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Post by crocodile on Dec 6, 2015 18:55:57 GMT -6
Sorry if it bugs people if I don't think the design fits the era and if it seems a bit over sexualized. That's just my opinion I think the pure costume is much better though. Not bothered at all, just a friendly disagreement
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Post by crocodile on Dec 6, 2015 16:05:13 GMT -6
Not sure I have a concrete opinion on the darker lines some of these shader modifications have. I feel in some shots it makes things look better and in other shots it makes things look worse. The fog is fine as an occasional weather effect but that room doesn't seem the appropriate place for fog. That's more for any exterior locales or places within the castle very close to the exterior.
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Post by crocodile on Dec 6, 2015 15:08:47 GMT -6
Id like it better with her chest not exposed like that. Looks less in the style of the times and less believable. I think the infection should be shown more elsewhere instead... The face or more on the legs A plot point from the beginning has been the proximity of the curse to her heart. This is the best way to show this as well as actually draw attention to it in art/cutscenes, etc. The burlap (?) covering on the right side of her chest is more the odd part though it also serves to highlight the curse on the left side. If you wanted to go with a more "realistic" design (though this game - see Gebel and Zangetsu - and even previous Castlevanias are no stranger to flare) that still makes the heart curse apparent, you'd probably have to give her a long tube top or a tube dress since those are clothes women frequently wear even back in the past (dresses more so for the past). It would also be a bit of a simpler design - I think the asymmetry of her clothing is contributing to it being a bit busy when the variable placement of curse (her left breast, shoulders, legs, etc.) would already serve to give the design an appropriate degree of asymmetry. As for "so sexualized" I'm not seeing it. Which doesn't mean anyone isn't entitled that opinion of course. I just feel (not talking to you specifically but in general), that in the aim to push back against the oversexualization of female characters and lack of variety in their character design across gaming (which is a good thing don't get me wrong) people have gotten very polarized on the subject. Like anything above an A-Cup and even a peak of skin will set some people off which always feels like an overreaction to me.
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Post by crocodile on Dec 6, 2015 0:30:52 GMT -6
All I mean is that I personally preferred the tone of the Igavanias over what I had seen in the Lords of Shadows games. They were "mature" in the same way games like God of War are "mature" and that isn't really my jam.
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Post by crocodile on Dec 5, 2015 20:55:54 GMT -6
I mean I'm an adult so I can't say it bothers me all that much either way but doing something like that (as if going further than IGA has gone in the past) would immediately bump the rating of the game to M and I think needlessly narrows the audience. It's not like you can't represent "sexual" themes without nudity just as you don't need to be explicit even if your product has violence in it. The PG-13 feel of the Igavanias is preferable to the "woah so edgy" R of the Lords of Shadow series and I don't think random (or even plot relevant) succubi X needs to be topless to convey sexiness. Random statues or non-graphic paintings are fine and if I recall in line with previous Igavanias. So while obviously I respect whatever artistic direction IGA were to take, I find it hard to imagine that going all the way/further than in the past with nudity (or violence) would be a benefit to the game or the audience it aims to reach.
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Post by crocodile on Dec 4, 2015 23:44:05 GMT -6
When 2.5D games that try to emulate true 2D game go for "grit" and "realism", I feel they often miss the mark. It's part of the reason I'm more of a fan of the first shader - I felt a lot more like the promo art that had strong colors (Red, Blue, etc.) and I think those shaders better approximate that look. When using 3D to emulate 2D, "colorful" (to the right degree) tends to work better than "gritty". So I can't say that moving the graphics in a direction to more look like something like Lament of Innocence is something I agree with. Your other point CastleDan I do agree with though. Mighty No 9. wouldn't be my first comparison but the technique you're describing - the way they tilt the camera to give the background more depth as opposed to using a flatter angle that is more in line with 2D aesthetics is something I'm not a fan of. I think it was even something IGA mentioned in that prototype video and I wasn't sure how it would present itself in game but now we know. Yeah I think I'd prefer if they went with the flatter, more 2D look. I think as a series with strong 2D roots, its important they stay as close to their 2D roots. There is much room for change and innovation in the realm of Bloodstained compared to Castelvania but I don't think this is the place to change things around. This is not to say the game can't look great this way but I think if they went with a flatter look/angle, a lot of people would much prefer it <3 If this bothers others, I think people should be sure to mention this in the Google Form feedback sheet. Be polite though <3
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Post by crocodile on Dec 4, 2015 16:01:38 GMT -6
Dangamer and Fangamer Steve : Is there going to be video of the shaders in action or just screenshots? Seeing some movement (just walking/running/jumping/moving through rooms) with the shaders in action would help make deciding easier. Anyway, as it stands I think I like Shader #1 more. The environment pops out a bit more and the hue matches closer to what I had in mind for the castle. It seems more ominous and draped in Red given some of the art whereas the second shader looks a bit too muted? Miriam also looks much better with Shader #1. In the second one she looks ghastly pale.
