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Post by Pure Miriam on Dec 15, 2017 13:27:58 GMT -6
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Post by Pure Miriam on Dec 15, 2017 9:17:43 GMT -6
Santa hat and Thorn whip. Great. Added to the opening post.
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Post by Pure Miriam on Dec 15, 2017 9:16:17 GMT -6
Thorn whip and santa hat, what a curious combination. I like it.
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Post by Pure Miriam on Dec 14, 2017 7:17:13 GMT -6
Double Post! (yes, i know this is a crime for forums, but anyways)
I talked with my brother, wanting the feedback of someone outside the Igavania fandom (he likes Castlevania games, but it isn't a diehard fan)
Here goes:
"I think the game is good as it is. The animations are solid, i see absolutely no problem at all with how the attacks are being delivered and the death animations looks good to me. Each enemy already have a specific death animation that is quick, elegant and satisfiying. Vanishing in red ashes is symbolic to the fact that all enemies comes from hell itself. Overloading the game with overly detailed death animations can bring the FPS down and cause slowdown. Also, the game must be different from Castlevania somehow so, copying everything, downright to death animations, would not be good. So, in short terms, i can't see a problem with attacks and death animations how they are now."
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Post by Pure Miriam on Dec 14, 2017 1:48:20 GMT -6
Considering all the feedback, i believe most of us agree on a main point, that each enemy must have, at least, a unique death animation that matches it's personality. It has been like this in ALL Igavanias thus far, and there is no reason for Bloodstained to be any different.
I proposed that each enemy could have two types of deaths, it's unique death and a special death if the enemy has a weakness and is killed by it, but considering the time and what the dev team can do, i believe we all agree that, at least, regarding death animations, each enemy must have a unique death animation.
It's good all of us kinda agrees on the same point.
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Post by Pure Miriam on Dec 12, 2017 17:55:18 GMT -6
exile Oh, yes, i totally understand you. I'm not saying "don't propose hair animation, it's not gonna happen" or anything of the sort. I just don't believe they can do it now. But it would be great. And i agree to you, Bloodstained looks amazing in a level that i personally wasn't expecting when the kickstarter started. If Miriam ends up without hair animation AND If Bloodstained manages to be a franchise (IGA already said they plan to do at least one more game, if it is related to Bloodstained or not we don't know) we can try to make a campaign for that before character concepts, like "The hero/heroine of the next game must have hair animation!" so they can already design the character with that in mind and using the tools to make it easier (such as the trick of long / thick strands / pigtail or ponytail and stuff like that).
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Post by Pure Miriam on Dec 12, 2017 6:42:20 GMT -6
Okay, this will be a bit of a long feedback, but if our brand manager asked so nicely, i'm going to give my feedback. I really believe that the satisfaction of attacking enemies and killing enemies could be linke to "normal stuff" and
ATTACKING ENEMIES: VISUAL CLUES OF ELEMENTAL WEAKNESSESS AND RESISTANCES
Something i said before in other threads, is that it would be awesome if Bloodstained had some visual clue about enemies weaknesses and resistances. In Portrait of Ruin, enemies would flash blue if they are resistant against that attack and red if they were normal or weak against that attack. Bloodstained could upgrade that with some visual clues. Attacking an enemy weak to fire with a fire attack, could make a small flame shows up at the enemy's body, where you hit it. If you attack an enemy resistant to fire with a fire attack, the enemy would simply not react at all and keep doing whatever is doing. Attacking an enemy that has no weakness or resistance against that attack would make the enemy react but nothing more than that. In short terms: Normal against that attack: enemy reacts / move away. Weak against that attack: enemy reacts / move away / a small element shows up where the attack landed. Resistant against that attack: enemy doesn't react at all.
Something simple, i believe, that doesn't require too much programming or implementing of things.
KILLING ENEMIES: DEATH ANIMATIONS
Each enemy should have at least two death animations. A default one, that plays out when the enemy is killed and a special one that plays out when the enemy is killed with an attack element that this enemty is weak against. Let's say Dullahammer is weak against fire. Killing Dullahammer with anything else will make it "dismantle", breaking down and vanishing. Killing Dullahammer with fire would make it explode in flames, burning out in ashes.
