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Post by Yän on May 7, 2020 18:42:04 GMT -6
huh? Sorry about that, didn't say it with the goal of arguing. I don't like arguing. I don't like when people state opinions as facts either which is why I wanted to remind our fellow forum user of it. I haven't played the update yet so I might even agree with jlgo but even then it would still be an opinion. No idea what Fortnite has to do with this ¯\_(ツ)_/¯
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Post by Yän on May 7, 2020 17:27:39 GMT -6
Sorry but just because you state your opinion as a fact doesn't make it a fact.
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Post by Yän on May 7, 2020 11:17:10 GMT -6
Oh lol turns out even though it was strangely scheduled by steam for May 20th (even though automatic updates are enabled) I can just click a handy download now button!
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Post by Yän on May 7, 2020 11:09:49 GMT -6
Brainiac At least on Steam, it's not downloading it and it's not in the scheduled download queue either. Ok, seconds after I posted that, it HAS appeared in the download queue: Scheduled for May 20th o.o
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Post by Yän on May 7, 2020 8:08:37 GMT -6
can anyone confirm that this is available at this time? I can confirm that it's NOT available for me (on Steam) yet...
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Post by Yän on May 5, 2020 12:30:25 GMT -6
I'm actually a bit disappointed we're not getting more out of Zangetsu Mode than we are. No crafting/quests makes sense, but I would have liked to have had a few extra cutscenes, either dealing with Gremory or otherwise. Having more to Zangetsu's story would help make this feel like a legit new playthrough instead of just kind of being tacked-on. Small gripe. Just a theory but I believe that's probably due to voice acting. Since I'd say they probably didn't plan the Zangetsu mode and his story in with their voice acting sessions and getting another session set up just for this extra mode would be pretty expensive...
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Post by Yän on May 5, 2020 4:45:50 GMT -6
That's a pleasant surprise that we're already getting it in two days (after a long time of no specific dates but whatever)
Looking forward to all the cool moves and attacks when playing as Zangetsu. I wonder how much different it will feel to blast through the castle as Zangetsu. I guess it'll probably be a quicker playthrough but hope it'll be a fun ride nonetheless! Even if there are no cutscenes I do wonder if Zangetsu mode is going to play into the story in any way whatsoever or if it's purely gameplay focused. Also, it'll be interesting to see what is being done for the Zangetsu / Doppelganger bossfights that are in the main game. Can't wait to find out!
Bit disappointed to see no new cool things in the randomizer that extend beyond simple loot-table randomizations but oh well. I'll give it a try but if it doesn't make my run feel significantly different from a normal playthrough, I likely won't finish a run. Maybe it'll surprise me in some way though, who knows... The key item randomization sounds like it might at least shake things up a little.
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Post by Yän on Apr 3, 2020 19:10:09 GMT -6
Oh and of course they still need to pay the same wages so they could run out of money sooner meaning they'd have to cut stuff... As Gunlord said, this virus ain't no joke.
EDIT: Just saw Purify's post that they're not working from home anymore, so it should be fine then ^^ May just take a little longer than expected... but since we don't really have any definitive dates yet, it's not like we'd really notice that.
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Post by Yän on Apr 3, 2020 19:08:12 GMT -6
If working from home was as fast or faster than working together at the studio, all studios would just save the cost of renting an office. Expect it to take longer.
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Post by Yän on Mar 11, 2020 14:27:20 GMT -6
Shuffling around the rooms in each area to some degree would be awesome. It would even be a cool feature if the map makes less sense as a result. Shuffling area connections would be very cool too. Just something to make exploration more interesting and fresh again...
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Post by Yän on Mar 5, 2020 12:58:12 GMT -6
dareka You make some very good points. For true random rooms etc, you could for instance not prebake the lighting and getting real time lit scenes of this detail to work on the Switch is just not feasable. So in that sense, if this was their reason (though I think it's also heavily related to their code- and project architecture), the 2.5D thing does make a difference regarding performance. I still think that if the official reason is anything to go by, the real reason is that they just didn't set up any of their systems for procedural levels and / or game systems that go along with the rogue like game design framework.
