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Post by chocolatestain on Feb 4, 2017 18:03:31 GMT -6
99 or no cap on items is fine with me. I loved collecting food items in SOTN. I never allowed myself to spam heal Alucard to the point of ruining the game. I rarely even used postions. I hope they trust us again with a high cap rather than high restrictions.
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Post by chocolatestain on Feb 4, 2017 17:45:17 GMT -6
Is there a plan for those of us that backed the Wii U version? Seeing that Nintendo is done with the system, has there been a decision to convert these to Switch? Now that the Switch is really close to release, I'd love some insight about what I should do with my backed copy since the Wii U will be long dead before this baby comes out. Has there been chatter about a Switch version yet? I could only imagine this has been talked about in the office as we were talking about it in our months before the Switch had an announced date. XombieMike asked Mana about this in December. It sounds like they are taking careful consideration in planning what to do about this situation. You can hear what Mana has to say about it in this vid: Jump to 57:10
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Post by chocolatestain on Feb 1, 2017 16:22:39 GMT -6
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. Hounds of Hell, (or Kitties from Hell in Thomas' case) is not included in my tier, but I did get a message like that from Mana after one of my three submissions.
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Post by chocolatestain on Jan 31, 2017 18:35:12 GMT -6
On 1/25/17 Igarashi emailed a correction to the Runic Forger update. I'm a bit late, but the original post is now properly updated. Nothing major to report, just a small clarification regarding guns. It turns out the elemental effects are assigned to the bullets instead of the guns themselves. So you could hypothetically have the same gun firing a variety of bullets with different attributes. Enkeria raised an interesting point regarding developer feedback and images. I can't speak for the other contributors, but I have received some limited feedback on my monster proposals. I haven't been asked to sign any nondisclosure agreements, but I still think it's important for us to respect the process and keep those discussions private. At least until Mana says otherwise... As for images... I haven't sent the team any concept images yet. All of my proposals are detailed in writing, and the negotiations are still ongoing. Once we reach an agreement, I'll begin sending some concept images, and I'm sure the development team will respond accordingly. Personally, I think it's ok for the content contributors to share their own images, but I'm not sure about sharing any concept art from the development team. Maybe Mana has an opinion on this? REDtheBEAST neff Torg Thomas have any of you sent off any images yet? 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.
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Post by chocolatestain on Jan 28, 2017 16:30:30 GMT -6
I'm joining this thread late. Was a good read. Also a Cache of the Occult backer. Cecil-kain you can add me in the list if you want to. Another Cache of the Occult? EXCELLENT! Here's to us! Would you like to share your content ideas? I'd be happy to update the original post accordingly! Also, REDtheBEAST I've updated your content ideas on the original post. Cheers! I've enjoyed the thread, but in the spirit of the secret room, I'd rather it stay under wraps. I agree with what you said in another post though. I also thought the secret rooms would be behind a breakable wall or something. That seems more preferable than a key, but maybe they have some cool ideas on how a key will be implemented for secret rooms. Maybe each key will be a hard-earned or rare item. If/when they tell us how the keys will be obtained I'd like to hear your thoughts on that.
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Post by chocolatestain on Jan 28, 2017 13:46:26 GMT -6
I'm joining this thread late. Was a good read. Also a Cache of the Occult backer. Cecil-kain you can add me in the list if you want to.
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Post by chocolatestain on Jan 28, 2017 13:41:37 GMT -6
Hey guys, I am one of the Hounds of Hell contributors and have a pretty good idea of what I want. I made a post about it early on, but doubt it's worth digging up at this point. I will try to give a detailed breakdown of my thoughts when I have a bit more time, but the bottom line is that I intend to memorialize my late kitty who sadly passed during the campaign (the reason I decided to back at the Hounds of Hell tier). I can't wait for you all to encounter my ferocious little buddy in the game! As Promised, here's my initial idea for a monster based on my pet cat "Kamikaze"(Kaze for short). I would like Kaze to appear to be a docile enemy at first glance. Inhabiting comfortable indoor rooms such as bedrooms, lounges, libraries etc. He would be stationary and neutral to players unless provoked, at which point he would become enraged and relentlessly attack the player with complete disregard for his own safety. If you leave him alone, he's a cozy cuddle buddy, but if you poke him you will have to deal with a raging bull. In addition he would have a small % chance to enrage regardless of the players behavior, giving him an element of unpredictability. If possible it would be extra cool if his neutral state allowed players to drop food items and trigger a "happy" animation just for fun.
