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Post by Yän on Sept 27, 2018 14:54:52 GMT -6
Good to know what's going on! I'm glad that improvements to the biggest concerns are being made For me, the dialogue problems were never just a matter of the strange mouths (though they were the biggest issue) but also the lack of believable facial expressions and body language. I'm glad that progress seems to be made though! (I really do wonder why they invest so much time into this when portraits would have done the job... hmmm...) I'd really have liked to see a screenshot of the lighting (as in before / after comparison). Right now it's really hard to tell if they're actually getting back to the good looks they already had in the game quite a while ago. We'll see at some point I guess...
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Post by Yän on Sept 27, 2018 13:58:59 GMT -6
Yes they were. That was some months ago... Here's more info /posts/2195160Try contacting Fangamer if you haven't received a code.
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Post by Yän on Sept 27, 2018 0:28:52 GMT -6
To Ben: how involved are you with IGA at this point? Do you still work together?
Ben's questions: 1. I'd say it's Ori and the Blind Forest. It sure has a lot going for it - super fluent gameplay, a dazzlingly beautiful world and a fantastic soundtrack. However, I'll have to give a special shoutout to The Lecarde Chronicles 2 as it's simply the best fangame I ever played and I had a great time with it.
2. I don't really know, to be honest I haven't played any recent remakes... I must say that there's a lot of potential in remaking very old classics and not only updating the visuals and audio but also modernising some of their UX design to make them more accessible to current audiences.
3. I'd go with Castlevania: Curse of Darkness. It was a super fun game with some significant problems (level design being the worst offender here). If the issues it had could be adressed alongside graphical improvements, it would surely be one of the best Castlevania titles ever made. I replayed it recently and definitely had a great deal of fun with it again.
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Post by Yän on Aug 14, 2018 0:19:01 GMT -6
Well then, let me chime in with something, now that we're doing the sailor-thing
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Post by Yän on Aug 11, 2018 10:40:58 GMT -6
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Post by Yän on Aug 9, 2018 17:44:54 GMT -6
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Post by Yän on Aug 4, 2018 7:11:30 GMT -6
yulia11Yes but he has several attacks such as his throwing knives that counter this strategy.
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Post by Yän on Jul 27, 2018 16:15:06 GMT -6
Ah I see what you mean now. If I remember correctly there was an update back in the early days of this Kickstarter in which such magic spells were presented as concepts.
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Post by Yän on Jul 27, 2018 15:25:21 GMT -6
purifyweirdshard You can do that actually! Umodel viewer works on the demo. I also found some pretty neat details about enemies, levels and character animations using the software. It's a bit tricky to get it to run at first but definitely worth it if you want to see some assets from your favourite games made with Unreal up close.
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Post by Yän on Jul 27, 2018 15:22:17 GMT -6
This is a thing that you can try in the demo. There are certain button combo-commands for the shoes and for the katana-type weapons. They're pretty neat, try them out!
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Post by Yän on Jul 27, 2018 15:20:52 GMT -6
anonthemouse That's really neat! Circle of the moon did that back in the day and now it's a thing in Curse of the Moon as well (Alfred's ice spell). So yeah, I'd love something like this. Hertzila This is a pretty cool idea for a system that weeds out the randomness and also doesn't make petrification OP. I like it!
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Post by Yän on Jul 22, 2018 8:59:17 GMT -6
Yän Not unfair if it only spawn so you can engage or go around it as you wish. Engage it in dialogue for example. There are so many ways they can fix it. That's a solid idea! In this case there should be a really potent reward for engaging in combat with the Doppelganger. That way, players will be motivated to give it a try. Dead Cells has something similar with its elite enemies and the reward for beating those is usually worth the risk and effort.
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Post by Yän on Jul 22, 2018 4:58:16 GMT -6
-As an additional note, he does not react if you were to die in this encounter.
Narratively, that's really strange. Probably an oversight as you're very unlikely to die there. But still - if it happens, there should be some kind of reaction. He's supposed to be a close friend after all.
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Post by Yän on Jul 22, 2018 4:55:52 GMT -6
I like the idea and Doppelganger bosses have been implemented in various previous Castlevanias to great success.
However, I don't like the random aspect of it (unless it's in rouguelike mode). This is not a game where random encounters are expected or a regular thing. It would be really annoying and unfair if you suddenly would have to fight a boss on your way to a save room or to the shop when you're out of potions and health. Such cheap deaths should be avoided in my opinion.
