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Post by dragonkd on Jun 19, 2016 0:11:35 GMT -6
Would "The Red Death" from the so named Edgar Allen Poe story The Masque of The Red Death of be a good fit? actually its interesting that you brought that up. interesting twist of a poem. the only reason I brought up this topic is because of the time period, pretty much just want to see a plague doctor lol.but, I think this conversation can help koji out on the subject so keep at it. I think a combination of the traits here would work very well.
more specifically,
female, clothed in tatters, possibly partially decayed, bone wings, I think she should fight with waves of disease, summon the dead, and when not doing so, take out a scythe.
one thing that would be cool, is when she unleashes a wave of disease mirriam must jump up on a ledge in order to evade it, and survive on the ledges until the floor clears of the discusting liquid.
the shard could be increased resistance to poison, allowing travel of extremely toxic areas.
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Post by dragonkd on Jun 7, 2016 22:49:59 GMT -6
that's all great dan, so I might as well post my feelings.
sotn was... sotn.
on the topic of the ds games, portrait especially had a more upbeat attitude.
ooe came close to the original gothic style in sotn.
I am upset enough as it is that our main character is... kinda schoolgirl ish she seems way too innocent to me. personally I didn't wait 8 years for funny joke enemies. I want serious demons etc.on the opposite, I don't want it so gory and disgusting that the game becomes salt and sanctuary.
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Post by dragonkd on Jun 1, 2016 6:28:25 GMT -6
I was simply trying to think of a boss that would fill deaths hole in bloodstained. I like the female/witch thing you guys have going, but I still think it would be nice to have a boss that represents the plague (due to the setting/time period.) if baba or pesta does come into play, how would the fight come to pass? might we see Miriam working with them in some fashion?
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Post by dragonkd on May 31, 2016 15:46:20 GMT -6
as far as this boss goes, I was thinking of something vaguely reaper ish, based on a plague doctor. the fight might be similar to legion that it is difficult to actually reach the boss because of all the dead rising to attack you. he may send out infected humans, and demons of various sizes, as well as a few ranged attacks, his scythe, and perhaps a sort of "wave" of infection that you would need to climb out of the way of.
you would need to cut down the enemies he sends at you so there is nothing to reanimate left, avoid the plague waves by jumping on some higher platforms, and getting hits in every time there is an opening.
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Post by dragonkd on May 22, 2016 0:42:05 GMT -6
looks like I could increase the bitrate....
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Post by dragonkd on May 22, 2016 0:40:51 GMT -6
there it is. I will leave the comments to you guys.
there is a lot of work that I need to do in the next 1~2 months before I kickstart this, and I would like to not spend the rest of my life living under a bridge so....
I am hoping the bloodstained/castlevania fanbase will help me out here.
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Post by dragonkd on May 20, 2016 14:47:59 GMT -6
the answer here is rather simple, and no I haven't read all of the comments so far. in my current project, "APART", the camera will move closer and farther from the player depending on what room they are in. in claustrophobic areas, I tend to heve the camera pretty close, and this is inverted in wide open outdoor areas where the camera takes a back seat, but not far enough to obscure the scene.
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Post by dragonkd on May 12, 2016 17:35:45 GMT -6
I always thought the rooms that had no actual wall were cool. for instance, the ones in the sewer area of circle of the moon. since we may be bringing back the mirror plane traversal like in dos, it will be fun to move into various rooms other than where the mirror exists. since IGAteam will have much more flexibility with UE4, I would also like to recommend this: moveable rooms. elevators or rotating rooms that exist in world space. for instance,
an entire section of a tower that can be slid up and down floating islands that can be moved with a mechanism somewhere blocking and changing the flow of water rotation. in the machine tower for instance you could rotate a set of rooms together, forming other paths. revisit the concept of inversion, and change gravity to a different direction in order to reach areas
also: FIRST ok, not first.
if we bring out of castle into play, moving ships rising/falling tide to allow access to islands of caves.
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Post by dragonkd on Apr 22, 2016 21:12:10 GMT -6
so many dynasty warrior fans here.
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Post by dragonkd on Apr 16, 2016 9:30:49 GMT -6
so I have been thinking, and every castlevania seems to have a few of the same bosses. one of these is death. so since koji wants to distance himself from cv as a series, I thing I have a nice alternative to a "death" type boss. one that would be based on plague. it fits with the atmosphere and timeline, so it would be nice to see. comments below. `
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Post by dragonkd on Mar 23, 2016 18:49:21 GMT -6
actually I did mean parallel, perpendicular would destroy any kind of 2d map. there are already areas going into dev that aren't 2d (rotating staircase tower) so it isn't so outlandish to hope for this.
