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Post by Busterific on Jul 11, 2017 14:27:29 GMT -6
BETA: Beta is when the game is complete. At this stage, the game is complete and has no game-breaking bugs that could hinder the game from being shippable and playable. You can't do much at this stage besides adjustments and bug fixing. When a Demo Beta is released for testing purposes, the Beta is normally closed (areas are locked and such) not because they aren't complete, but because that is a Demo. The game is probably completely finished at this point. Odd, looks like my comment got killed upon posting. Anyway, I thought Beta was when the game is being tested for outstanding bugs that would prevent the game from being shippable rather than them already all having been caught.
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Post by Busterific on Jul 7, 2017 13:03:59 GMT -6
3. Heart of Fire - Castlevania
2. Requiem for the Gods - Symphony of the Night
1. Clockwork - Castlevania III
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Post by Busterific on Jun 27, 2017 20:56:51 GMT -6
Games I've played that try to tweak the difficulty on the fly never seemed to work well from the ones that I've played. I'd think the leveling system would be how this would be handled rather than having the game tweak enemy difficulty on death. Typically if I find an area too hard in this type of game I go explore elsewhere to build up a few levels and come back. In general, I just dislike difficulty via health and damage manipulation in the first place. The "challenge" of taking longer to kill each enemy isn't something I find fun. I'd rather have a game balanced with a specific difficulty in mind, and then have a downward adjustment available for those that need or want it. As for just going to another area to level up, that's all fine and good, but it doesn't have much to do with the topic at hand(unless that's just your way of saying "one difficulty for everyone," in which case, cool). We're talking about how we think a difficulty system in general should work, not how players themselves should overcome difficulty. I'd rather have the difficulty fixed than them trying to make it adjust dynamically which was the point I was trying to make before. The info on my play style was more about why that was my preference. I don't have much issue with the game being broken into the standard Easy, Normal, Hard levels if they let you choose your preference and not lock out the Hard level until you finish Normal. This allows individuals of varying skill levels to pick something appropriate to them. I also think there's a sweet spot with the enemy hit points where if you go over it's a grind to kill them, but if it's not enough then they become one shot kills and don't get much chance to attack back. Usually if it's set to where they get to go through their full attack pattern once or twice when you first encounter them is about right. I tend to not like enemies that you have to grind at in this type of game. Changing the enemy placement and number of enemies is a somewhat better approach if they're don't change the actual enemy logic at the harder levels.
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Post by Busterific on Jun 27, 2017 18:33:05 GMT -6
Personally, I prefer a single difficulty with on-death temporary difficulty adjustment options(such as enemies in the area you died in having 1/2 health until you leave the area or beat its boss). Games I've played that try to tweak the difficulty on the fly never seemed to work well from the ones that I've played. I'd think the leveling system would be how this would be handled rather than having the game tweak enemy difficulty on death. Typically if I find an area too hard in this type of game I go explore elsewhere to build up a few levels and come back.
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Post by Busterific on Jun 27, 2017 13:53:02 GMT -6
I believe the general PC version, which I believe is the core before being translated into consoles, are where it has it's peak in graphics. It will be same graphics or slightly below that, if the systems can't handle the effort. They could use less parallax (did I spell that right?) and such also to minimize effort if needed. Odd, came back here and my previous comments went missing. Going to add back something along the lines of what I previously said. I thought parallax didn't apply to 3d since it was a method of moving 2d backdrops. They might be able to flatten some of the 3d objects in the background into layers, but it seems like that would be a considerable amount of work.
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Post by Busterific on Jun 26, 2017 21:15:46 GMT -6
Something along the lines of the Zelda Randomizer that I saw on a let's play at one point could potentially add a lot of replay value as well.
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Post by Busterific on Jun 26, 2017 18:26:59 GMT -6
I've seen a few games attempt to do what you're calling the Progression Style, and it was never something came out well in my opinion.
The ones I've seen that have something similar to what you're calling the Vendor Style came off better than the progressions style, but I don't think that's something that works well on it's own and should not preclude being able to select a starting difficulty from a menu.
