Busterific
Hairy Old Man
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Posts: 249
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Post by Busterific on Feb 17, 2017 15:28:03 GMT -6
Have you watched Captain N: The Game Master before? Are you intimidated by having to live up to such a high standard in Castlevania tv shows? Now there's a blast from the past. It would be a real shame if they couldn't live up to those standards. I wonder if they'll follow this formula and include characters from other games as well.
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Busterific
Hairy Old Man
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Posts: 249
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Hairy Old Man
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Post by Busterific on Feb 15, 2017 19:55:10 GMT -6
In general I think it will be interesting to see what Iga and his team come up with, and don't have too much preference relating to the details of how it's going to end up working. The only thing I'd really not like is if they put timers on crafting like you see mainly in mobile apps and strategy sims. I don't think the waiting involved for that would be well suited to this type of game.
1) HOW DO YOU WANT THE MATERIALS TO WORK? Having a different amount of raw material required to craft different items seems like it would allow more options, but may require a way to find 'recipes' to make it useful without getting discouraged by the sheer volume of options that could potentially be available that wouldn't produce anything useful. If you kept it to a static amount of material where you're always combining 3 things it would encourage experimentation more. I don't really have a strong preference as far as the general mechanics go, but would probably lean towards the finding crafting recipes mechanic. I do like the idea of existing items being broken down into their components for re-use.
2) YOU WANT THE SHOP TO SELL MATERIALS, WEAPONS AND EQUIPMENT? Yes. I'd say the shop only sells common materials, and you need to go out and find the more rare stuff. I'd think that weapons and equipment could potentially be crafted at a lower cost than buying the equipment if you can find the appropriate materials. There could potentially be different shops for different types of items as well.
4) CRAFTING ONLY AT SPECIFIC AREAS OR ANYWHERE? It makes sense to only be able to craft some items at specific locations based on the need for a forge, cauldron, etc. and would be my preference.
5) CONSUMABLE ITEMS BEING CRAFTED? Yes.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Feb 2, 2017 14:55:30 GMT -6
Following models I've seen done before, one person would offer to be the 'host' and that's the individual who's saved data would be used. This would make it nice for playing with someone you know, but would be less useful for pick-up type of games where your partner is a random online player. It could potentially be possible to copy information from a hosts save to your local system when joining a remote hosts game. I'd see merging two out of sync saves as potentially being a bugger to put together. In general usually this would end up resolving to the hosts castle to determine whose takes priority when syncing, and opening up areas in the local save that are open in the hosts save while at the same time leaving items in the clients save open that are not open in the hosts save. I would also see it possible to keep the individual player information and equipment separate and save it to a users local save from the online game without affecting their castle, although this would likely introduce oddities for dealing with one of a kind equipment and such. Ideally for something like this the player data would be saved separately from the castle data although doing this would not be without it's own issues. This would likely end up being a 'Select your Player' followed by 'Select your Save Game (castle)'
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Busterific
Hairy Old Man
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Posts: 249
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Post by Busterific on Feb 1, 2017 13:49:34 GMT -6
I sent my initial feedback after Mana contacted me, but I have not received a response of any kind. I must say i'm a bit disappointing with the communication regarding the upper tier rewards. I had been told directly during the campaign that I would get to communicate with the dev team regarding my concept, but it appears that simply is not the case for Hounds of Hell contributors... In fact I never directly received my content contributor survey to begin with. It was Mana who reached out on this forum based on my post history to ask if I was going to participate. The deadline had come and gone and only because of Mana was I able to learn that I nearly missed my opportunity. For the amount of money spent, and the small pool of people who were able to donate at the upper tiers, I feel a better effort could be made to communicate with backers like myself. For all I know there have been follow up emails, but since I never received the first one I can only assume I won't receive any additional direct communications. I just hope they do my pet justice in-game. (After all, that was the whole reason I contributed to begin with) Thomas, I'm sure they will do your idea justice. It is the best one posted in this thread IMO. I hope I can offer you a little reassurance and insight. First, Iga comes off as a very calm, collected and open person when it comes to creative whimsy. You can see that in the following youtube video, which runs like a director's commentary. It's a Dev's Play vid of SOTN with Iga along for the ride. Many times throughout the video he describes how a programmer or artist was given the opportunity to be creative with whatever piece of the castle they were working on. Second, I am also a high tier backer, (secret room) and I'm not getting any more team communication than other backers. While that isn't comforting, I think we have to reassure ourselves that they are just extremely busy. It has also been said that there is a lot of careful consideration of our ideas behind the scenes. That simply means longer spans in communication and I believe we just need to be patient. I'm assuming that SPAM folders have been checked and so on here. I'd find this concerning as well. Even a quick canned response with the general idea of "We've received your input and are in the process of working with your submission ..." would do a lot to point that things are happening and in progress on their end.
