were few other people who were concerned over this.
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 17, 2016 20:00:23 GMT -6
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 17, 2016 0:58:08 GMT -6
If I remember correctly, I think I suggested something along the lines of: It might be better to wait until we know exactly what the specific details are from the team regarding designing the high tier in-game items before creating a collaboration thread about them. Currently that framework isn’t yet finalized, so the ideas that are collaborated here may not necessarily be implementable without prior knowledge of what the specific options and limitations for each item are. Now that Art Play is working on the content contributor surveys, it seems like a great time to send Mana that list of questions from my last email. Hopefully she can speak with Igarashi to help us clarify the options and limitations. In the meantime, why not contact the content contributors and invite them to join the forum? We have a passionate and creative community that would love to provide honest feedback on their content ideas. And who knows, maybe we can help someone looking for inspiration. We're coming up with the options and rules to follow for submitting designs. You can send me the questions after my email if it still needs clarification. As Fangamer Steve mentioned, there are limitations that content contributors will need to keep in mind when they're collaborating. I thought it wouldn't hurt to share broad ideas but that would be my mistake if it would let down someone's expectation. We could definitely invite the content contributors to this forum when we send out the emails .
|
|
Mana
Communications Manager
Official Staff
[TI0]
Posts: 222
Staff Mini-Profile Theme: Castle
inherit
Communications Manager
1058
0
1
Aug 2, 2018 1:03:16 GMT -6
1,055
Mana
[TI0]
222
Jan 17, 2016 23:09:28 GMT -6
January 2016
vusc
Staff Mini-Profile Theme: Castle
|
Post by Mana on Mar 17, 2016 0:38:46 GMT -6
CastleDan sent me a message regarding his concern on the castle design and layout which is roughly explained on the first post. Upon viewing the rough sketch of the castle layout, rooms are spaced out much like SotN. However, the person who is making the map layout for Bloodstained is also the same person who designed the DS map layouts (Aria of Sorrow and Dawn of Sorrow) so we wouldn't be surprised if the rooms are crammed together by the end product. But unlike the DS games, we now have more data space and additional buffer space for the whole game for the map to spread out. Inti Creates is in charge of the interior design and they have already given us a lot of unique concepts for it. They also shared their interest of making the castle interior accurate to the exterior design. Hopefully not all rooms will be rectangular boxes. Another interesting fact is that the hallways will still include "loading" rooms in-between new areas. As many of you may know already, past Castlevania games had loading rooms in order for the system to load one area to the next. It wasn't intentional, but it gave the players the feeling of entering a new area without breaking the atmosphere. We wanted to keep this in Bloodstained even if it has seamless loading system. ghaleon mentioned about someone who was concerned over bigger castle = copy and pasting. Yes there will be some copy and pasting such as the windows and glass panels, but obvious copy and pasting are pointed out and changed during design feedback. We also try to avoid tiled pattern that isn't seamless (such as the floor pattern). Hopefully we can update everyone more when we have more information
|
|