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Post by Busterific on Jun 24, 2017 13:27:57 GMT -6
This would be a nice addition. I find it odd that more console games don't do this.
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Post by Busterific on Jun 23, 2017 13:01:51 GMT -6
I Saw one guy once saying that Miriam design was horrible and that she looked like a cheerleader. You know, Miriam, that character obviously inspired by Shanoa, to the point they have the same color pallete (black and blue). That is not a useful criticism, is just trolling. It would do you good to step further away from that. I don't see anything wrong with goth cheerleaders wielding swords and kung-fu boots. On the other hand I can see why some would consider her designed skewed towards fan service since the character design doesn't look like one you would normally see fighting demons which is part of the point of the storyline if I understand correctly.
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Post by Busterific on Jun 22, 2017 14:01:21 GMT -6
Clipping weapons through the walls and jumping through platforms are things I think stand out as a negative for 3D, but I can overlook this stuff, as I can't provide a good suggestion on how to deal with it. These weren't really issues for me in some reason with 2D. The jumping through platforms thing seems a lot easier to deal with in 2D since the character is usually on top of everything to begin with so it looks like they're jumping in front of the platform. It seems like this is something that could be worked around in a 3d environment using visual tricks, but would not be nearly as strait forward to get working in a similar manner.
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Post by Busterific on Jun 19, 2017 10:45:24 GMT -6
CastleDan : I'm with you. Pad in hand, the last demo felt perfect to me, and honestly even now even if I KINDA understand where the critiques are aimed, I honestly can't see the slowness, the floatiness, the awkward animations... I'm used to that style. I felt at home. And honestly (PERSONAL OPINION) it is not something that "didn't need to be like the old games, those games are old". Clunky NES vanias' controls are a thing of the past that needed a restyle. Heck, even Circle of the Moon's controls felt really clunky. But SOTN and every game post CotM was always killer in terms of controls to me. The formula isn't old, it aged extraordinarily well, and every single IGAvania (plus CotM) holds its own against every other game of the style that has come after. And don't get me wrong, we've had our share of INCREDIBLE metroidvanias during the years, but if I were obliged to choose? I'd pick Order of Ecclesia over any of them. Of course, this is all my personal opinion and I reiterate that I kinda see the point of those wanting an improvement, but I just feel this way. I also don't want to come off as an incredibly biased fanboy that will deem everything IGA throws his way perfect. I have critiques regarding the visuals of the game, mostly, and I hope they improve (and I'm confident they will with time. There is still a lot of time after all), but the game feel, to me, is on point. There is the foundation for a good IGAvania. They will need time, hard work and attention to detail to make this an AWESOME IGAvania, but even now this looks good and promising in my opinion. At worst, I think it will be a transition title that is excusable whenever you work in a completely new context, like Harmony of Dissonance, (to an extent) Dawn of Sorrow and Lament of Innocence were, and they were good games. Even that would be fine by me. End rant, you guys are great Maybe it's the animation itself that are throwing people off? Maybe it LOOKS slower than it really is? I would hope so for the floaty part. If Miriams got extra hang time as some have mentioned, changing that seems like it would not be as strait forward as it sounds. I would think shortening the hang time would cause issues with the existing level designs as she'd likely no longer be able to jump to some platforms if you started changing her jump mechanics to make it less floaty by reducing hang time. I'm guessing other than possibly minor animation tweaks they will not be messing much with the overall mechanics much at this point.
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Post by Busterific on Jun 16, 2017 16:08:52 GMT -6
I think something along the lines of Castlevania III in scope and play which was one of my favorite NES games would be all kinds of awesome. I'm kind of hoping for remixes of the bloodstained soundtrack as 8-bit / Chiptune music for it.
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Post by Busterific on Jun 15, 2017 14:00:28 GMT -6
Is it just me, or in some of the tower areas in these new videos does Miriams shadow seem to appear in unusual locations?