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Post by Busterific on Feb 1, 2017 13:44:05 GMT -6
*facepalm It all makes sense when I type it. Autocorrect is so sneaky. That was posted at 6:40am. Way before coffee That sounds oddly familiar. I think I've been there before myself. I'm still trying to figure out how I got hopelessly addicted to coffee after not being able to stand the stuff when I was a kid. Then again that was before Starbucks and such so the options and quality of coffee wasn't particularly all that good back when I was young.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 28, 2017 11:03:40 GMT -6
I think ice based shoes that would let you freeze water to walk on it would be sweet.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 27, 2017 19:21:55 GMT -6
Did I just somehow skip over it, or are there no fans of Johnny Atma here. He's got a couple Castlevania covers I like.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 27, 2017 18:57:19 GMT -6
My idea on that: bloodstainedfanforums.com/post/32943/threadAfter getting the true ending from the original 1600+ room castle, Gebel (or whoever is the true main antagonist) curses the castle fully, which in turn creates, destroys and otherwise changes areas with crystal/stained glass growths everywhere. Their aim in doing this is to trap you in the castle as it sinks or descends back to where it came, so your goal is reversed in escaping the castle rather than getting to the heart of it, say, back to the Minerva...where one last time, main villain tries to head you off as you make your final steps away from the castle island.
It would be the same castle, but remixed, with beautiful crystal colors and lighting effects on the environment and new/existing enemies. More powerful shards and crafting drops, naturally, because of what kind of place you are in now. Things like walls and spikes of crystals would be in some spots needing new traversal abilities and equipment to get through (i.e. spike breaker, powerful anti-curse blessed war hammer D:), etc. They could reuse a couple of bosses with altered models and attacks due to the enhancements of the castle curse. We'll call it the Cursed Castle (tm). It seems to me like a good compromise on doing something new while also being able to re-use a lot of stuff in a very in-context, lore-friendly way. I feel like the inverted castle is a novelty that's been done, and doesn't really gain a lot from being repeated. I think this idea from purifyweirdsoul would be epic though. I also think that even if they made it so the castle became more covered with crystals as you progressed through the game it would be pretty cool.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 27, 2017 18:44:11 GMT -6
I think it woul,d be easier to think of trhe crystal shards to have the same properties of dragon scales. so far they do. I like this thought on the crystals. I had envisioned them as being hard rather than 'gelatinous' which makes them sound to 'squishy' in my opinion. The idea of smaller crystals being similar to dragon scales seems like it would allow for proper movement while the crystals themselves are hard. This seems to go along with the visuals for Vespar and some of the monster concept art where they appear to have large shards sticking out of them in addition to somewhat crystallized skin..
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Mar 30, 2022 13:03:31 GMT -6
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Post by Busterific on Jan 25, 2017 19:38:42 GMT -6
I wonder if anyone have done a silly weapon. Like a Whip-classified yoyo, or a torch that sparks glitters at enemies. I like the idea of a yoyo whip.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 7, 2017 12:56:38 GMT -6
Thank you Pure Miriam for all the detail relating to how the shadows and such are currently set up in the game. That's a whole lot more technical detail than I had expected to receive, and covers a lot regarding how something that sounds easy such as darkening a shadow can be a whole lot less trivial than it sounds. I would have thought a lighter or different color would have been used for the platforms textures rather than them having their own lighting set up. I also would have thought that lighting as you've described for the platforms would have a default setting, but could otherwise be customized on a per environment basis.
