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Post by dareka on Oct 25, 2018 22:08:20 GMT -6
Besides Gebel's "new" look, one of the things that's really encouraging is seeing how much care the developers are putting into the additional game modes.
For nightmare mode, they could've just increased the enemies' HP and called it a day; instead, they're changing the enemy layout - the game's design itself - to offer us a different, high-quality experience.
This, of course, takes additional time and resources - but it's sure to be worth it in the end.
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Post by dareka on Oct 25, 2018 12:43:01 GMT -6
I enjoyed this update.
To those wondering why the game needs more dev time, see, Gebel's before and after shots.
I'm confident the game will be worth the wait!
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Post by dareka on Sept 27, 2018 23:43:49 GMT -6
I thought the information in the update was very encouraging, though I understand why some people would find it underwhelming.
Considering that the devs are, however, laser focused on getting the best game possible out in a reasonable time frame, it's understandable that updates, screenshots and videos won't always line up at the same time.
But look at it this way: they're giving us a progress report on things we'd normally never hear about.
I'm personally really excited now for the final battle.
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Post by dareka on Aug 25, 2018 12:21:10 GMT -6
I love you, Pure Miriam , but I gotta respectfully disagree with the notion that IGA's listening too much to the fans. estebant gunlord500 I agree about the difference on screeenshots and videos comparison. I'm not talking specifically abou this issue, i'm talking globaly. From Miriam's body proportions, to Vepar's color (AND body proportions), to Familiar's colors, to Miriam's cloth at her shoulder, to Miriam's walking speed. Almost everything people complained, IGA listened and tried to fix. Don't you think that didn't added more time on their development scale? While I get the overall notion, I think it's important to have accurate examples here, and I don't believe these are completely accurate. IIRC, Miriam's bust was made larger than in the original art to show off the stained-glass flower art. Some people complained, but IGA said "sorry, it stays." I'm not sure the walking speed's been changed at all, but regardless changing it takes literally seconds from a dev's point off view. I don't know about Miriam's shoulder cloth, but as for Vepar, it more likely added a just a bit in terms of cost, rather than in terms of time (since coding and asset generation can be done simultaneously). The tasks that have actually delayed the game are... 1. Developer switch and engine upgrade 2. Stretch goals 3. Multiplatform development. And none of these have anything to do with fan complaints. Sure, IGA cited fanfeedback as a reason for the delay, but if you didn't have all of the above it's doubtful you would have the feedback you got. What i mean is that IGA should try to follow his guts too, instead of just keep listening to the outcry of fans and backers and trying to please everyone, everytime. Though I'll admit it's just my impression, I think he's doing just that, actually. This is what I'm trying to communicate through this post: that this is just how it feels sometimes, because we see other people complaining about things we don't necessarily care about. But if you step back and look at the facts, I feel this is not what's happening. Some people believe that the game's graphics has a fatal flaw that cannot be fixed (semi-realistic scenario combined with shader / almost cartoonish characters and enemies) because IGA let backers and overall people choose the game's graphics combination. Although i do like the result, i heard that from hundres of comments from several people. Yeah, but basically (with only one exception I can think of) we're talking about 2D-or-bust people, and this has nothing to do with listening to the backers and everything to do with them simply not liking 3D for 2D games. Maybe, just maybe, he could choose and decide more things by himself and his team, instead of listening to fans so much. There is a limit to what a fanbase can help. And there IS NO LIMIT to what a fanbase can mess up. There's no limit to what a fanbase can mess up is a quote for the ages, but again, my reading of the facts is that they're doing their own thing. I believe the perception that fans are messing up the game is simply the result of hearing a lot of complaints we don't sympathize with, together with the delay that was just announced. But even if the delay was due to fan feedback, that's ... not necessarily bad for the game. In fact, considering that complaints about the graphics appear to be what first brought the situation of the apparent downgrade to 505's attention, I'd say that was good for the game. Devs and publishers should be on the same page always. Fans are helping this game achieve that.
