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Post by Pure Miriam on Dec 26, 2016 2:59:53 GMT -6
There have been several topics talking generally about the castle and design, but i didn't saw anyone dedicated to made up castle areas, so, i decided to create this one. I really don't remember if there was a topic like that before, so, sorry if it had and i'm being redundant. If any mod thinks i'm being redundant, move this elsewhere My idea here is just a discussion and suggestion for Bloodstained: Ritual of the Night Castle areas. Write an area of the castle you would like to see in the game. I made one below. TIMELESS CORRIDOR Description: As soon as you enter in the area, you can see that it is frozen in time. Corridors and rooms decorated with countless watches, hourglasses, water watches and all other kinds of objects to measure time, and they are all frozen in the same hour (midnight). Windows shows static night clouds in a clouded night. Some openings in the celling made a cold rain falling outside to fall inside, but the water drops are also frozen in place. Enemies are also frozen. Items, chests and anything else can't be picked up at all. Save rooms and teleport rooms doesn't work and any part that has a door can't be entered, because the doors are also frozen in time and, as such, they can't be opened. After a random time of exploring the area, the player is teleported back to the start and all the time the player spent exploring the Timeless Corridor resets (if the game clock was, for instance 1:30:25 when the player entered, and the player was teleported in 1:47:39, the player will be back to 1:30:25). The game clock will be reset back to when the player entered, and the map will be erased again, as if the player never explored the area in the first place. The only way to explore the area is with a Yellow Shard (or maybe a Relic / anything else) equipped that let's the player walk in places where time has stopped (Like Galamoth Soul in Aria of Sorrow). If the player remove the Shard / turn off the relic while exploring, it will be imediatelly teleported back to the beginning, but any exploration and time spent will be intact. By using this, most enemies will finally move and most areas will be open to be explored (including the Boss Door), but not all. There will still be enemies frozen in place and doors that can't be opened. Only after killing the boos, the Timeless Corridor will be fully unlocked and the player will be able to explore it a second time. Boss: Doom Hourglass. A huge, menacing hourglass with demon features that attacks with sand, shots bubbles that can stop Miriam in time (allowing him to hit her) and can summon a small timed Hourglass that, if not destroyed in some seconds, resets the whole battle back to the beginning. Doom Hourglass Shard [Trigger] Time Bubble. Shots a bubble that locks a single target in stasis (the target can't be killed, but it stops in time, not moving and not damaging anyone. It can be used as a plataform to reach higher areas. Some enemies (and all bosses) are immune to this). Here's a good music from a mostly unknown game (that i love) that matches what i thought:
That's all folks!
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Post by Pure Miriam on Dec 24, 2016 2:16:21 GMT -6
Since i was gently quoted, (that post was from a thread i made, and that i was advised to let it here, instead of doing another thread), let me explain how i think Bloodstained: Ritual of the Night difficulty system should be overall.
FIRST TIME PLAYING: NORMAL MODE
First time you turn on the game, select a new save file and start playing, you can't choose any difficulty at all. The game is locked on it's normal difficulty, that's something similar to Aria of Sorrow / Dawn of Sorrow / Portrait of Ruin of sorts. Not as easy as Symphony of the Night, not as hard as Order of Ecclesia. Accessible for newbies, and players that doesn't like hardcore challenges.
SECOND TIME PLAYING: HARD MODE
Finishing the game once, unlocks Hard Mode. In Hard mode, enemies are faster and harder and you are weaker, something a little harder than Order of Ecclesia default setting. Hard Mode has exclusive items, equipment (and maybe Shards) that can't be found on Normal Mode.
THIRD TIME PLAYING: NIGHTMARE MODE
Finishing the game on Hard Mode, unlocks Nightmare Mode. Now things get serious. Here's what i think how Nightmare Mode Should be, in 10 steps.
