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Post by DragonByDegrees on Jun 17, 2015 22:10:52 GMT -6
So you've got three different positions listed there. Writing, Art and Design. My first suggestion, if you really want to get into games is to focus your skills. Pick one avenue you are most interested in and pursue that. You want to have very strong skills in one department, you definitely won't be able to do it all. Writing - There's generally 2 areas writers find work in games. Lore and mission/quest design. Either one will most likely require an english or history degree and I would rank these jobs as "rare" because they don't necessarily require and game knowledge, thus there's more potential candidates. Concet Art - Probably the most sought after position in game art. Everyone wants to do it so there's a TON of competition. There is a wide range of potential positions so it's not impossible to get in, but you need some serious talent to excel long term. This is a guy I went to school with who's been successful as a concept artist artofty.deviantart.com/gallery/ That's the level of illustration skill studios are looking for. Game Design - Character abilities, game mechanics, stat tuning, etc. all falls under under the design umbrella. Each studio does it differently, but generally there's quite a few designers needed for any given project. This is definitely the easiest area, besides maybe environment art to get an entry level position for. so it seems the only one I can feasibly do is Game Design... have you seen my tumbler and the list of moves I came up with and the first one was not even original ( Sonic Slash, Shattering Pane, Scattered Funeral Petals) I actully make games in my head (don't we all?) and that's my favorite part, comming up with Character abilities & game mechanics... but will that need serious programming skills for that? I really like Scattered Funeral Petals. It would make for a great evasion move, and I could see myself using it, reversing direction, and then using it again over and over while laughing.
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Post by DragonByDegrees on Jun 17, 2015 22:08:05 GMT -6
Nothung kinda sucked. I wouldn't recommend it for any of the three Castlevania games it appeared in.
...wait, you said nothing, not Nothung. My bad.
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Post by DragonByDegrees on Jun 17, 2015 20:49:49 GMT -6
I'm calling it now. Gebel isn't the final boss. He's like Richter in SotN, Graham in AoS, or Dario in DoS. One of the game's endings that's the easiest to get is you beating him and that's it, that's the entire game. But then, if you explore thoroughly, you gain the means to work past him, perhaps taking you on a trip to the "other side", into the demon world, outside the castle, into a COMPLETELY alien environment as the true final area of the game. That would be cool. A third variant that causes you to get a bad end when going through the gate if you forget to equip some protective gear (like the talisman in DoS) optional. But it'd be nice to have, ESPECIALLY if you don't get the protective gear automatically (unlike in DoS), and have to explore MORE for it, even after you gain the means to unlock the gate itself. I second this, and came here to write pretty much the same thing. Worst ending: Miriam becomes consumed by the curse and rules the castle. Gebel may or may not be dead. It's now up to Johannes... Bad ending: Miriam kills Gebel. Johannes dies somehow. The castle crumbles, but the ruins remain. Miriam looks at the castle ruins with regret. There may or may not be some foreshadowing about her curse becoming worse. Not-quite-as-bad ending: Miriam kills Gebel. The castle crumbles, but the ruins remain. Johannes lives. There's a scene with Miriam and Johannes looking at the ruins, possibly talking about hunting down monsters that may have survived. Good ending: Miriam frees Gebel from the curse (something about alchemy and some Enochian magic she acquires), and defeats the real final boss (a great evil tied to alchemy and the castle that lurks in another realm). The castle disappears. There's a scene with Miriam, Gebel, and Johannes watching the sun rise. They talk about using alchemy to rebuild and to show the world that it can be used for more than just destruction.
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Post by DragonByDegrees on Jun 17, 2015 20:30:47 GMT -6
do you guys remember the Rune sword in SotN? I just hope bloodstained has similar to that, and many, many unique weapons. I remember it. Great range, went through walls, easy to cheese with. Loved it.
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Post by DragonByDegrees on Jun 17, 2015 20:28:38 GMT -6
There are some nice titles in here. I wish I could play many of those, but I don't have any current gen systems and my laptop isn't the best for gaming...
For now, Castlevania: Harmony of Despair, a replay of SotN, Dex (once it gets more updates),Terraria, and Shadowrun: Hong Kong when it comes out.
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Post by DragonByDegrees on Jun 17, 2015 20:23:55 GMT -6
NICE! I'll be eagerly awaiting this.