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Post by dareka on Aug 25, 2018 11:45:08 GMT -6
And I am... trying to be cautiously optimistic, but with the issues adan describe and the bizarre methods dareka mentioned behind how their graphics appear to be done that remind me a lot of the bizarre twists of logic an inexperienced programmer might use to preform tasks in a counter-productively elaborate manner, and I... don't know. It feels like they've tied themselves into a knot that would be more expensive and time consuming to try to unravel than just to start over and neither path is a desirable situation this late in, especially on a limited budget. Even if we gave them all the time in the world, I'm not sure how much can be done about it all, and people more experienced in the realm of Unreal 4 and video game graphics design than myself being as concerned as they are certainly doesn't help to rest my nerves. OK, so, I'd like to clarify some of my earlier comments. 1. So at first I saw what I assumed to be real-time lighting and shading effects. Then I realized what I was looking at was static, as in not appearing to change in real-time. I figured these must then be textures, which is computationally less expensive than real-time effects. Truth be told, though, there's no way to tell, because real time effects can also "not change" when there's no reason for them to. 2. More often than not, games save on processing by replacing real-time effects with baked-in textures. I'd go so far as to say it's the norm with games that aim to maintain high-frame rates: if you can fudge something with a texture, you do it. So if I came off as suggesting that what they are doing is "bizarre", my bad. 3. That said... if you cram too much "lighting" into a texture... you run the risk of sucking up too memory. For example, with two background sections which are the same but for the lighting, if it is baked into the texture, then you have two textures. Of course, there are workarounds: blend the single background texture with a semi transparent lighting texture, or heck, just use real-time lighting. 4. Here's a quote from IGA: "Lighting is being progressively adjusted and we are making sure to proceed carefully since it affects things like processing speed and storage significantly." Or, to put it another way, it's a trade-off: the more processing you use, the less storage you take up, and vice-versa. 5. Besides the lighting, what I'm sure is giving them nightmares must be procedural generation. If the results are baked into the textures, as it is my understanding, that has the potential to cause significant memory bloat. While I've never actually worked with procedurally generated textures, I can imagine that reducing and/or working around the memory bloat must be no mean feat when you have multiple platforms, one of which ( Switch) is significantly under-powered compared to the rest, and one of which has a myriad of possible configurations ( PC). That said... given enough time and effort, it sounds doable, so I'm not really concerned about the graphics at this point... though just how good the game will look at the lower-end of the spec spectrum is anyone's guess.
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Post by dareka on Aug 24, 2018 22:12:57 GMT -6
I'm hoping that the rise of the switch gets Konami to change their mind on a number of franchises. As a fan (and former employee), I think they have so much untapped potential. I'm hoping Konami can be persuaded to sell the rights to the Castlevania franchise to IGA, or at least a publisher who will hire ArtPlay as the developer ... not holding my breath, but more miraculous things have happened before.
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Post by dareka on Aug 21, 2018 22:28:08 GMT -6
This is an explanation I can resonate with, but this explanation shouldn't come from you or me or anyone else, it should come from devs. If IGA says in the video "sorry we can't give you a more specific release window because our team is still very small and might not have enough resources to meet the deadline", I might not have any doubt at the beginning. I can understand that sometimes vagueness is the necessity, but not on something important like this. Pure Miriam also got a good point on the communication side of things, we really need more information right now, so more updates please...? Yeah, you obviously have a point there. One of the things this project's shown, I think, is that there's a certain gap in how the devs expect the fans to react, versus how they actually react. Some examples... A) They were really afraid of announcing the first delay, with the developer switch, and fans were like " cool, take your time." B) They decided to delay the demo for only a week, but they let us know the original release date and we were like " uhm, no, you need to tell us beforehand." C) They decided not to mention that lots of their shaders & textures were not included in the demo. And we were like " WTF the game looks worse than before!" D) They announce the delay to 2019 reaction is split down the middle. But I'm willing to bet they might have been a bit surprised that some of the negative reaction was because of the vagueness of the date - they might have been expecting more people to be upset, but at the delay itself, versus the vagueness of the date. And lets not forget that people weren't thrilled at the fact that there was no release date announced during E3 - I'll bet not everyone saw that coming, either. I once chided Angel-Corlux for teasing a "deluge" of information that never materialized - well, I was trying to offer constructive feedback, because you shouldn't get people's hopes up and then not deliver... and I think that with the release date, that's their primary fear: getting it wrong. So they say "OK, we know it'll be delayed, but we know it'll be ready in 2019, so lets just say 2019. The important thing is to let them know there is going to be a delay as soon as we're sure of the delay (not making the same mistake of staying quiet until the last minute, like with the demo)." ... Well, turns out fans would like a more specific release window, or a more concrete reason as to why they can't provide a specific window. They might think, at this point, that giving more specifics will satisfy a few people but not convince others ... which I think is a real possibility. Who knows. Whatever the case, both 505 and Artplay are new at this Kickstarter thing. Well, everyone is, really. Everyone's more used to the "silent publisher" model of PR management. And sometimes, when the community staff has broken the mold, the results have not always been good (see: deluge of information). So to me it's not surprising they tend to be conservative (from our point of view) when talking about the project. Personally? I think fans would be far more receptive to even more communication with devs. They might react better to a more detailed explanation of the problems the devs are dealing with, what features require more time, etc... but devs have never shared this information before, and there's always a gamble when you air your "dirty laundry"... and at the end of the day, I'm not the one responsible for the project, so I can speculate freely on this without repercussions. What I would urge the devs, Angel-Corlux , Question , Mana , is to look at all of our different reactions - which I've no doubt they're doing - and consider whether or not there's anything that can be shared on the status of the project without running the risk of giving the wrong impression or causing the team to backtrack on their promises... which is way easier said than done, but just discussing where some of the changes are happening and why, what some of the better suggestions were... just try to keep people assured that the game's on track ... I think people would be OK with a certain degree of vagueness, so long as there's lots of conversation happening. Anyway, two more cents.