1) Enemies are even hader and faster than Hard Mode. 2) Higher level enemies from other parts of the castle show up earlier. 3) Annoying enemies (medusa heads wannabe, flea man wannabe) show up in places they didn't existed in original game. Including all Boss Rooms (when possible). 4) You can't level up. Miriam is locked in LV1, so, no grinding will save you. You can still level up shards (if that exists) and you can still increase your HP and MP with HP Max Up and MP Max up of sorts (if that exists). 5) Items in Miriam's inventory are half-capped. So, if you can have 9 potions of each time, you can now have only 5 potions of each type, for instance. 6) Monsters respawn after a random time (between 10 seconds to 1 minute) if you don't leave the area you are in. 7) Bosses (when possible) show up with a bunch of enemies alongside with them. 8) Everytime you get hit, there is a 50% chance of losing money. The same amout you lost in HP. 9) Nightmare Status. Any enemy (except annoying ones) can randomly enter in "Nightmare Mode" for some 5~10 seconds. In this mode, they gain a red aura and turn invincible, with double speed and damage, potentially capable of killing you in a single hit. Bosses also have this. 10) Nightmare Mode is a SELF-IMPOSED CHALLENGE, so, absolutely no new content (like equipment, powers, collectibles, story events) exist on it. Finishing it just awards the player with an achievment for online bragging.
That's all folks!
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Post by Pure Miriam on Dec 22, 2016 1:19:01 GMT -6
We like to distance ourselves from MN9 as much as possible. Even this thread is something we can honestly do without. Don't hard sell the game to people and try to use logic to make someone like the game. Promoting the game is as simple as just being a fan, and sharing the things YOU personally like about it. Share some art or music, or just use opportunities like if someone is asking you about games you are looking forward to. We are the army of the night, but we aren't spreading the love of the game forcefully. Naturally is much better. This.
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Post by Pure Miriam on Dec 18, 2016 6:31:31 GMT -6
ABOUT THE HALLWAY
Although this update is about the usage of procedural generation, i couldn't do this anlysis without commenting how gorgeous this hallway is. We all know this is inside the first area of the castle and take a good look at all the details. 1) The celling's architecture is gorgeous, with all those arcs and pillars. 2) The pillars cracks are nicely detailed. 3) The backer's pictures blend perfectly with the whole aestetics. If the backer's pictures will really look like that (even if that's just a placeholder) i think no one will have any concern if the pictures will look out of place. 4) The yellow moon in the background, partially hidden by an outer wall. 5) How deep the background is! You can see a detailed floor that goes all the way back to some tall trees and what it looks like two walls blending together to envelop the castle. I said this sometimes before, and i'm going to say it again. One of the things i like most on Igavanias are the background. IGA and his team gave so much details on them, that i always felt like i wanted to play there too. And i feel the same. How cool would be if we could go to the other side and walk around those trees, killing demons close to the castle walls and the yellow moon... I already said it would be awesome if a eventual second castle could be played at the background scenarios of the first one... Of course, i'm just dreaming, the game will be awesome without any of this.
CLOSING COMMENTS
That was a great addition and a great update.
Just wanted to say I agree with this. Update with the text made it whole, hope IGA are feeling well. thank you =)
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Post by Pure Miriam on Dec 18, 2016 6:26:44 GMT -6
original link: www.mobilenapps.com/articles/24326/20161215/bloodstained-ritual-of-the-night-igarashi-cancel-wii-u.htmTranscription below 'Bloodstained: Ritual Of The Night': Will Igarashi Cancel The Game's Wii U Version?As more and more developers abandon the Nintendo Wii U for its newer and more powerful sibling, the Nintendo Switch, backers now fear that "Bloodstained: Ritual of the Night" will follow suit.In the game's latest development update, Koji Igarashi explained that the team will be using procedural generation technique to change the way the game's environment is represented visually. Iga, as his fans call him, explained in detail how this will work in the game, but what he said towards the end of the update concerned some fans."Since we're releasing this game on high-spec machines, I felt it was necessary for the graphics to offer a high level of detail," Igarashi said. "Next month, or I should say, near Christmas, I hope to show you a new environment made using this process."One fan on Kickstarter commented, "Now that Yooka-Laylee has joined the long list of Kickstarters that backed out on Wii U stretch goals I'm going to take 'since we're releasing this game on high-spec machines' as official confirmation that the Wii U version of Bloodstained has been cancelled."Earlier this week, another Kickstarter game has announced the cancellation of its Wii U port. Playtonic Games has said on its official website that they will no longer release "Yooka-Laylee" on the Wii U, and will be making the jump to Nintendo's upcoming console, the Nintendo Switch."The Playtonic team is sad to confirm that despite our best efforts and exploring every possible avenue, we've encountered unforeseen technical issues that unfortunately mean it will be impossible for us to release the game on Wii U as initially planned," the developers said.Also earlier this month, indie developer Concerned Ape announced that its popular farming simulation game "Stardew Valley" will no longer be developed for the Wii U as well, and will also be making the jump to Switch."Looking at Wii U and the current gaming landscape, we made the difficult choice to shift our development efforts to creating a version for Nintendo Switch," Concerned Ape's Eric Barone said. "I am really looking forward to the Switch, and I believe that the Switch's unique capabilities could create some exciting opportunities for 'Stardew Valley'.""Bloodstained: Ritual of the Night" is still slated for a 2018 release, and we don't know what the status of the Wii U will be during those times. At this point, scrapping the Wii U version might be the wisest choice, although this will surely disappoint a lot of Wii U users.