Again, something simple that, i hope, doesn't require too much work to do it.
That's all folks!
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Post by Pure Miriam on Dec 12, 2017 2:27:53 GMT -6
I know that the hair moving is something many would love to see (myself included) but i'm really not expecting that. As i said before, moving hair is something really hard to do and that's why most characters with a hair programmed to flow, has their hair tied up as pigtails, ponytails and something like that, to flow like a unified block. Moving a SHORT hair like Miriam's hair is much, much harder and time consuming. I'm sorry to disappoint most of you but really, don't expect that to happen. It's a little detail that not many would notice and that takes a lot of time and resources to do. I'm not trying to turn anyone's wishes down, i'm just being realistic.
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Post by Pure Miriam on Dec 12, 2017 2:22:04 GMT -6
Just a general information about room size for most other Igavanias, this is already in some threads of mine. Have in mind that each block from the map of a game is considered "one room". Symphony of the Night; 1890 (two castles). Circle of the Moon: 981 (including secret battle arena). Harmony of Dissonance: 1348 (two castles). Aria of Sorrow: 928. (Including Chaotic Realm). Dawn of Sorrow: 1023. Portrait of Ruin: 1845. (Including all portraits). Order of Ecclesia: 1335 (including all areas outside the Castle). Yän i agree to you in a extent, but since the game has "Iga's biggest castle" as a stretch goal, it would be good to know that they will really deliver that promise. I consider that stretch goal as "Iga's biggest game" overall, so, i accept if the whole thing counts both Gebel's castle and areas outise of it. So, in MY view, if Bloodstained doesn't have 1891 rooms or more (considering the game's overall length) that stretch goal wasn't fullfilled, since Symphony of the Night, with it's 1890 rooms, is IGA's biggest game.
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Post by Pure Miriam on Dec 11, 2017 12:54:08 GMT -6
EnkeriaThat measurement is on a website, but even dev team normally does something like that, but, as always, the time is based on testers playing the game. it's completely different for each one. I normally take much more time to finish a game that i like, because i like to pay attention to details and have a good taste of the game before finishing it. I heard people with 100+ hours of gameplay on Symphony of the Night, simply because they like the game so much that they want to spend time playing it, even if you have little to nothing to do with it. That "main story" time is based on a straightfoward experience by a experienced (but not pro) player. Basically, you take the game, you already know how to play, and you play it from the beginning to the end without going away from the main plot not even once. purifyweirdshard I don't believe on that time for completionists either. That is probably some "pro" player. Overall folks, take those hours with a grain of salt, it varies GREATLY depending on your playstyle. About the discussion, my thread was going to talk about speculations i have for the game, a myriad of topics i have in my head, gameplay-wise and plot-wise. But when i started to type that part, about the game's size and how many hours it could take to finish it, i noticed that this topic was too big to be confined in a thread with other subjects and decided to make it a topic of it's own. My other speculations (both plot and gameplay-wise) thus, was locked inside my head to be some other time on some other thread one day.