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Post by dareka on Aug 21, 2018 11:33:09 GMT -6
OK, so, I see a lot comments saying that the delay is worrisome/not a good sign, and such.
Well, the question is "not a good sign" in what sense?
If you mean that the game could end up being released very late into 2019, I'll concede that's a possibility, albeit unlikely.
But we all know a game is late only until it's late, and a bad game is bad until the end of time.
If you mean the game could end up being vaporware... I think it's clear it isn't at this point.
So, is it worrying in terms of the quality of the game?
Considering that the game system seems to be fully implemented and was well-received all around, I think we can scratch that off the list of potential worries, more so if the delay is tied to implementing some of the different suggestions made by users.
What's left is the quality of the graphics, the number of bugs, and the quality on each platform.
These are both issues that can be fixed, given enough development time; so I'm not worried about this at all. The PC version might be buggier than the others, possibly, but also easier to patch.
So, when you start to look at what could potentially go wrong, the worst that could happen, in my view, is a release in the second half of 2019... it might be frustrating for many backers, which is understandable, but it's also not the end of the world.
Now, about the devs not knowing how to manage their project, specifically because of the delays the game has suffered, but also because no release window was given beyond 2019... well, here's my two cents.
This actually happens a lot in game development. Games being delayed two or even three years is nothing new. "Yeah, I know," you might say. But the delays you know about are not what I'm talking about. I'm talking about the delays you don't hear about, which are the majority, believe it or not. Games are often delayed a couple of years from when they were scheduled to be released, and to rave reviews, at that (I have first hand experience with this). What happens is that devs don't normally show them until they're at a point like what we saw in the beta demo.
Imagine that the game had been revealed in the spring, and then shown publicly for the first time at E3. The release windows would have been "late 2018" and then "2019." Would anybody be worried about the game at that point? No, people are only worried because they've been following the game since the crowdfunding campaign. They know the game switched developers causing a year-long delay, and now they know about this delay. That's the only reason why people are worried.
Now as to something being wrong with the dev team's management skills because they said "2019" - a twelve month window - guys, this doesn't mean they don't have a narrower window they're working with - or possibly two different windows, depending on how something they're working on right now goes.
The reason why there would be uncertainty is the size of the game in relation to the size of the dev team. If you're a big publisher you can give yourself the luxury of publicly putting out a release window because you can put more people on the project if the need arises. A small dev team means they can't get to doing X if they don't finish Y first, etc. It's a lot more complicated than it might seem.
I'm sure the team is working to have a firm release window, and then a release date, as one of their priorities.
So, having experienced the game development project first-hand several times, seeing the project's progress and the team's approach, am I worried? No. Much less with the Vita version out of the picture.
Take it for what it's worth.
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Post by dareka on Aug 20, 2018 12:57:52 GMT -6
I'm seeing a lot of people both here and in the kickstarter comments saying that the delay is fine and that it was expected. I agree that the delay is fine but I find it very disrespectful to all backers when they're not even giving us a specific window. We shouldn't just swallow everything they give us and play nice without demanding something, and a more specific window than 2019 isn't asking for much. I love IGA and this project but it just pisses me off when people just accept the "sometime in 2019" date, at this point we shouldn't tolerate that. Well, it may be frustrating, but it's probably because they don't want to announce a release date or even a window until they're absolutely sure. It's impossible to know how long something you've never done is going to take until you actually try and do it. This project's probably a lot of firsts for the team...they'll likely see how things are going and then decide on a firm release date.
