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Post by nekurors on Aug 30, 2015 2:00:29 GMT -6
The customization system seems quite nice, i tought about that during the campaign since Miriam has a fully 3D model but for some reason did not pay much atention to it, it could have been a campaign goal for the very earliest goals. Anyway now i will be wondering what customizations will be available, there will be dozens of it or just some key ones? What about unlockable customizations gained after some in-game event (maybe secret), or also new customizations with updates. Anyway, everyone love to customize their characters, so that's great news. And yes i still want more info, in-game screenshot please!
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Post by nekurors on Aug 21, 2015 11:50:12 GMT -6
I am sure they are hiding the good stuff, The first Miriam's 3D model shown up on the pre-pre-alpha seemed quite good for me, why they doesn't show us the characters models? Even if they are not sure if it will be the final model, just say that so we can help with opinions about the models, their movements and stuff. Not to mention the vast number of enemy models, every update could show some of them (again, even if they are no the final version). So many details they could share with us as the development progress, no need to hide it, come on! we need details.
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Post by nekurors on Aug 19, 2015 19:07:28 GMT -6
They missed to show any screenshot again, that's so mean, i need to look at a in-game scene and keep admiring every pixel of the art! Anyway, the most interesting pharse about the new character is "The Ofuda that covers his missing left eye grants him the ability to see both auras of both the living and dead." I wonder if it will have in-game consequences (i hope it does), like enemies only he can see or at least he should be able to see the aura of an invisible enemy. The thing is this should have consequences on the game. And if this Ofuda thing are able to animate objects and stuff like that it could be interesting to use it in-game, like to use these on objects to solve puzzles, beat enemies or something else.
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Post by nekurors on Aug 13, 2015 13:59:06 GMT -6
There is no point on getting surveys soon, that changes nothing since there is a long time before the game is released. It's better they take the time needed to do it right.
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Post by nekurors on Aug 8, 2015 1:07:55 GMT -6
Pretty interesting character, i like it, specially his right arm it seems to be sealed with all those seals, he might have am uncontrolable power hidden there. I am not sure what he is "wearing" on his right arm, or is it some kind of metalic arm? The fact of him being a demon hunter is already pretty interesting, did he hunt them for a long time ago? does that means he has more information about the demons and the curse? Hmm... i want to know more!
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Post by nekurors on Jul 26, 2015 19:16:49 GMT -6
What are you talking about, there was only 1 month and half since the kickstarter, too soon for anything, and we are granted with 1 update per month at least, it's fine, i suppose there will be more frequent updates later when development gets at the point where the basic structure of the game is ready and the spells, advanced animations, bosses, enemies, familiars and stuff gets implemented closer to the final form.
Guess it will start slowly on updates and we get new information, pics and video as time goes by.
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Post by nekurors on Jul 26, 2015 15:06:52 GMT -6
I just hope they have different dificult levels for them, easy and normal for required puzzles to complete the game, hard and v.hard for extras and secret areas, i am hoping for at least 1 v.hard and clever puzzle that could give you certain equipment/weapon and/or acess to secret areas, i mean i am sure there are people who appreciate a good puzzle, so to prevent people who dislike it it should be just for extras and secrets, it's fair.
I don't recall any REALLY hard puzzle from previous games, usually they are made for average people to complete (there are exceptions, but nothing particular hard), so i would like to see it on the game, at least 1.
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Post by nekurors on Jul 21, 2015 12:08:44 GMT -6
Wow, you did a great job really, wonder how hard it was to make it. Anyway it looks pretty nice
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Post by nekurors on Jul 16, 2015 15:16:48 GMT -6
Levels not reseting would make you too powerful so most of the game will be just fast peace 1 hit to kill enemies until will reach the hardest enemies of the game. Fixed exp means you could level up TOO MUCH in early areas, which would make the game too easy, it doesn't seems right for a character keep killing weak enemies and get strong enough to kill hard enemies at this point (not realistic at all).
The most fair system is obviously where the diference between your level and of the enemy change how much percentage of the base enemy exp you will get. It is just like real life, at some point you only get better at somethink when you begin doing harder to do things on that matter, because you mastered the easy things on that skill, so you cannot learn anymore from them.
With this you can still keep killing weaker enemies to get stronger earlier, but it will take much more time and effort.
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Post by nekurors on Jul 16, 2015 15:07:21 GMT -6
16 bit, 32bit is impossible since it won't be "retro" anymore, makes no sense to even have that option. It probably will have 16bit capabilities but won't use the full potential, it might be something between 8 and 16bit. Anyway, i hope they give us dialogues and information about the plot, some puzzles and cool enemies to beat.
Since it will be just a very simple game, guess made to be beaten in 30m, i won't mind the game requiring going back and forward again to collect key itens, it prevent the need for new areas and extend the gameplay time, some puzzles that makes you think for a couple of minutes to solve would be nice too.
Of course i cannot expect too much from a mini-game, i just want it to be enjoyable.