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Post by Busterific on Jun 10, 2017 19:41:28 GMT -6
I wanna take a bath with that boss. I don't care how hot she is, something about jumping in a bathtub full of blood with a chick that has her neck slit seems wrong to me on multiple levels, even if technically she's not dead because of the fact that she's a demon. Actually the fact that she's a demon probably adds to that wrongness.
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Post by Busterific on Jun 10, 2017 19:29:13 GMT -6
I like her scream when she is impaled by shards and i voted "every impale". I just think the game could have 4~5 different screams for her and then randomly selects one at every new shard. So, it wouldn't be annoying or get old quick. But if it stays as it is now, i will like it too. I thought they were done with the voice recording at this point which would mean if they don't have the assets for it, then it's unlikely to happen. The idea of a few different screams for variety here would be welcome though.
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Post by Busterific on Jun 10, 2017 12:22:19 GMT -6
Based on the longer video posted I'm somewhat concerned that the sequence of Miriam getting impaled by the crystals is going to come up too often. It's a cool effect, but it also interrupts game play to a degree. I'm guessing that they're still tweaking drop rates and such, but I'm wondering if it would be good if they had an alternate animation for that for when you collect additional copies of shards that you already have that doesn't stop the flow of the game in the same way as the animation they're using now.
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Post by Busterific on Jun 9, 2017 18:08:15 GMT -6
In addition to what the original poster mentioned, I'm also really bothered by what I can only assume is the blue familiar floating around in the trailer. Talk about a disconnect. It seems superimposed on top of the rest of the scenery the way old 3-D effects were used in the '80s. It doesn't even seem to be part of the same plane of existence. The familiar seemed to stand out a bit too much to me as well. It think it's the fact that it's so bright. I did find it interesting that the summoned apes in one of the other videos seemed to use the same color scheme which makes sense to me. Given the color scheme I think it would be interesting if they made them slightly transparent so they seem like ghosts of the creatures your summoning. This may make it so that they don't appear so jarring compared to the background based on the colors they're currently using for them.
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Post by Busterific on Jun 8, 2017 18:46:20 GMT -6
I also remembered they saying that, due to some complaints about Miriam's speed, they were going to implement something to make her run faster if people wanted to use. Now, i'm thinking what this is: A Shard? A skill? (like, =>=> (foward,foward) for a dash). Something else we don't know yet? That is going to be a progression ability (to go further into the game, required to proceed)? So many questions at such a tiny frame! I tend to prefer tapping the direction twice to start a dash/run. This is intuitive enough and does not require a dedicated button. It would be interesting if they tied it to a shard that you would collect at some point in the game to get this ability. They could have an areas where the floor drops out and you can't get past without running through, or a longer jump that requires you to run and jump to get across. In this manner it's something that can be used in the game for more than just satisfying individuals who don't think Miriam is fast enough at her initial pace. It's also something that could be potentially upgraded with the possibility of charging through enemies/obstacles rather than being hit by them.
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Post by Busterific on May 21, 2017 12:49:35 GMT -6
Zangetsu with an "Bionic Commando" style arm where the hand is attached to a chain and can be shot out to grab things and a distance, and maybe swing from chandeliers and such.
My first thought on him traveling to Europe was that he was chasing after a specific demon, namely the one that killed his beloved friend.
I would be somewhat disappointed if he didn't have at least some equipment options. Even if it was just different armor, and maybe his stance changing depending on a specific sword that was equipped would be good.
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Post by Busterific on May 21, 2017 12:30:28 GMT -6
A serpent. I love snakes and I think the concept of transforming into one has a multitude of advantages. Preferably, the snake I have in mind would be a supernatural fusion between five types... Anaconda - For its sheer crushing strength. Black Mamba - The athleticism and slithering speed. Death Adder - Apparently has a blindingly fast strike. Rattlesnake - Love the threatening noise a rattle makes. Spitting Cobra - Spraying disgusting venom at a distance is kinda cool eh? Of course, having the crystal curse could mean that the powers of this snake may be improved or upgraded. Having a snake transform would be interesting. I like the idea of the transform starting out basic and then collecting shards to add abilities to it.
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