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Post by dareka on Aug 20, 2018 11:23:43 GMT -6
Delay was expected. I'm not even touched personally by the Vita cancellation but in the last few months this project has taken a turn in a bad direction, not entirely of course but certainly a bit. I can't help but think if maybe the game would have been better (and would have took less time) if it was more focused and all the resources went into solid, unchangeable objectives. Because announcing the game for a portable console (while all the other options are home consoles or PC) and knowing beforehand that having fifty millions stretch goals would make it impossible to release the game in the original expected date and beyond it's a very, very puzzling decision to me, now more than ever. Oh well, nothing left to do but wait for the final result now. Yeah, I'm willing to bet that if the game didn't have as many stretch goals and had targeted only PC, PS4 and Xbox One from the start, it'd probably be out already. Also, my gut tells me the dev team's lack of experience with a multiplatform / multiconfig (PC) release is a bigger factor than has been let on...it's just not as simple as "recompile" and you're done with a game this size... you have to make the engine and the assets such that they scale well, and any little mistake in this regard is paid for dearly.
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Post by dareka on Aug 20, 2018 10:58:42 GMT -6
Vita cancellation was expected and more sony's fault. I was worried about Armature Studio and their wasted time and work for the UE4 port but they seem to be fine, they helped with fortnite, lol. My only criticism is the release window. 2019... come on. at least tell us which half. If IGA doesn't know, than bloodstained is far from finished I assume. More details would be nice. Screenshots, anything! All of this is speculation on my part, but since my speculation tends to pan out... They probably don't know...but I'd guess they're aiming for 1st quarter with a possibility of slipping to 2nd quarter, but don't want to commit until everything is clear, and it won't be for a few more months, probably. You won't wanna say first half, either, if there's even a remote possibility of a delay into the second half, of course. Also, the game is probably playable from start to finish at this point, with most, if not all of the extra features already in place...so, in a way, finished. But, they'll want to add some of the more common user suggestions, especially with regards to the graphics, and that can take up quite a bit, depending on how their game engine was setup. I'll go out on a limb and say it's probably not new asset generation as much as updates to the engine to achieve the best quality possible on all available platforms and PC specifications. And also, some of the feature suggestions, while simple, might require quite a bit of play balancing and maybe even changes to the game engine itself. So it's probably not finishing the game as it is really polishing the game, graphics and everything. What needs to be understood here is that it's a very small team working on a multi-platform project with a lot of features they'd likely never implemented before. They'll likely need quite a bit of a cushion for QA, too. So even when the finish line is close, it's still a ways off.
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Post by dareka on Aug 3, 2018 15:54:58 GMT -6
I think he means a traditional demo just before or at the same time as the game's release, like the ones you can browse for and find on console stores. It wouldn't be used for feedback, but just the general trial and promotional purpose that any regular demo does. But to that anyway the answer is still maybe. No talk/announcement of it, but it's not impossible. Xbox Live SotN had a demo. Demo like those are usually at the same date or post launch, or? I don't know. I tend to try demos at very rare occations. A demo like that would suit the market for sure. Demos released a year or so before launch usually take up lots of development resources, because they have to devote attention to code and features which might end up being replaced for the final build. So if there is another demo, I would assume it would be really close to launch (i.e., basically a "cutout" portion of the final build, which the previous demo wasn't).
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Post by dareka on Aug 1, 2018 13:01:36 GMT -6
Question Angel-Corlux " Finally, regarding some of the comparisons of current and past graphical quality, while much of that is due to shaders and lighting work not being fully implemented into the demo, we are aware of your feedback and will be keeping a special focus on making sure the graphical quality is as high as possible. We are anxious to report on fixes and improvements we make, so please look forward to it." This was the most important thing that needed to be addressed, so I'd like to thank the staff for their efforts. I became pretty convinced that this was the case mid-way through the graphics downgrade feedback thread, but not everybody seemed totally convinced, and there remained the possibility of the downgrade being permanent, so it's great to have official confirmation. Anyway, I'm sure you guys have lots on your plate right now, so hang in there and good luck!
