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Post by Elfina Ashfield on Jul 25, 2017 4:01:50 GMT -6
I agree with both of you, MorningSun XombieMike . In my mind, if we don't consider management for a moment, time and budget are somewhat "convertible". If you have more money, you devote yourself into the project, hire more people, the project could go faster, otherwise you're stick with yourself and your free time only. If the budget / time is reasonable, then the project quality is almost nothing to do with money. How the project manager / director handle the project's progress is the key point to the success IMO.
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Post by Elfina Ashfield on Jul 25, 2017 3:41:28 GMT -6
Here are some facts based on the information I've gathered from Chinese game media, and some of my wild guesses.
FACTS: IGA and Mr. Feng co-founded the game company "ArtPlay", this company is based in Japan, but also has a Chinese branch based in Beijing. In law, "代表取締役" means this person is representative and responsible for this company, it's kinda different from CEO.
MY GUESS: I can safely assume IGA is at least one of the CEOs of the company here.
FACTS: Artplay had 5 people in Japanese branch, and 12 people in Chinese branch in 2016. The Chinese branch is focused on mobile game developing, Code S Plan is one of their project they're working on (with the help of Japanese branch), but the project status is unknown as for now since there's no media coverage on this project recently. On the other hand, Bloodstained has no relation with Chinese branch.
MY GUESS: Code S Plan is probably putting on hold since IGA is full power producing BS.
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Post by Elfina Ashfield on Jul 23, 2017 0:16:14 GMT -6
But isn't it just slightly weird that only Artplay's logo is shown and not Inti's? The current developer DICO didn't get their logo shown on the trailer too, so I doubt that'll prove anything. gunlord500 That's what I'm thinking right now too. The main develop team has been switched to DICO as everybody knows, then Inti mostly is responsible of graphics (Mr. Yuji Natsume) and some of the music (Mr. Ippo Yamada), and they probably have already got these done.
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Post by Elfina Ashfield on Jul 18, 2017 18:36:13 GMT -6
Great to see the series get love and attention. Wait... FIRST EVER? L O L
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Post by Elfina Ashfield on Jul 16, 2017 19:58:05 GMT -6
First thanks for the reply! It always feels good communicating with devs! The wall sliding activates as soon as the sprite begins the falling sequence. Megaman X actually follows this same principle, the difference with Megaman is you can release the jump button to control your jump height and that makes your fall sequence begin, thus enabling the wall sliding. Do you mean hitting enemies with the soul fireball powerup? 1. Sorry if I didn't make myself clear, I'm referring to the animation BEFORE the falling sequence actually begins. Like in Megaman X if you are close to the wall, you'll start wall sliding immediately whenever you push down then same direction button where the wall is. Here we seems to have a little stop (5~6 frames maybe?) before the fall sequence begins. 2. No, it's the green (and blue) orb-ish flame that you whip it for "souls" and I believe it serves as hearts in Castlevania.
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Post by Elfina Ashfield on Jul 16, 2017 0:30:54 GMT -6
Tried the demo out, not so far into it tho (2-B). Graphically the game definitely got the 90's PC gaming feel with all the digitized 3D characters, and even the UI screams retro lol Aurora moves A LOT FASTER than the original Castlevania titles, I'm kinda bittersweet on this. Move faster means the game's pace is faster, which is a good thing in an action game, but nostalgic-wise it sometimes feels a little bit too fast. Maybe turn it down a little bit? Anyway it's just my own opinion tho. Some other minor complaints: 1. The wall sliding animation takes too long to start. I know the direction you are going as in real life the scythe needs to stab in to the rock first then start sliding, but as a Megaman fan I kinda used to jump immediately whenever the character touches a wall. 2. Sometimes I had a hard time whip-grabbing the hook or hitting small targets like those soul flames. 3. The Medusa-type enemy at bridge section in Stage 1 could move faster horizontally. Pretty decent game I'd say
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Post by Elfina Ashfield on Jul 14, 2017 0:49:25 GMT -6
Shovel Knight WAS a finished game. The staggered content is completely new campaigns for free. So I don't get it. We may get the complete game retail and then updates to that copy for the extra modes. What is the problem? The new compaign wasn't for free, the new campaigns in Shovel Knight were Kickstarter goals. In the case of Shovel Knight though, people backed the Kickstarter without a physical disc being offered, they were backing a digital only release, so the new campaigns being added afterwards weren't much of an issue. Bloodstained though offered a physical disc. If the goal only hit two million and all we got was the base game of Bloodstained with the standard extras, fine, but they included many other stretch goals beyond that, stretch goals that they used to push people to help them promote the Kickstarter, stretch goals that were not only monetary, but also gained through social media posts, etc. So not only did the fans help push this game higher than it would have ever gotten otherwise, but the money that we put in and we were promised these stretch