Olrox
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Post by Olrox on Jul 29, 2016 9:57:52 GMT -6
No because Kickstarter is meant to kick start things, not kick start something and then keep on kicking it to death. If it's successful, it'll naturally get a sequel which will be funded by the publisher. Bloodstained was only kickstarted to gauge interest in the gameplay style. What could be kickstarted, if they really wanted to, would be an anime or something. But definitely not a sequel. Exactly this. If bloodstained 2 also got a kickstarter it would mean that the first didn't do well enough on it's own. I really want Bloodstained to be the first step for IGA to become self sustainable. I'll always be there to buy his games if he keeps up with his amazing games. If bloodstained does good then maybe IGA gets to do a sequel using 2D pixel art for the 3DS, but I really feel it shouldn't need another kickstarter.
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Olrox
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Post by Olrox on Jul 23, 2016 15:23:47 GMT -6
Huh, that's a shame. Each of these seemed promising to give Miriam something unique. Oh well, you can't have everything. Then I stand by what I said earlier, a mirror of some sort that transform miriam would be nice somewhere in the castle.
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Olrox
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Post by Olrox on Jul 23, 2016 14:07:50 GMT -6
Yeah, we can expect that HP and MP ups will be scattered through out the castle. I would love if there was a big permanent luck increase, maybe after the final boss, given a by a superboss just to help farming enemy drops and shards, because it was tiresome in Aria and it became isanely time consuming in Dawn when you had to collect 9 souls for certain enemies.
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Olrox
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Post by Olrox on Jul 23, 2016 14:02:59 GMT -6
But looks and things you change in the menu goes hand in hand... Look at the demo, shoes changed miriam apperance AND had utility, frankly just by looking at the picture above I cannot consider those items not changing the gameplay at least one bit.
If there are purely aesthetic changes I think they are going to be very simple things like a special scarf/dress which you can change colors ala SOTN with the famous watermelon cape, but those designs above seems way to elaborated to be just fashion IMO.
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Olrox
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Post by Olrox on Jul 23, 2016 13:46:15 GMT -6
Well for her to be able to only change certain artifacts in her room then it would involve that said artifacts do NOT change core aspects of the gameplay, because it would be a hassle going back and forth to a room just to get an item needed to progress through the castle as the core of a metroidvania is adquiring items permanently to reach certain areas easier as you go along. If it meant that these artifacts are only cosmetic then it would be great to change it in a mirror of some kind just to change the default look. Otherwise if they do have something to offer like adding an extra attack or defensive mechanism for Miriam then I would prefer if I could change my look at any point for the sake of convenience and speedruns.
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Olrox
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Post by Olrox on Jul 23, 2016 13:37:04 GMT -6
Totally agree with this, really a map is a place used for guidance, it doesn't take anything from the game nor it forces the devs extra work while adding each area a color to distinguish itself. What a better way do identify a graveyard than with something like a marble grey (like the mausoleum in Aria of Sorrow), and a library with a wood brown (like in SOTN). Would love this simple yet elegant feature.
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Olrox
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Post by Olrox on Jul 23, 2016 13:25:36 GMT -6
I think making a souls game esque new game plus+ could be interesting, increasing enemies HP and damage each time you beat the game could as well could work, also as many people have mentioned, adding harder enemies in early stages of the game is interesting. The only problem I have with increasing the difficulty with new game+ is that it makes nightmare difficulty mode somewhat irrelevant. A realistic solution for this could be that once you start a new game plus+ you start in nightmare mode, and if you beat it then it would be something like nightmare mode+ which involves enemies dealing even more damage but no more special enemy placement for the sake of making developers work easier, it would look something like this: normal game
starts with no special items | - | nightmare mode (aka new game +)
you keeping all your items enemies deal more damage and have more health harder enemies in earlier areas hard mode exclusive items like in Aria of Sorrow.
| nightmare mode
start with no special items. enemies deal more damage and have more health harder enemies in earlier areas hard mode exclusive items like in Aria of Sorrow.
| nightmare mode+
you keep all your items enemies deal MORE damage and have MORE health | nightmare mode+
you keep all your items enemies deal MORE damage and have MORE health
| Nightmare mode++
you keep all your items enemies deal EVEN MORE damage and have EVEN MORE health
| Nightmare mode++
you keep all your items enemies deal EVEN MORE damage and have EVEN MORE health
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and so on... like the souls series when things can get to +9 if im not mistaken. Basically the only difference is that you could start nightmare mode with items collected after a normal game, or without items if you start with nightmare mode right off the bat, and developers shouldn't have to worry coding even more stuff into the game for each different "+" besides the first new game +, just amping up the enemies damage and health after each run.
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Olrox
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Post by Olrox on Jul 23, 2016 12:55:30 GMT -6
Turning a switch is a bit of a semantics argument... But yes, adding multiple shaders to the game adds WAY TOO MUCH WORK for everyone. Texture artists have to paint multiple versions for each character. Shader artists have to tweak the shader to match the texture for each character. Art leads have to QC each shader style to make sure they look good, and that they're consistent. Revision time spent for every tweak that has to be done for each character (artists waiting for feedback, time to read and interpret feedback, time to load character models, paint new textures, save texture files, send message to art lead to check revisions, etc.) They also have to make sure that the textures are actually assigned to the correct shader set. Not to mention the number of texture atlases you have to stick into the game's installer, which adds up very quickly. So to have just two shader variants, you already doubled the workload for each person concerned. And how many characters are there in the game? How many enemies? How many projectiles? Weapon VFX? Creature VFX? Long story short, needs too much time, needs too much work, needs too many in-game resources. Completely agree here, Better for artists and programmers to focus on polishing the game with the current shaders than splitting their efforts on just a secondary function that quite frankly most of use would never use because we as a comunity already voted on which shaders we think look best. Perhaps in the future mods could help out tunning the shaders, but for now let's not give IGA's already loaded team more work than needed.
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Olrox
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Post by Olrox on Jul 22, 2016 11:27:25 GMT -6
Well I thought it would be nice to discuss how is IGA going to appear on as the backer exclusive superboss as stated in the KS page: " Update 20: Sword or Whip Results, Boss Reveal, and the Pyrite Coin
He won't look like that—not even a little like that—but we had Kari Fry create this remarkable artist's depiction for a reason. That backer-exclusive boss? It will be IGA.
He was reluctant to include himself in the game like this—even as an eldritch easter egg—but he relented when he saw fans talking about the possibility. Look, take my word for it: You've never been beaten into the ground and eviscerated by a nicer guy. " Here are some topics worth talking about:• How hard should it be? • How many forms should have? • What should be his drop? • Should it be required to beat the game to be able to face IGA or just having a backer copy and the necessary equipment is enough to challenge him? • Do you think it should be aviable for DLC so other backers can butt heads with IGA? Personally, as a superboss, I think it should be way harder than the final boss, ala Galamoth in SOTN, and in nightmare difficulty it should be the hardest boss in the whole game. Also it would be nice if IGA dropped the legendary swordwhip or/and a really broken soul to almost kill all enemies in 1 or 2 hits like red Minotaur in aria. A cool mechanic could be that IGA starts like Olrox in SOTN, similar to his sprite used in swordorwhip.com/ and after a 1v1 duel he morphs into es into some kind of bizarre vampiric monster.
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