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Post by dareka on Jul 11, 2018 14:08:09 GMT -6
Alrighty, here's my praise list! 1. The game really nails the balance between linearity and non-linearity. It's just a joy to play through the map and discover things as you go along! 2. The crafting system is awesome; it really gives any and all drops value, even more so than in Dawn of Sorrow. Getting a permanent stat boost for eating something for the first time is great, too. Encourages experimentation. 3. The music is spot-on and fantastic. 4. For the first time ever, I was genuinely impressed by the English voice-acting in an IGAvania. I even prefer the English dub to the Japanese one, overall! 5. The translation is also really good...better IMHO than the original Japanese, by the way (as one of the few backers who can notice this sort of thing, I thought I should offer my kudos to the localization team) 6. A lot of the regular enemies seem to have somewhat more complex behavioral patterns than their equivalents had in previous IGAvanias, and this helps keep the game fresh even after prolonged play. 7. Loved the fact that your head, scarf and leggings have unique graphics. 8. Loved the Zangetsu fight. Loved having "snake" as my "executioner" as well... 9. It's really impressive how much more dramatic the boat stage is now, with the flooding effects and all. 10. Loved Vepar's new look! A lot more menacing and sexy! 11. As a Mexican, I was impressed by the fact they added a macuahuitl to Miriam's arsenal! And you forge it using obsidians! Nice! Gives it a real "worldwide" feel! I'm collecting praise just as much as feedback and bugs. Let us know what is working! I mean, other than the bugs and a couple of suggestions regarding running and back-dashing, the only really major requests for improvements are on the sound effects, animations and lighting/textures. Other than that, I get the impression that it's basically praise across the board!
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Post by dareka on Jul 10, 2018 19:26:15 GMT -6
Redogan I wouldn't want to go completely off topic here, but since this does relate to the suggestions being discussed here... Just take a look at the list you already have for toggles. That would take up multiple pages worth of options! (Unless you use an incredibly tiny font--which would make it difficult to read.) See, this is what I mean about misrepresenting what people are asking for - not intentionally, but as an end-result. It would probably require just one more page than there already is. The items in read are what would be added. And if that's one too many pages for you, there's another alternative to a tiny font: scrolling down. This is common nowadays. I mean, here are some menus from street fighter V, a franchise which started on console and remains on consoles.
I mean no disrepect and maybe I'm just reading too much into what people are asking for, but I do feel that too many options/toggles is a bad thing. But whether or not the suggestions being floated around are too many or not is for the devs to decide, right? They need to know what people are interested in first. I've yet to see any example of why any of the specific suggestions is bad, probably because they aren't bad! They just seem unusual It seems like that is what people resort to when they don't like something. When I read it, it sounds like people are saying, "I don't like this part. Make it the way I want and then let people choose whether to use the original idea or go with what I want." I think you're bothered by what you perceive as an nitpicky/entitled attitude by players - like someone who won't enjoy chocolate ice cream if it doesn't have sprinkles, and will demand a sprinkles option, refusing to even have their ice cream without them. If that's the case, then I can sympathize: toggle me this, toggle me that - why can't you just grow up and enjoy the game, dammit! But I see something different here: some people are very annoyed by things like the screams/grunts, etc, and normally it would be just something they nitpicked about after enjoying the game; but in this case, they're being given the option to provide feedback - considering they ponied up the cash for the game up front, I'd say they're entitled to it - and when they don't like something, instead of saying remove the feature, they're saying let me toggle it off. I actually see this as being pretty mature - people know it's just their personal taste, and that some people might enjoy the feature. So instead of saying "do it my way", they're saying "can you make it so that I can play my way, too?" I love your avatar on your profile. Vampire Hunter D is just awesome! Thank you! There's one thing we can agree on, at least!
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Post by dareka on Jul 10, 2018 16:48:11 GMT -6
Redogan With all due respect, I believe you're misrepresenting the state of things with regards to options/toggles. You're obviously exaggerating to make a point, but you end up implying people are being unreasonable when they are not. The toggles being suggested are limited audiovisual elements and have nothing to do with the gameplay. So, these are the things you normally have a toggle/control for (console, PC) ■ BGM Volume ■ Special Effects Volume ■ Character Voice Volume ■ Gamma channel (move until you see the circle but not the cross!) ■ Character voice language Things you normally have a toggle/control for (PC) ■ Resolution (up to 2160p) ■ Windowed/Full Screen ■ Refresh-rate (lock to 30 Hz, 60 Hz, 75 Hz, 144 Hz, unlocked, etc.) ■ Shadow map resolution ■ Anti-aliasing (on/off, type of) ■ Texture filtering (trilinear/anisotropic) ■ LOD/Tessellation ■ Keyboard support ( obviously) Things that have been suggested to have a toggle (please correct me if I'm missing any) ■ Text language ( English/Japanese - my suggestion) ■ Disable / enable change in appearance for head, leg and scarf slots. ■ Disable / enable shadow when Miriam is covered by an object ( ON/OFF, Outline only) ■ Screams when impaled by a shard ( ON/OFF)■ Miriam's grunts when attacking ( English/Japanese/OFF) ■ Switching Between Xbox and PS button prompts. Whether or not any of these may be easily implemented depends on how the game's engine was structured; but the devs need the feedback regardless, and that's what this thread is for, right?