goals. Instead of providing us with what we're promised ON DISC, IGA wants to further use the extra content to promote "free content to be updated regularly," content that should be on the game, content that we paid for. Yes, we can download these extras as free updates, provided we have an internet connection still, but in 20 years when the PS4, Xbox One, and Switch online services are no longer being supported, these "free updates" won't be available. If IGA wanted to do stretch goals for this extra content to be added at a later time he should have never offered the ability of a disc release. This is just a greedy money grab, because IGA doesn't want to just complete the game, he wants to use this content to promote the game as he's completing it, a big fuck you to the fans who supported him and bought a physical version as the physical version will never be complete. If I knew this shit was going to happen then I wouldn't have put nearly the amount of money as I did. First no Wii U version, now those of us who got physical are getting a forever incomplete game. If IGA goes through with this staggered content release he can go fuck himself. If he does so and delays the release of the retail disc until the game is completely finished, then fine, I'm okay with that, that's a win win for everyone, but I'm kind of doubting that's what will happen. *edit* Btw, I'm aware the "full main game will be on disc." I'm talking about classic mode, rogue like mode, and boss revenge which may not. IGA needs to further delay the game, not screw everyone who bought physical over. It's not like there aren't enough games for us to play, we can wait. I want this game to be as good as it possibly can be ON DISC. As someone who prefers classic Castlevania over exploration style, I actually donated for a physical release the moment we could see it as a stretch goal. 1. I don't think tell somebody "go f**k himself" is a proper way to express your disappointment publicly, swearing doesn't make your opinion sound any better than others and it's not welcomed here. Read the community guideline. 2. Make the game data onto a read-only media doesn't make the game incomplete forever, game devs could publish updates / patches on the games official website, it happens all the time. I don't see the point why it has to have everything on disc, nor I'm worried about the physical release, btw I also have a physical copy on my tier.
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Post by Elfina Ashfield on Jul 11, 2017 20:09:54 GMT -6
I agree with purifyweirdshard . Isn't the full big map that you can explore anytime you want (well some area you cannot access at first) is the most iconic feature in any IGAvania/metroidvania? I don't think an episodic approach would fit into that. On the stagger content release topic I'm with gunlord500 , I'm totally OK with releasing the full main game first in the box (like version 1.0) then release patches to add other modes in later (ver 1.5, 2.0 etc etc...). Sadly we don't have big boxes PC games like 90s. All those different versions, packages...
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Post by Elfina Ashfield on Jul 9, 2017 10:04:28 GMT -6
Finished watching full episodes in one sit through. Trevor vs. Alucard brings back so much memories, especially when he teleports and leaves a red trace behind. I'm literally like "I used that move in the game" and weep my happy tears I also love Trevor's character, that speech in E03 makes blood burn. The only shortcoming is... it's too short! It's more like a prelude lol, need more! AlphaOmegaSin's review:
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Post by Elfina Ashfield on Jul 5, 2017 21:59:20 GMT -6
The cast of Japanese dubbed version is out. Trevor Belmont would be Ryotaro Okiayu, Alucard would be Shinichiro Miki.
Interesting, because Mr. Okiayu is Alucard in Japanese version of Symphony of the Night.
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Post by Elfina Ashfield on Jul 4, 2017 20:57:22 GMT -6
There are so many possibilities here, for example crystal + pallete swap without the outlines, with the black outlines, white outlines etc. etc. Crystal + Palette swapping + no / black outline would be my personal choice
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Post by Elfina Ashfield on Jul 4, 2017 20:26:02 GMT -6
I'm okay with Dullahammer's head being a float blue crystal, but I do prefer palette swapping on its look. But I don't like the idea of trigger shard type familiar (apes and others) using the same color as familiar shard (Dullahammer's head). Four or five apes on the same screen with the same blue crystallized look would be very distracting IMO, after seeing Pure Miriam's screenshot above.
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Post by Elfina Ashfield on Jun 30, 2017 10:28:07 GMT -6
Yeah the thing with the menues and what not. Since IGA had a 'prototype' menu in SotN, i feel like this time around he focussed on the menus more than you usually would. As you can see in the demos from last year and this E3, the menus have not changed much. So I doubt anything will change much tbh. Simply dropping a 3d model in Unreal Engine 4's UMG (UI tools) isnt possible either, so it isnt a super easy thing to add. They would most likely need to rebuild the menus, so they appear in 3d space, fix that stuff up, and then add the model. That being said... I would very much like to have a 3d bestiary. Since bestiaries have been a thing in almost all Igavanias, iirc, I am hopefull about this being a thing. Totally unrelated though, I remember that both Super Mario 64 and Super Smash Bros. Brawl had their menues rendered in 3D. In despite of looking like 2D plains.