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Post by Pure Miriam on Dec 11, 2017 12:45:36 GMT -6
allooutrick If the game ends up having 8 sets, considering Shards & Gear, the strategic possibilities, if the game give us enemies hard and interesting enough for said strategies, can be endless. You can have something like this: Set #1: Default set, with decent weapon and gear and "good-for-all" shards. Set #2: High damage, close range set (Axe or Hammer, with close range powerful shards) Set #3: Long range set (Gun, projectile-focused Shards) Set #4: Mobility set (fast attack weapon, mobility-based Shards) Set #5: Boss set (good weapon and ultra-powerful, high MP consuming Shards) Set #6: Situational set #1(focused on something specific, like protection against status effects or elements) Set #7: Situational set #2 Set #8: Situational set #3 As i said, in order to really do something like this, enemies and the whole game must give us opportunities and the "need" to prepare ourselves like that. Just a brainstorm lol
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Post by Pure Miriam on Dec 11, 2017 2:38:38 GMT -6
How big this thing will be anyways? We are "not that far" away from Bloodstained locking up and ready for release (at least, we hope so). Considering that, it is starting to be the time for speculations. Reading comments around the internet about the game, IGA's past interviews, some pages and other things, i came up with some interesting speculations about Bloodstained's game size and i wanted to know the community's opinion about it. Here goes: 1600+ROOMS
The only number we have, so far, about Bloodstained's size is a promised number of rooms, that was said to be "more than 1600" (or 1600+, for short). If that ends up being the case, the game will be lower than Symphony of the Night ( 1890) and, technically, it will not met the Stratch Goal "IGA's Biggest castle". The dev team said once that Bloodstained was being planned to be " 1.5 bigger than Symphony of the Night". That doesn't add up to the promised Bloodstained's castle size of 1600+ rooms, since that is lower than Symphony of the Night's size (if you count two castles) unless... BLOODSTAINED CAN HAVE TWO CASTLES
If that is the case and if the promised 1600+ rooms considers only one castle, then the game would be MUCH bigger than Symphony of the Night, reaching the whooping number of 3200+ rooms, something i really don't believe it will be the case. IGA said that when the team calculated 1600+ rooms for the game, he considered that it was "a bit too much" but wanted to do it. That was before the dev team changed and increased to make better use of Procedural Generation.Procedural Generation is not only a tool to make games with random elements, but also a method of randomly creating scenarios using pre-made assets to make them look more interesting and varied and also to easily create huge scenarios much quicker. (You create the scenario using procedural generation, fix what it has to be fixed and them lock it). Using procedural generation, the game can be created much more easily and that also means a bigger game overall. If Bloodstained doesn't end up having two castles, there is other thing that can be done to make it bigger, and that is... PROMISED ROOM COUNT DOESN'T CONSIDER OUTSIDE / OTHER AREAS
If the room count of 1600+ rooms doesn't consider areas such as The Village, Galleon Minerva and anything that is not strickly inside Gebel's Castle that may exist and we don't know yet, and only considers the Castle itself, then the game can easily reach beyong 1890 rooms of Symphony of the night and reach the promise of being 1.5 bigger than Symphony of the Night as a game. If that is also not true, then the last speculation that can be done is... BLOODSTAINED GAMEPLAY HAS ELEMENTS THAT MAKE IT LONGER / BIGGER
If the game has elements on gameplay that make it longer, bigger or more time-consuming (such as several completionists elements, tons of backtracking and such) the game may not be bigger "physically speaking" but may take longer to finish and ends up being bigger due to that. CLOSING COMMENTS
Symphony of the Night, according to how long to beat website, can be finished in 9 hours (main story), 12 hours (main + extras) and 17 hours (completionists).
If "Bloodstained being 1.5 bigger than Symphony of the Night" promise ends up true, Bloodstained could end up with something like: 13 hours (main story), 18 hours (main + extras) and 25 hours (completionists).
IGA said in the past that when they were still aiming for the 500.000 on Kickstarter, the game was planned to have around 10 hours of normal gameplay (already a bit bigger than Symphony of the Night's normal gameplay) but as Kickstarter started to get more and more money, the planned for the game to be around 1.5 bigger than Symphony of the Night. As said above, that doesn't add up, due to a simple math: Bloodstained promised size: 1600+ rooms.Symphony of the Night's size: 1890 rooms.Bloodstained havnig 1600+ rooms and being 1.5 bigger than Symphony of the Night doesn't make any sense, unless one of the speculations above ends up being true or something else that i wasn't able to think about. What do you think of all that? That's all folks!