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Busterific
Hairy Old Man
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Posts: 249
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Post by Busterific on Jan 6, 2017 20:06:53 GMT -6
Take a look at this: PICTURE 1 As we all can see here, Miriam looks out of place at this scene. She looks floating and not really standing in the ceiling. PICTURE 2 Here, in the other hand, she looks way more blended with the environment. You can really feel she is there. I didn't think Miriam looked all that out of place in the new environment. I think the environment looks really good. The biggest thing I noticed was that her shadow looked washed out almost to the point of being missing on the lighter colored platforms which I think is adding the her being 'floaty' in this environment. My thought would be that if the shadow were darkened up in these areas it would be a noticeable improvement in that regard. The pictures that Pure Miriam posted earlier are an excellent example of this.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 4, 2017 20:05:08 GMT -6
Familiar Shard: Interceptor.Enemy: Interceptor (a demon dog). Miriam summons interceptor, a demon dog that attack targets with fast bites and tackles. If Miriam stays idle for some seconds, interceptor starts to sniff the ground. Some parts of the scenario around the game has hidden items that interceptor can find by sniffing and digging. Leveling: increase overall damage. Wasn't that Shadows dog in Final Fantasy III (US)? If so I'm digging the reference there.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 4, 2017 19:49:56 GMT -6
I've always been a fan of alternate endings to discover in games. It's something that definitely adds to the replay value to me.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Jan 4, 2017 19:32:59 GMT -6
I wouldn't want anything that would affect the game play in any way. I always find it annoying when games required it to be a specific time of day IRL for an event to happen or to gain an advantage let alone stuff like that happening on a specific day/date. Visual Easter eggs based on date or time could be interesting, but I'd put that really low on the list of things I'd want included in Bloodstained.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Hairy Old Man
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Mar 30, 2022 13:03:31 GMT -6
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Post by Busterific on Oct 11, 2016 19:35:30 GMT -6
I think you should be able to feed the familiars shards to level them up. The amount of XP they earn from a shard would depend on how rare it is.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Hairy Old Man
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Post by Busterific on Sept 28, 2016 19:16:59 GMT -6
I play mostly Bass. Some have told me that I'm good. I'm not sure if they're being honest or just don't want to hurt my feelings. I usually just assume they're being nice although I've found that things that I consider mistakes in my playing aren't necessarily noticed by others unless it's something that's at least somewhat obvious. I prefer tab over standard sheet music.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Hairy Old Man
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Mar 30, 2022 13:03:31 GMT -6
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Post by Busterific on Sept 2, 2016 18:28:27 GMT -6
Welp, too bad for all of those poor folks we stole elixir from. They'll never if that immortality thing was going to work out... VI is one of my all time favorites, too... Taking this a step further, how about if in our clock tower, a large and/or story important elixir was being made? It could be hidden behind the giant clock face. Why would poor people want immortality? Living infinitely in poverty? You're doing them a favor by stealing it. I think you're missing that entrepreneurial spirit. I'm relatively certain that immortality could be sold at a premium and anyone who found a way would not be living in poverty for long.
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Post by Busterific on Sept 2, 2016 12:56:26 GMT -6
But... he IS the monster in this scenario right? Maybe Miriam does look like a monster to bosses (since she keeps killing them). Ahaha. I suppose that would make sense. She ALSO steals their powers soo....lol "You came into my home uninvited. You destroyed my lighting fixtures, and stole my possessions. You mercilessly killed my pets, friends, and family. DIE MONSTER!"
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Busterific
Hairy Old Man
Loyal Familiar
Posts: 249
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Hairy Old Man
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Post by Busterific on Sept 2, 2016 12:35:06 GMT -6
I don't think that having a Quest system would be required for the game to work, but will definitely be a good addition to the game.
I could see the quests coming from multiple sources, some of them coming from whoever ends up being the shopkeeper, others coming from Johannes and the other NPCs.
Having some repeatable quests to get specific items that you could not get elsewhere, possibly to get items used in crafting, would be a good thing. I see these as being the more generic "kill x of this type of enemy and I'll give you this shiny trinket" type of quest while the one time quests would have more unique requirements to be met.
Some one time quests may play well into the tutorial / training portions of the game instructing player on game techniques. Care would need to be taken that the reward for these is not something that would be required so it's not considered a large penalty for more seasoned players who want to skip tutorials and training.
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