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Post by Pure Miriam on Dec 15, 2016 1:32:42 GMT -6
Huh... I thought the opposite was true about "leveling" Shards. Collecting more of the same would not improve the effect (and a number doesn't show up in the Shard equip screen). (...) Take a look at this picture. The red circle shows "LV 1" and the blue circle shows "quality". Shards may have a standard, fixed quality, but why they would have that level information? I'm not saying they level up by collecting more of the same type. But they most probably have some kind of leveling system. Also, IGA said in the past they wanted to make Miriam use alchemy in order to mature the shards to use them (maybe at another character). They scrapped that idea because they thought it would be frustrating for the gamer to get a new power, without the ability to use it right away. Even so, maybe they will be leveling up by some kind of alchemy process? Anyway, that's why i assumed Shards will be able to level up.
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Post by Pure Miriam on Dec 14, 2016 3:04:48 GMT -6
Shamelessly copying Enkeria thread idea ( THIS ONE) what are some of the Shards you would like to see in the game? First, a quick reminder about Shards and Shard Types. Shards are Bloodstained: Ritual of the Night magic and spell system. Each enemy in the game can give a Shard after being killed, and that Shard can be used by Miriam as spells and magic. Not all enemies will have Shards, but most will. Shard Types are as follows (Xbox Controller): TRIGGER SHARD: usable by pressing (Y). It seems most of them are simple magic and projectiles. EFFECTIVE SHARD: unknown. DIRECTIONAL SHARD: usable by aiming it with the right analog stick and pressing (RT). ENCHANT SHARD: it works automatically with a passive effect after being equipped. FAMILIAR SHARD: unknown. It obviously summon familiars. Post what shards would you like to see in the game! You can post any number you want, from any types. A single one. One for each type, several for a single type and any other combination. Since we don't know how Effective will work, you can also made up if you want. I personally think that effective may work as Guardian Souls from Aria/Dawn of Sorrow (triggerring effects as a switch, turning it ON and OFF). Take spells from other Igavania games or made up your own. You can also say from what enemy the Shard is, if you want and create their levels if you want (it is most probably that Shards would be able to be leveled up). Anyways, these are some i would like to see: Trigger Shard: Box of Pandora.(*)Enemy: Mimic (a living treasure chest). Miriam throws a box that, when falls into the ground, opens up and something randomly happens. The box can summon flying weapons that hit targets, or can give healing items (food), summon enemies that attack Miriam herself, among other things. Leveling: increase itens variety and quality. Effective Shard: Demoness Bat Transformation.Enemy: Demoness Bat (a expy of Succubus). Miriam transforms into a Dark winged succubus-like creature. All her moves changes accordingly. her weapon attacks turns into claws, Trigger Shards turns into bat summons, Directional Shards turns into tail whip lashes . Some familiars act differently towards her (a bat familiar would get closer and be more useful, for instance). Leveling: Increase overall damage. Directional Shard: Gush Wind.Enemy: Griphon (boss, a huge menacing-looking bird). Miriam throws a wind that throws her at the oposite direction. So, summon the wind in front of Miriam will make her go back. If the wind is used down, Miriam will fly up briefly. This is a progression ability, it can be used to reach some higher places and jump farther, before getting things like Double Jump. Leveling: increase overall damage. Enchant Shard: Magic Bullet.Enemy: Marksman (a cool-looking cowboy-esque demon with a revolver). When using guns, there is a % chance of not spending ammo at each shot. Leveling: increase % rate (10, 20, 30, 40...). Familiar Shard: Interceptor.Enemy: Interceptor (a demon dog). Miriam summons interceptor, a demon dog that attack targes with fast bites and tackles. If Miriam stays idle for some seconds, interceptor starts to sniff the ground. Some parts of the scenario around the game has hidden itens that interceptor can find by sniffing and digging. Leveling: increase overall damage.