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Post by Pure Miriam on Dec 10, 2017 1:03:02 GMT -6
Elfina AshfieldThat is hard to tell. Considering long range attacks, Order of Ecclesia had it's main character, Shanoa, using nothing but magic. Since her MP had a ultra fast regeneration rate, you could play the whole game throwing knifes / fireballs / lightning bolts from afar at everything. One of the interesting traits of that game was it's difficulty, much higher than any other Igavania game to date, done because fans wanted a harder Igavania and most probably to balance Shanoa's powers. Bloodstained, at the spell department, is closer to aria and Dawn of sorrow, but even so, you will have several ways of long range attacking with magic and guns. Now, thinking about the Church Demo from 2017, imagining playing that area with a gun, i honestly don't see it as any easier, because you have lots of ups and downs that block any straight-line shot (unless guns will be able to shot through walls like weapons) and tricky enemies, like Apes and Dullahammer Heads, that must be hard to aim and hit with a gun. Considering how long is Miriam's animation with the gun, it would be easier if you keep attack-canceling to faster things up and that is a technique that is not easy to do 100% of time either. And, on top of all that, guns have limited ammo. So, i think that, considering all that, guns will end up being a sidearm. Most players will, with experience, (i think), create a Equip set with a primary melee weapon of their preference and a secondary Equip Set with a gun to be used when you have a clear view to attack from afar. If that is the case, Bloodstained will easily give us much more of a strategic style of playing.
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Post by Pure Miriam on Dec 9, 2017 8:35:24 GMT -6
Scuttlest If it turns out to be a reboot like MK9, then i would really love it. I normally dislike prequels, but if you are rebooting the whole franchise to the start or doing something similar as MK did, then i'm all for it.
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Post by Pure Miriam on Dec 9, 2017 6:07:03 GMT -6
"Set in the 16th Century, the latest chapter will revisit events from the original Soul Calibur to uncover hidden secrets. Each player will soon come to realize that, “History hides away more than one truth…”" So, this is a prequel? That's why both characters look younger than in Soul Calibur V. I normally dislike prequels...The game looks promising and awesome, but if it is a prequel, it already makes me feel a bit "eh" at it.
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Post by Pure Miriam on Dec 9, 2017 2:56:38 GMT -6
Busterific Since the first menu back at 2016 DEMO, you could see a tab called "Equipment Set 1". At 2017 Demo, they updated that to this: The whole idea rings to Dawn of Sorrow that had two equipment sets (thanks to Doppleganger Ability Soul power) and Order of Ecclesia that had three sets. Considering those two games, it is probably going to be the same, but updated. You will (probably) be able to create "sets" of Equipment & Shards tied together, that you can switch in real time with a button or command. Judging by the 2017 Demo Menu, we will probably be able to have 8 sets. Don't know if you will start the game capable of creating all 8 sets of equipments, or if it will be like Dawn of Sorrow and Order of Ecclesia (where you had to obtain that ability / relic). Since it's 8 sets, maybe you unlock new slots for sets by obtaining something? Either way, that will be in the game, so, yeah, it will be cool to have a set with a gun to attack from distance and quickly switch to a melee weapon when things get tougher and closer. Alongside the whole strategy of creating sets with shards in mind (since i believe each set will be for both equipment & shards tied together).
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Post by Pure Miriam on Dec 9, 2017 1:28:37 GMT -6
Some comments: gunlord500 : Thank you =) exile : To be really honest, i don't believe we will see too much moving hair at this game. Doing hair animation is really costly and time consuming. If you pay attention to 3D games, you can see that several characters has short hair, or long hair that is conveniently tied to make it move in "ropes / blocks" and not as strands of hair. You only see hair moving nicely in AAA games or sprite-based games where you can animate the sprites. A good example of this is Castlevania Judgment. If you all pay attention, all characters from that game has either short hair, hidden hair or hair tied in a way that if it moves, it flows like Miriam's scarf (as a unified "block") because it's easier to do that. Miriam hair is short exactly to not animate it. The only characters with long hair in the game, Dominique and Anne, both have their hair stylized as pigtails / long thick strands to make it easier to animate, if needed. Short hair with animation is really hard to do, so, i don't think they will do that. Elfina Ashfield : As far as we know, Guns will have ammo and it was revealed that the gun properties (such as elemental damage) will be determined by the gun's ammo. Considering guns will have limited use, due to ammo, that we will need to either buy and / or forge, i believe guns will have high damage to compensate. Although we also need to put in consideration the fact that, it is most probably that guns will have the highest range of the whole game...So, it's difficult to tell. To be balanced, they need to have a good damage, because they are of limited use, but not outstanding damage because their range is (probably) the highest.
