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Post by Enkeria on Jan 6, 2018 10:28:58 GMT -6
Hey.
Welcome to the forums.
You will get 2 extra characters once you finished the game with Miriam.
Nightmare difficulty is part of the game.
When it comes to the DS game featuring a switch between characters, that's probably for a new game entirely, unless one of the new characters have some kind of feature like this.
Level cap was in the demo 255 (?) I believe, but that is not confirmed yet as a level at launch.
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Enkeria
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Post by Enkeria on Jan 6, 2018 9:16:24 GMT -6
Hunter: 500 monster-killing-streak without getting yourself hit.
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Enkeria
Silver in the Dark
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Post by Enkeria on Jan 6, 2018 9:15:24 GMT -6
I am using Firefox, and it works. It rememberd to be minimized too. No adblocks are used on this site.
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Enkeria
Silver in the Dark
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Post by Enkeria on Jan 5, 2018 16:08:42 GMT -6
Saw. Hope it stays closed after reboot of computer and revisit the forum, if that works. Nice job!
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Post by Enkeria on Jan 5, 2018 7:53:20 GMT -6
So a Time Attack mode? I don't think we have such a thing in the game, not yet anyway. Would be cool. Enter a room and get a timer? This is perhaps applied on a boss or when you actually fight the bosses in Boss Rush mode, if you need to kill enemies in between bosses, like some sort of bonus round. Main game will probably be as it is right now, a solid piece of construct with added effects, monsters and loot. But I like the ideas you have reaper2191 - Perhaps inspiration for, like I said, their next project or future patches for Bloodstained!
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Post by Enkeria on Jan 4, 2018 12:00:02 GMT -6
Two playable characters must be in the game. No need for specific quests in my opinion, but if they have time for that, it could be patched in later. Two playable characters at least.
Nightmare Difficulty would be the best choice, since that would make more sense to keep the players going.
Cheat codes is "easy", and should be in the game too.
Local Co-Op is just something I would like to try out.
These are what I voted for, in total 5 votes.
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Post by Enkeria on Jan 4, 2018 11:28:33 GMT -6
Hey.
Welcome.
Yeah. A nightmare difficulty are currently nothing we know much about, more than its coming. But randomize monsters and where to find items in the castle have been brought up before.
I don't know if changing actual rooms could be a thing since the caramel map is not about rooms one by one, but rather a complete design in itself.
There are modes.. yeah. And after feedback they could kinda either take it with them for their next project, or make a patch to give us endgame content of some kind.
Would be cool to have a new adventure each time, with some rules. But as it stands, and what the castle is all about is exploration and having fun while doing it.
Would you be interested still if this was like a Rougelike dungeon mode instead? Each room in a bit more linear way? Or perhaps have a few places in the actual castle which would randomly change every time you visited them? Like a long corridor or a bigger room? If yes, what would it contain to make it more satisfying?
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Post by Enkeria on Jan 3, 2018 21:34:12 GMT -6
Vita here. *waves* Gonna be a blast having the adventures on the go. I hope they make some features with the touch surface so you can have double fun when it allows
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Post by Enkeria on Jan 2, 2018 11:46:45 GMT -6
Rumor: Konami are making a version of this. But instead of a ball, its feelings.
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Post by Enkeria on Jan 2, 2018 11:39:23 GMT -6
If I don't like it, I won't like it no matter if it's optional or not. I don't think I have to say more than I did in my first post: in some games, I'd like to have an experience that was meticulously designed and balanced. I wouldn't play a Devil May Cry game by tweaking different parameters for monsters' health and such, I wouldn't do it in a 2D sidescroller, but I would do it (and in fact I do) for example for Hitman (2016) or Darkest Dungeon, because they are a very different type of game. In rouge-like games these things are fun to toggle around with. In bloodstained we will be getting a rouglike mode of some kind. And when it comes to toggle around and use a slider on stuff, why not have very few basic things to turn on or off? I mean like, "randomize enemies" ON > OFF. This would just random insert enemies on areas with some rules. It would make every experience unique somewhat. Another feature could be to randomize loot, those things that you perhaps get each run you finish, if there is such a thing as a "finish" abilitiy in that mode. Maybe its infinite until death? Anyway.. With limitations such as a mode, it could be a good way to implement a feature to change things. When it comes to just choose difficulty of the main game, I think making it more basic and down-to-earth is the way to go. Other modes can go crazy with these things instead. And those modes can also be patched on later if needed.
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Post by Enkeria on Dec 29, 2017 6:38:35 GMT -6
During a podcast with Mike and Mana. I asked if we could toggle around with settings for the difficulty. Turn some thing on or off, change placements of items, making them to spawn (controlled) random locations to make the path from A to B to C more interesting.
Toggle around before starting a new game that locks it in place. Toggle speed, % of shards, boss health, your health etc.
That was my first thought on the nightmare difficulty. But then I made a closer observation and got to understand the whole process of making the game a bit better. Leaving that thought behind and just focus on actually give the game more enemies, and different attack patterns from them, and make bosses a bit more frenzy.