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Post by DragonByDegrees on Jun 17, 2015 20:22:24 GMT -6
Personaly I'd really like to see him bring in mostly new mythology and monsters myself, I don't wanna see an enemy that I killed several times over in 3 previous games and already know how best to beat him, though I hope there will be one or two occasional nodz to Castlevania New attack patterns? From the sounds of it, most of the monsters will probably be new, as RotN is using monsters based on the Goetia. Castlevania had some of those (Glasya Labolas comes to mind), but there are 72 to draw from. I'm hoping to see some familiar faces, though.
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Post by DragonByDegrees on Jun 17, 2015 20:18:41 GMT -6
"I'm counting on you..."
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Post by DragonByDegrees on Jun 17, 2015 0:30:18 GMT -6
id really have to go back through all of my comments. most of them surrounded current achievement progress, for which we never got clear answers on, so every time we tried to focus on a goal, it was because "we thought" it was the best one to focus on... i mean, if JeffCross and i could've stopped drawing comics and focused our time on other achievements, it would've been nice to know. there were others, relating to tiers, add-ons, etc, where i was asking on behalf of others, but the achievements were the biggest thing. and yes, the AMA was nice, and some important questions were answered, like the IP question, but i agree that they didnt answer as many as i feel they could've (i think it was ~45 minutes long). and there's nothing wrong with a guy looking out for his next income opportunity. Don't get me wrong, I am thankful for him putting the KS together. i just won't be the one to put him on a pedestal and revere him. Yikes. I'm sorry to hear that. I know some of those mightv'e been somewhat difficult to give up-to-the-minute answers on (for example, pictures and comics, as I think they had to show a certain amount of effort to count, so you couldn't just write a program to check # of unique pictures submitted to hashtagIgawhatever and update every 10 minutes), but it still sucks wanting to contribute but knowing there's a chance your contribution only helps if you do it a certain way, but you don't know which way that is... That problem probably could've been fixed with more staffing, but I think the community support and output was much greater than anyone really anticipated. Still, thanks for helping. Any chance I can see some of those comics?
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Post by DragonByDegrees on Jun 17, 2015 0:13:38 GMT -6
that's awesome, I like how you thought of all of this.. what of the items are lock unless you are lv 1 (or low lv) when you gt to it lol They would be locked in a way, as you won't get them at a higher level, but having them in a chest you can't open at a higher level but can still see seems too much like a middle finger to players, so including a post-credits "You have received X! Saving..." is probably the better way to go. As you seem to like thoughts about design decisions and such, here's some more: The real fun here, if this is implemented, is anticipating item and skill synergy and making boss-fights where these are present non-trivial. For example, as a normal player, a boss that charges up for a few seconds and releases a slash attack that hits once for massive damage is threatening... if you get hit. For a player with a %dmg build, assuming the skill or item is something like "Every time you take dmg, lose 20% of your HP", that slash isn't scary at all, but a stream of locusts that hits 20+ times for crap damage is suddenly lethal. So you want to include several multihit attacks (or break down normal attacks into multihits that do the same damage total) enough to make it challenging for a particular build without annoying players who don't use that build (and even just seeing 3 numbers instead of 1 will annoy some people), while making sure those stream-of-hit attacks can be avoided in a way that doesn't rely on skills or spells that a lowbie won't have or be able to use without certain items, because level 1 cap needs to be completable without using exploits. It might be damn-near-impossible, but it can't be actually impossible, or players will complain that the devs are forcing them to get a certain spell or drop to actually finish the challenge, and they'd be right. But there are more issues: For example, you have a heal spell that heals a huge amount but is an MP guzzler. How does this work with the %dmg player if they equip a "use HP instead of MP" accessory? Does this essentially give them a free heal that heals them to full health every time, or do you set healing spells to only heal % as well when %dmg is active? If so, how do you tweak that? It can't be "All dmg or healing takes away or adds 20% of your HP", as a medium-to-quick 1HP-per-tick healing spell suddenly becomes massively overpowered (as does a quick hitting multihit weapon with some form of leech life active), so it's now a choice of all are fixed % based (quick passive heal exploits and leech life exploits), none are % based (massive heal exploits), all are percent based but have variable percents (now test all those, change, retest, change again and hopefully find some sort of decent range, and don't forget to set