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Post by Elfina Ashfield on Jun 28, 2017 6:50:34 GMT -6
My two cents about the multi-platform issue: I'm apt to believe that nowadays if you're making a game and going to release it on PC, the lead platform (or main platform) should be PC, since most work is done on it. From dev's aspect, PC is the first testing platform. Modern game engine like UE4 is very aware of cross-platform capabilities, and since PS4 / XBOX are all based on x86 architecture, I didn't see that much of problem of porting a game that is built on PC to these two platforms, all you need is devkit (dev console + SDK, and of course the engine itself). But to achieve the best performance for a platform, you'll need to optimize your code specifically for it, or even more, downgrade the graphics by turning off some shaders / effects for more steady framerate. I'm mentioning this mainly because of NS, our dev team might need some extra effort to make this game play smoothly on that device. Vita on the other hand is kinda gloomy... Not only because that platform is WAY under-powered than the others, but also the UE4 engine itself is not ready. I know Armature is handling the Vita port of UE4, but I doubt they can make it available when the game is ready for port (like end of 2017). BS may just use a small portion of features in UE4, but it's still a huge project anyway. A wild guess is the Vita version might get another delay. Anyway, despite of all these, the multi-platform aspect shouldn't be our major concern now IMHO, we're still building the main game contents!
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Post by Elfina Ashfield on Jun 17, 2017 8:32:14 GMT -6
These guys definitely knows what they're talking about lol, and I do think actual game footage is better than the trailer. About hit detection though, can't talk about that until we got alpha build.
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Post by Elfina Ashfield on Jun 15, 2017 4:50:11 GMT -6
Another quick little update. At this point anything that I am doing, model wise are just quick little tests. They will be redone/updated so they are higher quality. Cute! Dat striped stockings lol!
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Post by Elfina Ashfield on Jun 15, 2017 2:44:31 GMT -6
Heh... I was actually planning on giving the Lolita mod I was making an umbrella as a weapon as well. so much stuff i wanna do... so little time T_T Lolita mod? *gasp* *EXTRAORDINARY HYPED*
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Post by Elfina Ashfield on Jun 14, 2017 6:35:42 GMT -6
Hmm, interesting point. I do think it's probably the lighting might get changed, though, judging by how different the ship stage looked--they showed off updated screens and it both looked darker and wetter. And I'm extremely happy to see they tuned down the brightness of the ship stage. Maybe one of the most "completed" area for now IMO. I tend to think the team already knows the problem within the trailer and footage, they just didn't have enough time to fix it. E3 is a HUGE PR window they just can't miss, so there are compromises. But like always, feedback is cool in case the team forgets / doesn't realize the problem.
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Post by Elfina Ashfield on Jun 12, 2017 6:42:42 GMT -6
I'm watching it wight now, so far I'd say it looks good, and yes better than the trailer. At this point I wonder if it weren't better to take the time and craft a more polished trailer, because in my opinion it was a bit rushed and legitimately made things a little worse than they appear. Improvements are to be made, but still, this is better. A minor gripe: the dagger and rapier seem to function mostly the same. Why would you use the knives over the rapier if knives are like rapier but shorter and weaker? Knives are underappreciated in games, I would have like them to be unique/have reasons to be used P.S.: even the familiars look way better and more crystal-like! Actually in SOTN my favorite weapon is the black dagger, at least in the first half of the game. It's extremely fast and deals a fair amount of damage. Rapier should be a little bit slower IMO.
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Post by Elfina Ashfield on Jun 12, 2017 0:10:30 GMT -6
purifyweirdshard That pretty much captures my sentiment on the issue of art direction. I think what we have seen so far works from a design standpoint, but - to me - the realistic shading just makes it look nothing more than functional. It gets the job done, but that's it. And I've seen similar comments elsewhere: that the visuals as they stand lack identity. There's nothing that makes it pop out and let you clearly see an artist's fingerprints. It's somewhat unfair to make the comparison, but there are a number of 2D metroidvanias that have come out recently, and there's one thing that they all have in common: you can immediately tell the game from the art direction. But while it's easier to achieve that with hand drawn visuals, a good combination of textures and stylistic textures and shaders can accomplish this as well, and I think that Miriam's character shaders are proof that IGA and co. are more than capable. If what we have is what we're getting, then fine. I'll enjoy the game just the same. But in my opinion, what we have seen in the environment so far won't be looked at as having the same timeless beauty that Symphony of the Night does, and I would push for the team to do better if I could. Agreed. The game is beautiful in detail, but somewhat lacks impact (lack of identity in another word) from the first sight. And as I've mentioned in another thread, some foreground objects (actual platforms for you to stand on) are kinda bland, like those wooden slopes shown in E3 live stream. It's like "yes this is definitely good and promising as for now but let's make it even better".
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