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Post by crocodile on Dec 2, 2015 16:20:40 GMT -6
My experience with most shops in IGA games is that they've been pretty worthless. You naturally find better weapons/armor/etc. than what you can buy through just playing the game (drops or treasure) and after a while, you're powerful enough to rarely need healing items. If the shop is to be useful in this game, it will likely need an overhaul but I'm not sure how. Of the options presented, I'd prefer something that makes sense in context, a limited bag doesn't raise challenge in a meaningful way and just encourages more back tracking, I would hope the shop changes and evolves with you though I think quests are most likely the most fun and proactive way to go about it and I'm not opposed to some very expensive items that change/manipulate the game in a meaningful way.
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Post by crocodile on Dec 2, 2015 1:58:22 GMT -6
Thank the lord this got funded! I might have lost faith in the video game industry if it would let a project as awesome as this fail! First set of stretch goals look interesting too: $1,650,000 - More Music by Hiroki KikutaIndivisible is currently budgeted to have between 60 and 90 minutes of music from Kikuta-san, and we’d like to expand that by at least another hour! $1,900,000 - Animated opening by Titmouse and Mystery Anime StudioWe’ll partner with Titmouse and a mystery anime studio to create a high-octane opening animation! Titmouse will storyboard everything, and it'll be executed by the anime studio! About TitmouseTitmouse Animation was founded in 2000 by husband/wife power couple Shannon and Chris Prynoski, producing absurdist, dynamic 2-D animation that hungry college kids with twisted sense of humor just can’t get enough of. It has since evolved into a full service production company developing content for even the wee ones, and employing over 200 gifted artists in LA, NYC, and Vancouver. About Mystery Anime StudioUnfortunately we can't reveal who the mysterious anime studio is yet. We have a commitment from them, but until things are a little more nailed down they've asked that we hold off on revealing who they are. Apparently the anime studio asked them to hold their name for the time being which kind of sucks but I'm sure its a good one. Also, a short bit ago, the latest Incarnation Sangmu was revealed: Even as a child, abandoned on the monastery's doorstep, Sangmu had been...unusual. She did not often cry, seeming only to desire long stretches of contemplative solitude, and resented any disturbance, even meals. As she grew she did not play or socialize, and talked so seldom that for months the monks worried she could not speak at all. But young Sangmu knew differently - mere words were not the language of her heart.
In the summer of the year she turned ten, Sangmu first witnessed the meticulous creation of a sand mandala. From the moment she saw the intricate design taking shape, the change in her demeanor was striking. Aloofness transformed into rapt attention, her focus so intense that the monks were forced to remind her repeatedly to eat and sleep. In those days and weeks, in that place, her life changed.
Since that time, Sangmu relentlessly devoted every waking hour to perfecting the painstaking creation, and the equally beautiful destruction, of mandala and other sand sculptures. Her naturally gifted use of Iddhi and unique, unrestrained outlook quickly made her a virtuoso without peer, able to literally breathe life into her creations. Through her sand-painting tool, the chak-pur, the ephemeral artistry of the cosmos spoke to her: in the sand, Sangmu has found her language!
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Post by crocodile on Nov 25, 2015 20:22:33 GMT -6
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Post by crocodile on Nov 24, 2015 16:54:46 GMT -6
I'd be hesitant to bring particular monsters wholesale from the Castlevania series. Like stuff like Skeletons and Succubi and whatnot aren't exclusive to Castlevania and are thus fair game but Medusa Heads (which I think are getting replaced by those floating Starfish like creatures anyway) might be a bit much be it an issue of copyright (real or imagined) or originality. I posted the below in the design Review Request thread a while back. Can I assume its still on point?
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Post by crocodile on Nov 24, 2015 9:20:35 GMT -6
If I may ask, how does indiegogo deal with pledged money? Is it the same with Kickstarter? They take your money immediately but if the campaign fails, they refund your money in full You can demand a refund anytime before I believe the last 24 hours You don't need an account to actually pledge (just a card or paypal) or to later change your pledge but making an account makes it easier to upgrade or lower your pledge
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Post by crocodile on Nov 20, 2015 0:18:13 GMT -6
I edited my post. If I think of any new questions over the weekend I'll add them to that post but as right now that is everything off the top of my head I'd want answered if possible.