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Post by Yän on Mar 3, 2020 21:16:44 GMT -6
I would think that a 2D game would have been MUCH easier to code and meet said stretch goals. I would think otherwise. Usually, much of the game art like this isn't coded and the choice for 2.5D was an art-budget-choice, not code. The choice for 2.5D probably didn't impact the code effort all that much (except maybe for those cylindrical levels and some of the shaders and animation systems). Depending on your team and resources, it can absolutely be the case that HD hand drawn sprites and especially animations can take a lot more time and money than 3D models and are harder to reuse or reskin across the game (consider the visual gear changes on Miriam for instance which would be way too much work to do with drawn 2D animations while with 3D animation you can just stick a hat onto the head bone and you're pretty much done). Game modes like a Rogue like mode are mostly code tasks and independant from whether it's in 2.5D or 2D.
This is a code architecture problem rather than an art style one. Ultimately, it's really a planning problem, I guess. Hope they'll learn from these mistakes for the next title.
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Post by Yän on Mar 2, 2020 19:19:43 GMT -6
Well that's a shame, was really looking forward to what they may come up with regarding this mode. Wish they could do level layout or at least enemy spawn randomization for this one to make things more interesting and actually different for each playthrough. This is something that has been achieved by fan modders with the NDS Vanias so I'm not sure why it can't be done here by the actual team that made this game. Especially area layout randomization is what makes those randomizer runs of the DS games truly interesting and a new unique experience.
Just goes to show that you should never announce something for which you don't have a precise plan on how to or if you will include it in your game. As others have stated, with a well managed project, this should have been apparent way earlier. As such, communication of this at an earlier date would have been nice. At least then the community could still have had the time to pitch ideas on how to make the randomizer mode as cool and interesting as possible.
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Post by Yän on Jan 31, 2020 16:08:54 GMT -6
It probably includes Dominique because the fight against her already exists in the normal campaign so it's more resource-friendly than to face off against someone like Johannes
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Post by Yän on Nov 3, 2019 6:13:31 GMT -6
Aztec whoa dude watch the angry attitude a bit... I think from previous posts, we can clearly tell that dareka has quite a bit of experience in the game industry. Furthermore, the engine itself does not matter that much regarding what FPS you're getting out of it, performance-wise. You can totally make a 2d-sprite-based game with UE4 or a low-poly-style game with it. Those would load much faster or at least would be much easier to get to 60FPS on the Switch. It all depends on how you use the engine. Also, I believe that there are already more than enough UE4 games on the Switch that run smoothly to disprove your argument. If Switch performance would have been the focus from the start, they would have made all the assets and the scale of it accordingly and it could have run smoothly. It's not an impossible feat. But the game would have had to be a different thing than it is now. And I'm actually kind of glad that they didn't downscale everything for all platforms just to get it right on one platform.
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Post by Yän on Sept 26, 2019 12:19:01 GMT -6
That illustrated map is really cool!
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Post by Yän on Sept 12, 2019 13:36:10 GMT -6
aoanla hm yeah I can see how that's pretty confusing.
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Post by Yän on Sept 10, 2019 11:11:39 GMT -6
huh... not sure what you're afraid of speaking about but if you don't want to talk about it that's fine. Of course it's your choice what to buy and what not to buy (though I doubt it matters to the studios making the games in the grand scheme of things as you always lose some and gain some)
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Post by Yän on Sept 8, 2019 19:06:24 GMT -6
Normally, I would have put Cyberpunk not only in the bunch, but first place, actually... BUT. The controversy around it and certain decisions, both in development/gameplay/roleplay/mechanisms/etc and in gaming culture/political stuff in general, didn't feel right, in my books. I will have to miss/skip it. Interesting... I must have missed the controversy. What's it about? What are decisions that didn't feel right to you? Just curious.
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Post by Yän on Sept 8, 2019 18:45:25 GMT -6
100% normal on pc then 100% normal and hard on switch. Good game on both. On a side note I think vepar would be easier for more people the first time if it were more clear that she can be hit while doing that spray attack in the background. I think I sort of agree (it's not obvious that she has a hitbox there, and I only knew she did because I've seen other people playing)... but I've also been completely unable to actually hit her myself in this position. (I have no idea what I'm doing wrong.) I find her easiest to hit with the claymore because it has that overhead swing. That way you don't have to jump as high. Hold down the jump button until you're almost on top of your jump arc and then hit attack. You should be able to hit her face.
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