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Post by dareka on Jul 10, 2018 15:40:03 GMT -6
I hope we'll still get some blowing curtains from open windows eventually, too. Though, right now, there are bigger matters to settle. I second that. Curtains are one of the things that give the most ambiance, that contribute the most to the mood, and they're completely static at this point. That, and Miriam's hair. But yes, there are bigger fish to fry, at the moment.
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Post by dareka on Jul 9, 2018 16:23:17 GMT -6
Hello everyone, I just wanted to give you all a brief update on this, this has been a very busy time as you can all imagine, but thanks to the help of my awesome producer, Iga and the team are fully aware of the feedback on this and we are discussing / working with them on this. We've used almost every visual asset the community provided regarding this feedback, and even created some of our own. While I can't yet give you details of course of the results of our conversations and work being done, I wanted you all to know that we're not ignoring this. Thank you so much for the update, Angel-Corlux . Knowing that our observations are being discussed is very reassuring! I hope it doesn't scare them into doing anything too drastic and setting them back on what they've worked on so far. I think minor adjustments would probably cut it, mostly like: Improvement of color (dev update 8 village video vs current, entrance greys), but reduction in brightness and glossiness (castle in general, shiny effect on objects) Moodier/foggier atmosphere with appropriate shadows as seen in some shots The return/presence of procedural generation Adjustment of character model appearance in menu and dialogue, to match cut scene Miriam's (which we have determined relates to in-engine mipmapping adjustments, a distance-based texel modification that can be adjusted) I think those are the main things. Easier said than done and perhaps not altogether "minor", but me and many of the rest of us are just under the impression that some of these things are already planned/in there and were just disabled or not used for the demo for some reason. Yes...basically there are three issues here: 1. The art direction for the castle and village segments. 2. Higher-detail textures and procedurally generated elements like the ones we saw in the preview builds 3. Improved texture detail for the character models Two of these issues also relate to improved lighting, as much of it appears to have been baked into the textures or produced through alpha-blending with lighting textures. Point number 2 is the biggest issue for me. I guess how "minor" these changes are depends on what the reason was for them being dropped from the demo build in the first place. If they didn't make the rest of the assets at the same quality, then it's pretty major - in some aspects, possibly insurmountable, even. If they eliminated them temporarily to make adjustments to the engine and/or to optimize them, then the only thing to be done is review the art direction and increase the number/resolution of the mip maps; reviewing the art direction could perhaps be rather costly. Regardless, I'm still hopeful.
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Post by dareka on Jul 7, 2018 12:51:39 GMT -6
Well, as for me, I'm gonna enjoy it with or without improved graphics. Obviously, the prettier the better, especially since IGAvanias rely a lot on atmosphere and mood; but it's not a deal breaker for me.
That said... the two things that bother me about the demo's current state are:
1. They have consistently shown far superior graphics in their updates. And they said nothing and then gave us a downgraded version. That's... yeah, it might be an honest mistake, but ... it's still something of a violation of backer trust.
2. While many backers might not care about the graphics, many other potential buyers do. This is especially true if they've never played an IGAvania before: people are first drawn in by appearances and then fall in love with the gameplay. This is especially true as there are many other metroidvania indy-games out there nowadays. New players will want a reason to try out the game. The graphics could potentially be one of those reasons.
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Post by dareka on Jul 6, 2018 21:05:33 GMT -6
I know everyone is keeping their hope up high and say ''its just a beta/demo'', but a Beta generally means its near final and only tweaks/bug fixing and polish is left. The thing is, I'm pretty sure this is no beta... it's what they're calling it, but it might be closer to an alpha build. Regardless, it makes very little sense that they would do so much to get their procedurally generated assets (allegedly the reason for the switch in developer) and then just drop them. The versions they've been showing up to the start of the year looked better, and by March IGA said the assets were almost complete. So... it's indeed odd that the game's in this state, but I'd still wager they yanked them to get the demo out in time... didn't have time to optimize them... but, regardless, we must wait for a reply. That it's not here yet suggests that ... nah, whatever. Let's just wait for Angel-Corlux 's reply
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