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Post by Enkeria on Dec 28, 2017 15:23:00 GMT -6
I had a few ideasMy old poll: "Yes, we have been talking about difficulty for a while now. And ideas are plenty. I urge everyone to take part in this thread: How hard do you want Bloodstained to be? bloodstainedfanforums.com/thread/584/bloodstaineds-difficulty if you want to talk about how difficult the game should be. This thread is about how we decide the difficulty, if we have a choice." bloodstainedfanforums.com/thread/2463/choosing-difficulty-poll
"Cheatcodes that change % health of enemies. Low, and more. Making it a extra difficulty setting within the difficulty setting in a fast, clean way. Either towards easier or harder." bloodstainedfanforums.com/thread/1502/enkerias-wishlist
"- Change enemy placement. - Add a random generated placement on enemies. - Change important item placement. - Add a random generated placement within limited number of areas. So instead of top right we have item X to get across a river, it might be in center bottom. This would be a cool mod! - More attack and movement patterns on enemies, but most bosses. - Add a frenzy / faster boss fight. Have them either speed up or be faster in the first place. - Limit the amount of potions you can carry, or any other special items. - Change a few items into something else, similar to reverse castle ring and rib of Vlad. To give smaller buffs or to summon a powerful special boss (not IGA boss). - Add bleeding attacks from enemies, which would drain health over periods of time if hit too much. Even if potions were limited, saverooms and shops could save your life. - Close the shop, everyone in the village is probably dead during this difficulty anyways. - Some saverooms (if there are any), now only treat wounds and fills you health, a few others can also save, but they are scattered. (Random placements on which is which could make this difficulty interesting as well!) - Add mist, deadly traps and other objects that either needs to be broken, walked around or just make it more difficult for our heroes to pass through, reason: More time, more of a challenge. Imagine a block of stone you need to cut to make a ramp. This while monsters are running or flying towards you. - End boss needs to be defeated twice. Second time with a higher frenzy speed and attack pattern. - From Facebook, someone wrote: Enemies gain invulnerability to certain elements" Tread about Nightmare Difficulty: bloodstainedfanforums.com/thread/745/nightmare-difficulty-mode-submitted?page=3&scrollTo=50369
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Post by Enkeria on Dec 27, 2017 14:17:16 GMT -6
Okey then. So you think there is a chance I recon.So then, next question would be.. Would you rather have a Castlevania 5 or a Remastered? I checked a Megaman video about the mindset behind what made them just continue the classic franschise, why they did it a bit modern in style etc. > Megaman Trailer < What would Konami best bet to make, if they threw money at the project? Remastered edition of something we already know within Castlevania have been done a few times before, even Koji Igarashi made at least one project that I know off. Castlevania IV feels like a remastered edition already on the first one (is this correct? let me know if I am wrong on this). Would they want to introduce the same old games in a bundle instead and make it fancy with a new menu, similar how Capcom does to their franschises? Megaman Collection, Arcade Collections, Street Fighter Collections. If you would them to make a Remaster, would you also be interested if they re-released the game on the same platforms? This is a trend with Street Fighter 30th Anniversary, where the game was released, again, on Super Nintendo.
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Post by Enkeria on Dec 27, 2017 3:23:19 GMT -6
Even if Konami did this. And it came out as a 2D. Would it be an IGAVANIA? Or a classic? Perhaps a lord of the shadow 2D?
Meeh. Even if they did a game, would it even be the slightest interesting without Koji Igarashi?
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Post by Enkeria on Dec 26, 2017 6:54:14 GMT -6
Thanks for the explanation.
Wow, sounds like they went beyond to make that complex system actually easy to manage.
SotN input was a thing I never used as much. Aria souls was easy to manage.
I've heard about the Up button before. But since I never played the latest DS Castlevania I failed to see the connection. I just thought up was representing either a subweapon old style castlevania attack, or looking up. In SotN we had a new position on Alucard.
Seems like we are getting a little bit of everything in Bloodstained, but when it comes to make the games abilities and powers fun, they need to be simple in input nature. Having them as in the Demo, similar to Aria/Dawn I think this was the eight choice. I do think thereally will be nods to many other ways, maybe just to wake that feel for your favourite game, whichever it was in the IGAvania series.
Thanks. I'll stick with Aria soul-system for now.
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Post by Enkeria on Dec 26, 2017 1:14:42 GMT -6
Happy Holidays.
Bloodstained is honestly the only game I am and have been waiting for since the announcement. There is no other game that have this 100% focus from me when it comes to updates, info, feedback and plans for the future.
I would soone or later find my way to this forum no matter what, and I'm glad I joined early enough to actually see it both grow and become what it is today.
There is many here before me, and there will be many joining after today.
Here's to Bloodstained and it's community. Cheers
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Post by Enkeria on Dec 26, 2017 1:06:24 GMT -6
PS2 and GBA, sure. But I don't remember much off it. Never owned a DS.
Thanks for the heavy info, gonna read through it and cast my vote..
Edit: Aria is nice. So I voted on that. I have Aria but not Dawn of Sorrow. Curious about the Glyphs however. Hmm.
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Post by Enkeria on Dec 25, 2017 18:20:41 GMT -6
I only know about the one in SotN. Should I vote on it or just leave it as is, due to lack of knowledge?
For the record, I kinda never used any spells in those games I played, if they didn't unlock a door or something. I am a melee gamer, I rarely use any magic or guns if I can have a Sword or whip.
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Post by Enkeria on Dec 23, 2017 7:33:29 GMT -6
Point me to right direction so I can learn this stuff. Ill try to do a 'tutorial' video or stream later this week. I guess a stream would be handy if you have questions and what not. However if you literally have no idea where to start a simple vid with steps is probably best. Its been a while since I did everything from scratch, but ill try to show how to get everything up and running, what tools you need, etc. Some things can get technical and you might need some 3d application knowledge if you want to do model swaps, however if you are just interested in texture swaps all you really need is an image editing app. I should start with texture swaps, mostly because I think I could help you out. And from there, advance. Stream would be great. PM me whenever you can - See if I have the time for it (I probably have). I know you have much more work than me in general.
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Post by Enkeria on Dec 23, 2017 6:37:44 GMT -6
Ill take a screenshot of the untextured model when i get back home later tonight. Point me to right direction so I can learn this stuff.
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