That's all folks! (*) This one was made up by my brother.
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Post by Pure Miriam on Dec 14, 2016 1:25:17 GMT -6
This is a very good and interesting update. I remember the thread about Procedural Generation gaining so much attention and discussion. It is good to know that IGA and team decided to explain things better (and i feel thrilled that my humble thread helped them to decide on explain things like that). So, without further ado, my analysis on the update. ABOUT BLOODSTAINED'S ENVIRONMENT
IGA said that they made a visual update on Bloodstained's environment because some players at E3 got confused as to what was plataform and what was background scenario. I personally didn't had that problem, but i saw some youtubers having it, so, that's a good idea to make everything easier to see and to enjoy. We can easily see that on the video that the update has showed us. ABOUT PROCEDURAL GENERATION
IGA said that, without prodecural generation, they need to repeat the assets and looks of them all the time, because doing everything by hand and making it look unique would be absurdly time consuming and resource-consuming. We can easily see that on their first example of how the hallway would look without procedural generation. The celling has repeated patterns of the bricks, the pillars have the same exact cracks and the pillars at the background have the same aspects. So, basically, procedural generation helps making everything looks more unique and natural, exactly by randomizing and generating different details over the same assets. I don't think i need anything else ot convince me. ABOUT IGA FOCUSING ON OUR CONCERNS
I really like that IGA and team decided to talk about this. The usage of procedural generation got a lot of people (me included) a little concerned, specially because we aren't all expert on those things, and many people started to think that the game would look generic and plain. Someone at this forum said once, that backers are considered part of the team, in a way, so, they need to give us update about the game's progression and what they are using to do it, so, it's really cool that they actually decided to do this. ABOUT THE HALLWAY
Although this update is about the usage of procedural generation, i couldn't do this anlysis without commenting how gorgeous this hallway is. We all know this is inside the first area of the castle and take a good look at all the details. 1) The celling's architecture is gorgeous, with all those arcs and pillars. 2) The pillars cracks are nicely detailed. 3) The backer's pictures blend perfectly with the whole aestetics. If the backer's pictures will really look like that (even if that's just a placeholder) i think no one will have any concern if the pictures will look out of place. 4) The yellow moon in the background, partially hidden by an outer wall. 5) How deep the background is! You can see a detailed floor that goes all the way back to some tall trees and what it looks like two walls blending together to envelop the castle. I said this sometimes before, and i'm going to say it again. One of the things i like most on Igavanias are the background. IGA and his team gave so much details on them, that i always felt like i wanted to play there too. And i feel the same. How cool would be if we could go to the other side and walk around those trees, killing demons close to the castle walls and the yellow moon... I already said it would be awesome if a eventual second castle could be played at the background scenarios of the first one... Of course, i'm just dreaming, the game will be awesome without any of this. CLOSING COMMENTS
That was a great addition and a great update. We got a deep explanation of how they are using procedural generation, plus we got to see that gorgeous castle entrance hallway again. Also, get well soon IGA!
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Post by Pure Miriam on Dec 14, 2016 0:41:22 GMT -6
I'd like to applauded Pure Miriam's detailed analyst of backgrounds. Iga games are all about the small details adding up to a beautiful whole. Thank you =)
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Post by Pure Miriam on Dec 12, 2016 5:51:52 GMT -6
Here are my suggestions. I made up some equipment, along with their uses, including some ideas i had and how to obtain them. WEAPONS
1) A Cursed Sword of sorts.