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Post by dragonkd on Mar 21, 2016 16:48:52 GMT -6
hm, you guys seem to be barely missing the point here. the rooms don't even have to be visible in the bg at any time, and the map would be simple also. open the map, and it will open to your existing layer, and you can press a button to look at a layer in either direction. so in this way, the map will still be easy to read.
now, as far as gameplay, I believe there will be an action button anyway, so that's that. or it can be ^+(some other button). you can move to the room on the left or right at any given time, so why wouldn't you be able to run back through a door like a pussy? moving forward, think of it like the houses in ooe, but instead of just houses, they can be entire areas as well. now, with the layered castle in mind, there are some general plusses.
increased area to explore (not really, as the same time would go into development still) more places to put secrets less clutter in some cases different connections to different areas of the castle (rather than just X+X-Y+Y- enter/exits per area)
POR paintings technically operate the same way, however only connect in one place, and the areas are completely different from their entrances DOS mirrors operate in the same way, other than being the same, locked in one room, and with only one entry/exit.
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Post by dragonkd on Mar 19, 2016 18:02:30 GMT -6
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Post by dragonkd on Mar 19, 2016 18:00:59 GMT -6
ok, this idea occored to me earlier in the castle design thread, when I noticed that it wasn't "just known" by everyone there. SO: igavania games so far (except for ooe and dx) exist in a singular 2D map. this is not simple interaction in the background, or movement in the BG/FG layers like in oddworld.
in this case, mirriam could enter a door (or anything else) and it would take her to another layer. this would exist somewhere in the FG/BG, but the camera would remain the same distance from mirriam, treating the layer like anything else in game. compare it to the villager houses in OOE, exept large parts of the map (even entire areas) would exist in these layers. when viewing the castle map, the player can press something like the triggers to change map depth.
I would be heavily disappointed if this was not included (or used in one or two areas), as it does limit the castles size in some ways, as well as limiting means of transportation. it uh... is also a great way to add depth to the game.
random guy in the comments:"SHUT UP SAM ITS A 3D GAME ALREADY"
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Post by dragonkd on Mar 18, 2016 13:54:56 GMT -6
when I said layers, I mean that yes, you have your common map, but you could take a door and move into an area further in the background (the camera would still be the same distance from mirriam as usual, and it would be treated like normal map.) so in this way, we can have areas connected in fron and behind each other. this opens a lot of doors (literally) and may make transitions a lot easier as well. I don't have an example of this, but I hope someone understands and alerts people about this comment. this wouldn't be interaction with the background, this would actually be just another means of travel and connecting areas.
@mana XombieMike
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Post by dragonkd on Mar 8, 2016 17:15:10 GMT -6
will the castle just be one big 2D map, or will it exist in layers at this point? it is a big thing to make note of.
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Post by dragonkd on Mar 7, 2016 12:14:23 GMT -6
you know, the funny thing about all of this is that I just want to see some awesome familiars. the stables, exotic pet, and familiar rooms... I wouldn't need to vote on them if I already knew we would have some great familiars/variety. in this case, I want to see some wolves, dragons/wyverns, fire elementals etc, but not only would they grow as you leveled them up, some of them would make great mounts. think of alucard trucking through a hallway on a warg for example.
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Post by dragonkd on Mar 5, 2016 12:12:05 GMT -6
idk I anyone has said anything about it yet, but we do NEED some areas that are a grind. think o the chapel from sotn. LARGE areas with Few ways to heal in between. endurance, I suppose. the funny part is... this happens. those moments in por when you donthave enough money for potions on your first runs through the game. I don't believe in grinding as an option to just make the game easier, it should be used sparingly, or after the majority of the game is complete to get items. oddly I will bring por up again, as long as you don't get rid of items that only spawn once, you can get them all just by filling out the castle/ enemy compendium. I would like to see this kind of orginazation in blood stained as well
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Post by dragonkd on Mar 3, 2016 22:03:30 GMT -6
@gal frozen half wasn't fully baked if you know what I mean. I did all of that art on a potato pc, (Compaq cq60 laptop) thank god I am dumping 1000$ on sunday to have the pc I deserve. pcpartpicker.com/p/QmBWVn
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Post by dragonkd on Mar 3, 2016 20:03:24 GMT -6
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