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Post by Pure Miriam on Dec 8, 2017 16:42:03 GMT -6
About enemies vanishing when they left the screen, dying by themselves and such, i just remembered that, at one of the videos from E3 2017 Demo, the player, testing Bone Thrower, i think (Shard from Morte Bone), ended up throwing a bone that flew almost offscreen and hit a Dullahammer head that died offscreen and it's shard showed up and the player got it. It was...interesting.
About spikes, they are normally used at specific areas, so, they do exist in games, but are really not very common.
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Post by Pure Miriam on Dec 8, 2017 16:09:28 GMT -6
Bloodstained official Youtube account is posting these short videos. There is no update for this at the kickstarter page. More may show up.
December Treat #1!
December Treat #2!
(UPDATED 12/15/2017) That's all folks!
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Post by Pure Miriam on Dec 7, 2017 16:02:48 GMT -6
Your questions in Familiar Green. My anwsers on Effective Blue.
Use environments against them 1. Would you like to use the environment to kill off enemies? If yes, would you like to have it as random as the generated corridors in the background, or always at the same location? And, would you like it for castle in general or only when you meet bosses? First of all, i believe there is a misconception here. As far as i remember, the background is not randomly generated. They use procedural generation to create environments, that does not mean they are random all the time. You use a software to randomly generate environment and then you SAVE the environment as it looks and fixes it on that look. The procedural generation is used just to create things easier, not really to make the background random everytime you see it. That's what i understood at least, i may be wrong. About the question itself, i would like to use the invironment to hurt enemies, but as a minor scale. The main power killing baddies must come from my weapons and my shards. At the Demo, you can make a Buer fall into another and hurt it (by a very low damage) if i'm not mistaken. I find little things like that fun and interesting, but more as a gimmick, puzzle-solving or something interesting to discover, than a real effective way to kill enemies.
Traps + Enemies 2. Traps are most of the time surrounded by enemies, unless its a room for a special type of gear (spike armor - SotN). Would you rather have traps only in a room, a combination of them and enemies or a room that "divide" the enemies and traps a part? Like having flying heads, while the floor is rising up and down with lava or acid? If there would be enemies in this room, would you like to see them die on these traps, or magically just pass through them unharmed? I think all options are possible, variety is the key. A room that is nothing but traps is interesting, as is a room with traps and enemies, and both things divided apart. About enemies on traps, i think they can survive most of them. Like, you don't see enemies on Castlevania dying at spikes, so, i think they could be immune to most (maybe not all) traps.
Falling Enemies 3. Some enemies are very stupid. They walk or jump off edges and are forever gone. Would this apply in Bloodstained? Or would you see them either respawn shortly, find their way up again or do the classic one - respawn once you leave the room. Respawing when you leave the room is granted. There is absolutely no way an Igavania would work without that. I would like to see enemies with a better overall IA, like choosing their attacks in a smarter way and not doing suicide jumps, or having means to coming back, that would be nice. Even so, i also like the simplicity of enemies in Igavania basically working as obstacles with patterns. So, both ways go.
Flying Enemies 4. Those enemies that fly, keeps on coming. What if you could actually manage to kill them "all"? Would it be satisfying? Would it be a waste of effort to actually make it happen? After all, leaving and coming back would mean they would respawn anyways. Portrait of Ruin has a quest where you need to stay inside a room killing never ending ghosts until a bigger one shows up and you kill it too. Killing all auto-respawing enemies could be some kind of secret quest or something. It would be fun to do that in order to make something else shows up to get it's shard, for instance. I think something like this works better for quests and secret and hidden stuff, than something normal.
2nd Tier "Smarter" Monsters 5. Once you actually managed to kill of a room, using weapons or the environments, would you like to see the enemies become smarter? What if they are in Limbo, and they actually remember you slashed a chain so a chandelier landed on them just an hour ago? Would they try to do this to you? Or would they become stronger and stand against this, if the trap was always at the right place? Maybe you enjoy making them suffer, and the traps and environmental damage was to be based upon your weapon damage? Enemies become smarter after kill them on a particular room? That would be really hard to code right now, and i don't think i would like that at all.
Thanks for the nice questions =)
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