alternate tooltips during %dmg/heal active times), or some are and some aren't (insert complaints about being arbitrary). Of course, you could simply remove items that allow you to use HP instead of MP for spells and such, but then how does a level 1 character use spells (most of which likely cost more than the MP a level 1 character has, even if spell costs decrease with mastery gained) during their playthrough? If you leave it in, including something that reduces the HP cost is a must so players don't insta-kill themselves casting fireball with "use HP instead of MP" active. Or... do you make all spells use a fixed % of MP? Then you have the issue of players not feeling like they're growing in power in certain ways (being able to spam several uses of a powerful spell when you could previously only use it once or twice is a nice, easy indicator of power growth). Alternatively, you could tweak heal-over-time skills to heal more per tick but tick less often, which I would do. I could go on, but the point is that a level 1 cap challenge is going to add some challenges regarding balancing and design decisions. They aren't insurmountable, but they're there. Granted, the inclusion of those items in normal mode (no imposed level cap) will also be problematic, but when you have the option to hit level 100 and curbstomp pretty much anything in the game, these items are a lesser concern, as the hits you're taking as a player of that level probably aren't doing anything near 20%, or even 10%, of your HP, so equipping that particular item would make the game MORE challenging, not less... which is yet another reason to include it (say I want to keep my level 100 character and have challenging fights again without having to resort to using lower statted equipment or doing naked runs). EDIT: On the topic of leechlife, it could be set up with an MP cost that is a drain-over-time and not dirt cheap (meaning it burns through normal-level-1 MP in a few ticks or uses and becomes prohibitively expensive when used if it costs static% of HP to use, as you would be losing life faster than you're gaining it unless you have a fast multihit attack and an enemy willing to stand there doing pretty much nothing). I like these problems. They give my brain something to chew on while I do other things.
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Post by DragonByDegrees on Jun 16, 2015 23:41:01 GMT -6
i'm probably.. well, no, most assuredly biased about the whole thing, if only because not a single one of my questions were ever answered directly. And i'm gonna be that guy that says he's maybe looking out for his next campaign. hence why everything was enclosed in <rant/>. it's my opinion only. Could be, but what's wrong with that? Also, yeah, his AMA on Reddit could've been done better. He only has about two pages of replies, which sounds like a lot, but it isn't. Out of curiosity, what were your questions?
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Post by DragonByDegrees on Jun 16, 2015 23:17:08 GMT -6
<rant> interesting... i got a completely different vibe. i felt he was watching the $$$. showed his face to look like he cared, but sat back and counted how much ¥ the campaign would make. In almost every other KS i've been a part of, the comment section was actually actively participated in by the group making the game, not some 3rd party 1) responsible for the merchandise 2) who often didn't have the answers and 3) couldn't really influence anything. did we really influence any of the stretch goals? we _maybe_ had a hand in Miriam's PURE costume. The only thing that comes to mind that we directly influenced were the add-ons, but even then it wasn't individual add-ons but add-on tiers. there really wasn't much of a cost savings. which just goes back to the $$$ counting. add-ons made good "business sense" since they'd rake in more moola. I think the KS, itself, was run ok. the achievement system and the stretch goals motivated people to really help spread the word to reach those goals, but something inside of me really doesn't feel like the campaign was _personal_. Granted, it's more personal, than, say, the Shenmue 3 KS currently, where i haven't seen the owner comment at all. especially for the most requested feature (HD remake of Shenmue 1 & 2). Stretch goals 1-4 have been reached, but no further goals have been revealed. At least the BS campaign was relatively quick to update those to keep us engaged. </rant> The way I see it, either he cared or he didn't. If he cared, awesome! If he didn't, he's still making a point of catering to fans, answering questions, putting in appearances, etc., which is more than most do. Even if it's all an act, the effort alone is something I appreciate. I remember there were some heated discussions over whether the stretch goals were improvised or planned from the start. Some people felt that they had been planned and that we were being "cheated" because not all of the goals were revealed from the start, and some felt the goals were, in part, a result of fan requests during the campaign. Again, either way, I don't see it as a bad thing. Planned? They kept us in the dark to get more funding, which is a good thing, as more funding (in theory) leads to a better product. Improvised? They're taking fan input and using it to create goals we want and hopefully gaining more funding as a result, and more funding means.... yup.