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Post by crocodile on Nov 16, 2015 19:55:28 GMT -6
So the last (for now) guest character has been revealed in full - Annie: Here's a comparison of her between her Skullgirls and Indivisible character designs: Finally here is the guest roster (for now) to scale (I also put this in the opening post):
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Post by crocodile on Nov 11, 2015 0:01:41 GMT -6
Yeah I'm not sure what is going to happen to the momentum if the extension happens and competition with holiday shopping at the end of this month will complicate things. This campaign has been unlike any other so far. I don't want to celebrate too hard right now though as the game still isn't funded. Anyway, a new Incarnation was revealed a bit ago: ~ Nuna ~The third daughter of the chieftain of the Wakinyan, Nuna shares her sisters' gift - the ability to commune with nature. Drawing on the blessing of the Deohako, she can attune herself to all kinds of vegetation, encouraging them to grow and blossom. But she is young, and does not yet know the full extent of her abilities.
Together, the three sisters provide their tribe with an almost unending bounty. Recently, they have begun to share their surplus with neighboring tribes, hoping to form a Tribal Union and bring an end to the long years of relative isolation.
Being the youngest daughter and her father's obvious favorite, many in the tribe feel that she must venture away from his coddling to truly grow and mature. Though she doesn't flinch at hunting animals, the thought of hurting other people upsets her, and a future leader cannot ignore the reality of violence. Understandably reluctant to leave, Nuna is nonetheless excited to share her gift with others and experience more of the world and its flora.
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Post by crocodile on Nov 5, 2015 22:56:01 GMT -6
New Incarnation, Baozhai the Pirate, has been revealed!Her Backstory:A true demon of the sea, Baozhai of the Black Jade and her armada are feared and despised by the naval fleets of both the Iron Kingdom and the Jade Dynasty. Though said to be a crude, ruthless pirate, she calls herself an entrepreneur. For years her crews have routinely attacked illicit Soma shipping routes and blockaded ports involved with the Soma drug trade. Many believe she simply steals for her own gain, yet rumors of a more humanitarian motive persist.
Neither empire have yet been able to hinder her, but the sea can be a cruel mistress indeed. A recent encounter with a massive sea monster decimated her forces and destroyed many of their vessels. Land-locked but not deterred, Baozhai is determined to rebuild a new crew and head back out to sea.Also a look at Shovel Knight in the Indivisible style:
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Post by crocodile on Nov 4, 2015 20:01:48 GMT -6
Monetize the channel in that someone would need to subscribe to Youtube Red to view the podcast? There isn't enough demand for the podcast. As you said, we are a small community and this is an new podcast focused on a single, unreleased game. All you're going to be doing is further shrinking the audience. Or have I totally misunderstood what you're proposing here?
As for video, I'd say forget it. I don't think there is much to gain and I imagine it is a ton of extra work for you.
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Post by crocodile on Nov 3, 2015 19:32:33 GMT -6
Don't worry, I was a Skullgirls fan since day one, I backed their Skullgirls IGG campaign and I've been following the team ever since. I know they are good guys In a bit of big and uplifting news, a number of cross-over characters just got announced!Those are some pretty big names in there
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Post by crocodile on Nov 3, 2015 17:47:36 GMT -6
My experiences using IGG have been pretty straight forward and simple. I'm also one who makes an effort to make myself informed about any subject I take even a small interest in. So I can't really say I can see the perspective of those who decry IGG is so hard to use as to avoid the site (though I of course sympathize with whatever issues Goobsausage had) or don't understand the difference between fixed and flexible funding but I recognize that is an issue for some people out there and thus for this campaign. There seems to be a degree of apathy and ignorance that is holding this campaign back and its frustrating as it doesn't even represent a failure on Lab Zero's part, its more a function of circumstance and I guess KS's profile blowing up to the detriment of IGG over the years since the Skullgirls campaign. Anyway, at this point, all we can do is be positive. Being negative or getting concerned/depressed won't get this funded faster and may turn off fence-sitters (backer psychology is weird). All we can do is continue to calmly and politely explain to others why this project is awesome and something they should support. The big push probably won’t come till the final days – we just have to get in the best possible position to take advantage of that push. Things are getting tight but things are also far from over and I'm not sure discussing "what could have been" is especially productive, at least right now. Happy thoughts people
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Post by crocodile on Oct 31, 2015 9:05:55 GMT -6
Just looked through the campaign and the video So many cultural mix in the game, which is nice I'm a bit confused on the pledge, $60 pledge can't give you digital version? $60 gives you both a physical copy and a digital copy (plus wallpapers, a digital OST, and backer-exclusive alternate character colors)
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