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Post by nekurors on Jul 14, 2015 13:36:43 GMT -6
What about if the castle has a team of elite security guard, who appears randomly (a certain chance to) at every(or some dozens of specific) room you enter, so you will never know when a guard will really try to stop your advancement, and when they really appears the exits should close as if were a boss fight.
If they really want to make it interesting, they could make the guard appears in a cool way, as jumping and breaking in from a simple window, breaking a wall/floor/top. So they are supposed to get the player unware.
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Post by nekurors on Jul 14, 2015 13:24:38 GMT -6
I think the options are lacking some choices, as i believe it should not be more than 1/5 (20%) and not less than 1/10 (10%). It made me wonder how many percentage of the rooms are actually secret rooms on other igavania games, anyone knows?
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Post by nekurors on Jul 12, 2015 14:50:57 GMT -6
Well, i disagree about the fact it is less than SOTN combined castles, most sprites are just the same/reused, i am not sure if we should add the two together, since they are basically the same... that's just what i feel, and 1.600 on a single castle is definitely better than 2x SAME CASTLE with different effects and enemies.
And i do not expect there will be a second castle, actually i don't even want that, i prefer all the work on a single beautiful perfect castle than time spent on reusing the whole castle. Excluding the reused sprites and the little changes on SOTN inverted castle, 1.600 rooms actually means it will be ~50% bigger. Anyway, i see there will be people who prefer a second reused castle, that's a matter of personal taste.
I think a second castle strategy fits better on a follow up game of the series, since on the first they need to create everything from scratch, it makes me think it is better to get the experience with a single first castle before attempting such a thing.
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Post by nekurors on Jul 10, 2015 21:09:22 GMT -6
1600 rooms is just huge! I am feeling even more anxious, i will keep dreaming of that castle for the next months now. I just hope there is content for that much space, but considering last games have a purpose and enemies for each (most) room, it would be nice to have rooms used just for esthetic purposes with none or very few enemies, as i expressed in previews posts i like to have places and stuff that have no real meaning but give atmosphere and life to the game. Finally, where is my in-game screenshot!? god damn, i am in a need to see it, they can even put a large water mark below saying "super-mega alpha version, the final quality will definitely change" Anyway, great news, at first it seems quite few information, but it is not, now you have a quite nice sense of how big the castle will be and that there may be 3 key characters on the game to help with the storyline (great news), i hope these characters give us the sensation of mystery of the whole thing, little information for each appearance and not saying everything about the game world in the first game of the series (since i believe there will be a next game).
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Post by nekurors on Jul 6, 2015 11:42:37 GMT -6
I have an i3 330M laptop with the first gen (!) Intel HD graphics, it is easy to find out it won't run Bloodstained since it can barely run No.9 at minimal settings. While a GTX 960 is fairly cheap outside, here on Brazil we have huge import taxes and high dollar value, a GTX 960 for us means like ~120% of our minimum wage, people from USA, CAN, Europe and stuff probably don't get how hard is to get hardware on places like latin america.
I am about to buy a PC with FX-6300 + R7 260x, all ready for a future upgrade, that's the best i can do for now. This system has the best performance/price as i were checking benchmark, comparison and stuff for the last months.
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Post by nekurors on Jul 5, 2015 22:33:22 GMT -6
I want to see some hidden shortcuts, instead of "just" a couple of rooms of secret passages, something more useful like shortcuts would be great. And i would appreciate to see more effort needed to get to some secret rooms, i feel the old <hit every wall and floor on the game> logic to look for all the secret rooms are kinda naive. Something like certain weapons/itens/actions required, with minimal hints to the player to find out.
Also i would like to see multiple paths to be taken to get to the key rooms of the game, i mean whole areas that you don't really need to explore to beat the game, but they are there for explorer players. Pheraps some <strange rooms> where certain actions unlock itens/rooms, like an old ruin area where when you <somehow> lit some weird ancient creepy obelisks that ultimately open something on the room giving you an item or access to a new area.
And what about more interaction with the background, stuff like crop plants/flower somewhere, lit/unlit candles, open/close windows, set traps for enemies, drink from water sources, sit on the library and read <real[short] books> about the castle and the game universe history.
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Post by nekurors on Jul 5, 2015 14:38:02 GMT -6
Any in-game screenshot would be so amazing, would make my month. I don't care if it is an super early version, lacking details and stuff, i just can't wait to see something. Actually the first development update already had enough material for a screenshot. Any report on progress is enough. I can't believe i have to wait until 2017, hope i survive the hype...
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Post by nekurors on Jun 24, 2015 1:08:27 GMT -6
I am number #53448, so anyone later than me?
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Post by nekurors on Jun 23, 2015 1:48:31 GMT -6
I expected beta to be out before next E3 anyway, but i still think it may be already out some months prior. Until then i hope to get a new PC to run it properly, it's highly unlikely my laptop can handle it even at minimum settings.
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Post by nekurors on Jun 23, 2015 1:40:52 GMT -6
bkHO67qt3d6 3d6
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