A cursed sword, whose name and description are something generic, but slightly revealing and whose looks are a blade enveloped in red energy or small ghosts. When you equip it, it locks on you and can't be removed at all, due to being cursed. It is a good sword, stronger than most weapons you have at the time you get it, but you can't remove it normally. After equipping it, it's description changes to reflect that. Example: Name: Haunted Ege.Description (before equipping it): Screams can be heard from it's blade. Has visual cracks.After equipping it: Cursed Sword. Screams can be heard from it's blade. Has visual cracks. Cannot be removed by normal means.The sword has a special attack (A redish powerful slash) that, when hits a target, does a cracking sound and you can see metal pieces flying around. You can use it on enemies a bunch of times until the sword breaks and you are free from it (and you lose the sword too). When the sword breaks, a lot of ghosts shows up and attacks everything around the area. How to get it: The Sword is a rare drop item, so, you can try to obtain it again by killing the enemy that drops it. This weapon cannot be forged. -------------- 2) A Living Weapon.
A weapon made of demon bones and caracess with evil looking eyes, small claws and a unholy aspect, as if it is alive (and it is). It's covered in Morte material. Sometimes when you attack with it, it screams. Since Morte doesn't have a shard, it's special attack summons Mortes. It could be a sword, a lance, a whip or anything else. How to get it: This weapon cannot be found. It can only be forged. -------------- 3) Stained Crystal Shoes called "Cinderella".
A pair of shoes, used for Miriam's Kicking attack, made of stained crystal, whose name is "Cinderella", referencing the worldwide famous folk tale. It's special attack throws the left shoe out of Miriam's foot. It deals heavy damage, but you can only use it once. You need to run to where the shoe landed and get the shoe to use it again. If you get out from the scenario, or unequip and equip the weapon again, the lost shoe magically returns to Miriam's foot. Mecanically speaking, nothing happens to the weapon after throwing the shoe and getting it again, it is just a visual pun and a limitation of it's special attack. How to get it:This weapon would be found hidden inside a stained-crystal area, at the feet of a statue of a gorgeous-looking woman, where the statue of a man is kneeling down putting the crystal shoes at the female statue's feet. This weapon cannot be forged. ARMORS 1) Flower Scarf.
A scarf made of flowers. While moving around, some petals falls into the ground and it has a small chance of some of them magically bloom and form a small red or blue flower that vanishes after 10 seconds. When pick up, red flowers restores a small amout of HP and blue flowers restores a small amout of MP. How to get it:This scarf cannot be found. It can only be forged. -------------- 2) Invisible ArmorAn Armor that turns Miriam completely, 100% invisible. Her model, weapon and powers vanishes completely. She can still be hit normally, but most enemies will stay at their idle animations doing nothing, as long as you don't attack them or touch them. This effect does not work on some enemies and doesn't work on bosses. This armor would be required to progress the game. There would be a place in the game, a corridor or something, where a bunch of demons, in the form of big eyes, would be inside walls. When you enter, they move and imediatelly blocks the path when they spot you, forming a living wall of spinning and endless respawing eyes continuously shooting lasers that quickly throws you away from the room. When you try to kill them, they just keep respawing at the speed of light and they are solid, so you can't cross them at all. With the armor, they wouldn't see you and would stay idle inside the walls, so you could cross the place. How to get it:This armor is a progression item. It would be found at a specific place, in order to progress in the game. Maybe protected by a boss. -------------- 3) Iron Maiden ArmorAn Armor made of bloodied spikes that looks like the iron Maiden torture device. When equipped, it instantly reduces your HP to 1 and block any kind of healing effect (any item or magic used to heal Miriam will make her HP go up and instantly go back to 1). The armor also has a mediocre DEF. Alone, it does nothing, but there could be a Shard (probably enchant type) that dramatically increases Attack, Magical Attack and Critical Hits proportionally with lower HP (this is based on a Soul from Aria of Sorrow), so, you could use this armor combined with that shard to gain a enormous offensive boost and challenge yourself being a one-hit kill target. This armor would be found inside a secret torture chamber at the castle. This armor cannot be forged.
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Post by Pure Miriam on Nov 29, 2016 8:38:51 GMT -6
PREQUEL MINIGAME
Prequel minigame was described as this: "The Prequel Mini-Game (...) is the kind of thing Inti has done before -- see Mighty Gunvolt -- but rather than a crossover, this game will be set entirely within the Bloodstained universe, casting some light on the events that transpired prior to Miriam's awakening". 8 BITS? 16 BITS? 32 BITS?