Kaze - Feline Enemy (Cuddly Ball of Death) Behavior States: Neutral (Idle) - Default state > Stationary with a simple looping animation, maybe curled up into a ball with a slow waving tail. Eyes are not visible. Enraged (Attack) - Triggered by any hostile action from the player, or randomly with an extremely low % chance. > Eyes glow red and he indiscriminately charges and/or leaps at players with claws and teeth. Attack should continue until the player leaves the room, dies, or the enemy has been defeated. Happy (Bonus Flavor Anim)- If the player drops a food item, Kaze should react with a simple animation showing his gratitude. i.e. purring and walking in a circle before returning to his Idle state. This should still be subject to the small % chance to enrage. Let me know what you guys think! 10/10! Love this idea, especially the idea of being able to drop food and basically having the option to avoid attacking the cat. Would be cool if this was implemented for the dogs too. It reminds me of all the food items you could collect in SOTN. It would be more fun to be saving these items for the dogs and cats.
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Post by chocolatestain on Jan 28, 2017 0:07:34 GMT -6
Thanks Lestaroth. Iga and the team might just be scheming to do something more original than an inverted castle.
From Kickstarter Campaign FAQ May 2015:
I forgot how he worded it, but now I can see it could really mean anything. At the least they are cooking up the biggest castle ever and I wouldn't be disappointed.
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Post by chocolatestain on Jan 27, 2017 17:11:01 GMT -6
In SOTN they seemed to change the background colors to more of a purplish or bluish look. It was simple but I liked that. With the Bloodstained environment being rendered in full 3D I believe they can still do something even more beautiful without doubling the work. Below I photoshopped an image of the village. I changed the colors, saturated them a bit, highlighted some areas and added phosphorous-like lights to some of the plant life. I also lit up a couple of windows too that shine outward. Overall it gives the scene an otherworldly or surreal look. I think they could do simple things like this with the Unreal engine. The procedural texture generator would also be handier than ever in this case. It could do a different pass over the environment with sheer ease. And mirror it, not do an up-side-down. Had to add my images after I posted. I kinda like inverted over mirrored. I makes it all feel weird and disorienting like it should be.
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Post by chocolatestain on Jan 27, 2017 16:46:51 GMT -6
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Post by chocolatestain on Jan 27, 2017 16:11:07 GMT -6
#Buttstained
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Post by chocolatestain on Jan 27, 2017 16:04:39 GMT -6
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Post by chocolatestain on Jan 27, 2017 11:10:31 GMT -6
The OP is invisible? Edit: Track is "Holy Wisdom" - I saw you mentioned this in the first couple of lines in your post. There should be a way for us to see your post very soon. Thanks for the link! So Holy Wisdom it is. I didn't realize there was a sneak peek of it before. Welcome, chocolatestain and thanks! I hadn't heard this. OP wasn't invisible, it's just that to prevent spam bots we have to approve a new members first post before someone can read it. Thanks for letting me out of the gate. First posted remix for Holy Wisdom as well. I believe that's all of the songs released as of now. Obviously more must now be revealed! Now I gotta see if I missed any other track releases for Bloodstained.
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Post by chocolatestain on Jan 26, 2017 23:43:49 GMT -6
Hi, new here. I don't know what the track's actual name is from the Development Update 8 vid, but I really liked it. I checked to see if anyone else made any recent Bloodstained covers, but I couldn't find anything, so I gave it a shot.
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