Maybe it would be fine if the game checked for your current health or amount of potions in your inventory before deciding to spawn a Doppelganger.
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Post by Yän on Jul 16, 2018 17:41:22 GMT -6
Great ideas! I think one or two of these options would work very nicely. I'm especially fond of the backdash. It's a simple and elegant solution. However, I'd prefer it to be kind of predictable and wouldn't do all four at random. Maybe he'll always do the backdash until he burns his sword (second phase) - from then on it's always the takedown grapple. I don't like the rear guard idea if there's no visual explanation for it. However, if he had a guarding animation similar to his frontal guard but guarding his back with his sword (and maybe turning around to face you upon your first hit, I think that it could work. The two first options could work all by themselves too, to reduce the workload.
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Post by Yän on Jul 10, 2018 20:11:40 GMT -6
Poison:I think its ok where it is. It does big damage on certain bigger monsters and on Zangetsu but very little to others. I'm not sure if that's due to resistances or if its % health based damage. So it seems useful for enemies with larger health pools which are usually more challenging, while having little effect on smaller trash mobs, which makes sense because in most cases you'll kill those ones with 2 hits and wouldn't bother spending time waiting around for poison to rack up damage on them anyway. This is really interesting and something I haven't considered before. It might just be percentage-based. That changes my viewpoint a bit. Zangetsu may not be especially vulnerable to poison after all. Maybe it's just his far greater health bar that makes him take more damage from the poison. I still think that it's rather low but that may also be tweaked through progression systems - some weapons might have more potent poison than others.
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Post by Yän on Jul 10, 2018 20:07:27 GMT -6
Now I also like your idea of no damage on collision but I'm worried that would also trivialize monsters because once you got them stoned you can just move on. In effect is that any different to a one hit kill other than the fact that you don't even get a drop or experience from them? For this to work I'm thinking that the petrification must have a fairly short duration before they break out, giving you an advantage but not so much that we are back to its current iteration ie. overpowered-one-shot mechanic. Good point there. From a gameplay-standpoint it may make more sense to restrict your movement by making statues harmful to touch.
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Post by Yän on Jul 10, 2018 20:03:35 GMT -6
simon I'm glad you agree but I'm not quite sure how you get the idea that feedback like this won't be considered as something to change. After all this game is still in development and changes are likely being made all the time. Why would they ask for feedback if they already know that they'll ignore it? Doesn't seem logical to me. Of course I know that I'm not making decisions for them by writing down my ideas and suggestions. But who knows - if enough people agree, they may consider the feedback as worthwhile and actually tweak and change things accordingly (that is, if the devs don't totally disagree themselves).
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Post by Yän on Jul 10, 2018 19:51:00 GMT -6
Carnack Ketral I agree that such ailments or DOT become especially interesting for later enemies and they would still be utterly useless with the current balancing. When poison only hurts the vast majority of enemies with one damage every now and then, later enemies with more HP will especially not be affected by it.
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Post by Yän on Jul 10, 2018 16:14:22 GMT -6
for the petrification system I prefer the random chance like it is myself. I say so because it better allows progression to improve the weapons that have that effect just by increasing the chance, it already has a good purpose of giving an advantage of possibly one hitting tough non-boss enemies and would be great for any area you are greatly under leveled for there's no need to make low level weapons OP by making it guaranteed. for poison it sounds to me like you haven't tried using it vs Zangetsu as he has a weakness for poison causing it to do significantly more damage to him, very weak effect vs most enemies but useful when you know when to use it. if you do want a more damage over time type of weapon to use in general it could more easily be some other damage type as poison right now is a hybrid splitting it's damage between physical and DOT so they could both live side by side just fine Well I gave some suggestions about how to avoid the petrification effect being OP: Make some enemies immune and give it a cooldown. This can also lead to quite interesting progression as the cooldown can be increased.
As for the poison - that's interesting... I did not know about Zangetsu's weakness. That sound cool but I think if it's all based on weakness there should be more enemies that are weak to poison. Also right now it's rather extremely useless against most enemies. If this is tiered I'd still prefer it to be stronger on most enemies so there's at least a point to it. The current poison damage feels more like it should be applied to enemies who are specifically strong vs poison. The wasps could be one such enemy.
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