There has been this discussion about the Prequel Minigame, and there is no official answer at the moment. Would you prefer it to be made 8 bits style (Castlevania 3, Megaman 1~6), 16 bits (Castlevania 4, Demon's Crest), or 32 bits (Symphony of the Night, Megaman X4)? WHO WILL BE THE PLAYABLE CHARACTER?
Zangetsu seems to be the most obvious option, but it could be Johannes too. Or maybe someone new, like a member of the alchemist Guild, or a survivor from the Guild's experiments.
That's all folks! This post was a thread before. It was merged with this thread to not spread out the discussion.
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Post by Pure Miriam on Nov 29, 2016 8:38:38 GMT -6
CLASSIC MODE
Here's my two cents. "NINTENDO HARD" OR FAKE DIFFICULTY?
"Nintendo Hard" is a gaming slang for a game that's really, really difficult, but (mostly) for the right reasons. The gameplay works, and there are no unfair spots, the game is hard and punishing, but it works good that way. "Fake Difficulty", at the other hand, is when a game is difficult by "wrong" reasons, such as limiting gameplay (jumps that can't be controlled mid-air, character can't duck or attack at any direction other than in front of it), unfair stages (playing with the cam to make enemies hidden, traps without any clue), arbitrary death spots (instant kills by spikes, holes, water, random spots of the scenario), among other things. NO SAVES? NO CONTINUES? NO MODERN GAMING ASPECTS?
Games nowadays have saves (autosaves, no less), tips, and many other things to make things easier. You want Classic Mode to be rid of EVERYTHING modern gaming offered us for the last three decades? For instance, six stages with 3 lives, no saves, no continues, no patting the head! Or you want at least something more XXI century, like passwords? That's all folks! This post was a thread before. It was merged with this thread, to not spread out the subject.
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Post by Pure Miriam on Nov 29, 2016 8:38:27 GMT -6
NIGHTMARE DIFFICULTY MODE Here's my two cents LEVEL CAP OR EXPANDED LEVELS?
Nightmare Difficulty Mode could have Level caps (Cap at 50, at 25, at 1). But it could also be expanded levels, where enemies have their attributes absurdly multiplied and the player could break LV 100 and beyond. ENEMIES
Enemies at different places? Harder enemies right at beginning? Completely new enemies? Enemies with special status modes? (Like Berserk, or enraged, with higher stats). NIGHTMARE EXCLUSIVE ITENS?
Some weapons, Shards and equipment could be exlusive to Nightmare difficulty mode. That's all folks! This post was a thread before. It was merged with this thread to not spread out the discussion.
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Post by Pure Miriam on Nov 29, 2016 8:38:04 GMT -6
2ND and 3RD PLAYABE CHARACTERS As many Igavania games before, Bloostained: Ritual of the Night will have a second playable character. But the game will also have a third playable character, thanks to achievments on stratch goals. How you want those playable characters to work on the game? WHO DO YOU WANT TO BE THE EXTRA CHARACTERS?
Johannes and Zangetsu seem to be obvious options, but maybe someone different that we didn't saw yet? A survivor from the Alchemy Guild? Gebel himself? NO PLOT, SMALL PLOT, OR DETAILED PLOT?
Many Igavania games had extra characters without plot, just a run from the beginning to the end of the game, for pure fun. But there was also some that had a small degree of plot. What do you want for Extra characters on Bloodstained to work out regarding plot? LIMITED GAMEPLAY OR ORIGINAL GAMEPLAY?
Extra characters at past Igavania games had no shop, few powerups, no equips, no new powers. But they could have all that too. That's all folks! This post was a thread before. It was merged with this thread to not spread out the discussion.
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Post by Pure Miriam on Nov 24, 2016 4:25:33 GMT -6
Hmm, it seems like Dico has put up a webpage with a message: bloodstained.dico4u.com/ (language selector at the top right, it defaulted to Japanese for me). What I find interesting is what is in the footer: Artplay, Dico, and Monobit, but no Inti Creates. I found the above page from a Japanese news article that the Bloodstained twitter linked: www.gamespark.jp/article/2016/11/24/70144.htmlFrom what google translate gives, it doesn't seem like Inti Creates is mentioned here either. On their site: "We are tightly working together with all related parties and giving it 200.6% into this development so that we can create a game that will best represent Mr. Igarashi’s unique vision and tastes. Stay tuned!"These guys surely know what they are doing
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Post by Pure Miriam on Nov 24, 2016 0:56:56 GMT -6
Yeah... That's kinda bummer for a update. But i can understand why. Here's what i think.