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Post by DragonByDegrees on Jun 16, 2015 22:56:44 GMT -6
DragonByDegrees that sounds so cool XD but lv1 is not very feasible (unless the whole turn off the exp is a thing) but I think it would be nearly impossible It would certainly be hard as a player, but you could put in workarounds as a developer. We're probably going to have stat-boosting items in-game that have variable stats based on time played, money held, enemies killed, etc. along with items that allow you to use HP instead of MP and possibly to take fixed % dmg when hit instead of taking damage as normally calculated. They could also include an item or spell that makes you take MP dmg instead of HP dmg until your MP is depleted (or more realistically, set it up so any overflowing dmg goes to HP, so you can't set up a quick MP regen build to become immortal). You could "gate" these (hopefully rare) items and/or spells by putting some in early game, some later, and some near the end, so that even a player in the know with a drop list and guide handy won't be able to get allllllll of them near the start and just cheese through the game. You want it to be hard, but also rewarding (hence the exclusive drops). However, you don't want it to be too hard, or players will be discouraged (especially those who really, REALLY want those exclusive drops).
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Post by DragonByDegrees on Jun 16, 2015 22:25:52 GMT -6
I love the way he holds his wine glass. I'm sure once they get up and running there will be a steady stream of videos updating us on the game's development. They kept with us every step of the kickstarter, I've never seen such support. Seriously. They've pretty much set the bar for how to run a kickstarter and how to get your backers to advertise for you. I loved it!
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Post by DragonByDegrees on Jun 16, 2015 22:22:26 GMT -6
I know, right? In my first blind run, where I explored everywhere I could but didn't grind at all, I reached level 49, equipped the Walking armor, and Dracula could barely scratch me. I still think the ability to turn off you earned exp would fix this problem I know Order of Ecclesia had level cap modes, one of which was you capped at level 1... but that might be a bit extreme for some people. I like your idea, and I think it could even be added to: Have an option to turn exp gain on or off at any time, with loot rewarded at the end based on how low you were when you cleared the game. For example: Lvl 100 (max level): Joke weapon A. Level 75-99: Weapon A, armor A, joke weapon A. Level 50-74: Spell A, weapon A, armor A, joke weapon A. Level 25-49: Familiar A, spell A, weapon A, armor A, joke weapon A. Level 2-24: Weapon B, armor B, familiar A, spell A, weapon A, armor A, joke weapon A. Level 1: Familiar B, joke weapon B, weapon B, armor B, familiar A, spell A, weapon A, armor A, joke weapon A. Maybe less items than that, but with the whole "earn things from your tier and all previous tiers for completing this challenge" mechanic intact.
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Post by DragonByDegrees on Jun 16, 2015 22:10:24 GMT -6
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Post by DragonByDegrees on Jun 16, 2015 22:07:54 GMT -6
Also, Gebel is clearly going to be pretty crazy, but I'm assuming we're going to have some sort of good ending where Miriam frees him from the curse and the three friends go back to how things were, similar to Juste, Maxim and Lydia in Harmony of Dissonance. If that's the case, it would be neat if we had an area based on the mind of the lord of the castle, made up of various rooms similar to others we've encountered (like the Chaos area in the Soma games) and maybe a few we haven't (like Alucard's nightmare in SotN).
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Post by DragonByDegrees on Jun 16, 2015 22:02:21 GMT -6
Maybe it'll be an alternate dimension that can be accessed through stained glass? Had something similar to that in Harmony of Dissonance with the castle portals, and Dawn of Sorrow with the mirror soul. Nothing wrong with that, though, especially if the alternate dimension is fairly different in terms of architecture and enemies. I'd like to see something like that included.
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Post by DragonByDegrees on Jun 16, 2015 14:12:01 GMT -6
The CastleIt's right up there with a picture of Gebel I'm crazy about, but the one of Gebel isn't official concept art.
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Post by DragonByDegrees on Jun 16, 2015 14:06:15 GMT -6
Well, Operation: Akumajo is asking for input. Go see here.cecil-kain have you seen this thread? I would love to see the Scourge of Christ or a weapon made from it in the game. Maybe Devil's Scourge sounds better. Thanks for putting that up! I hadn't realized they were looking for monster and room submissions too! I just put up the Candle Skeleton as a possible monster suggestion. I would SERIOUSLY love to see that put into the game if it doesn't look at all or work quite like the one I did. I just think that would be a really cool idea. Did you change your avatar recently? I remember laughing at the skeleton and the idea of a monster that has to replace all the candles we break, but I don't remember it encountering Miriam.
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