ABOUT THE UNDERWHELMING UPDATE
I said, long time ago (and i actually create a topic about this long time ago) that, they would reach a time when Updates would be less frequent and less informative, game-wise, because they simply can't spoil the beans every month. If they keep giving us information about the game, with concept arts, enemies, screenshots, new characters and such, when Bloodstained finally went to stores, we will know 50% of the game, at least (that's what happened ot Might no 9, by the way) and that's simply not fun. We are treated like secondary investidors. As such, they need to keep us informed about technical progress too, so, that's why they are telling us about the new dev team. We have the right to know that. But they simply can't keep spoiling the game once every month.
ABOUT DICO AND MONOBIT
I never heard of them, but looking at their sites seems legit enough. IGA is working on a mobile game company too, so, it's only natural that he knows people on that area. Besides, Inti is still with them, and those two were selected to help on the game development. In IGA i trust, and we all know that he is adding developers to the game and such, to not happen what happened to some other kickstarter titles out there...
ABOUT LESS UPDATES
We are getting one update each month. I assume that less updates means maybe one update every two months. As i said before, i know this is kinda bummer, but not only they need to focus on the game's development, they can't keep spoiling the game for us until it is finally released.
ABOUT FORUM ACTIVITY AND BLOODSTAINED DISCUSSION
To be fair, this is what made me more worried. This forum is the main contact between backers, non-backers, and overall fans and everything kinda stopped greatly due to lack of updates. We need to keep this community active, and, to be honest, i did a lot of threads in the past for that reason, but some of them didn't even had a single reply...
CLOSING COMMENTS
Eeeh.... There isn't much to say, this was a underwhelming update, but as i said, i can understand why. We need to have patience and wait. And keep discussing things here, i guess...
That's all folks!
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Post by Pure Miriam on Nov 2, 2016 1:20:42 GMT -6
www.rappler.com/technology/150804-koji-igarashi-bloodstained-qa-esgsRAPPLER INTERVIEW
Q: First of all, congratulations on your new, upcoming game, and welcome to the Philippines! There are a lot of Castlevania fans in the Philippines who are glad that you’re here. What do you think of the reception so far? Koji Igarashi: When we create games, we always market them towards North America, Europe, and Japan. Upon coming here, we had no idea how many Filipino fans there were. And after coming here we found out that there were so many, so many fans here and so we were surprised and we didn’t expect that there were this much fans here. Q: Bloodstained is obviously very inspired by Castlevania games, are there any other games that inspired the new game? KI: Bloodstained was created based on the previous Castlevania series. And in order for the Castlevania fans to enjoy Bloodstained we had to create a gothic horror, 2D, action platformer piece – and this was already decided from the very beginning. I don’t know if I would consider this an inspiration but I’ve always wanted to create a game based on alchemy and crystal shards and that’s where the actual setting came from. Q: What about pop culture pieces like books and movies? Were you inspired by any of those? KI: So there’s not really much of a pop cultural reference but at the time that we were developing Bloodstained, there was a political problem in Japan. And when I was thinking of this political problem, there are people that would have an advantage and disadvantage when certain things take place. So when I was thinking about Bloodstained with alchemy, and the industrial revolution, I thought “who [was] going to be at a disadvantage in an Industrial revolution?” Well perhaps it would be alchemy. Alchemists will be at a disadvantage when the industrial revolution rose, so that’s where the concept comes from. So I wouldn’t say that the references came from pop culture but more of like textbooks [about] the Industrial Revolution. Q: You probably have one of the most successful games on Kickstarter, and with crowdfunding, I imagine you now have a deeper connection with your community. What have you taken or learned from getting your game crowdfunded by your dedicated fans? KI: When we started the Kickstarter, we were able to develop this game while listening to our fans’ voices. This is very new to me. Upon creating Bloostained and the demo we get to hear the backer’s opinion and we never got to have this chance kind of chance with the community. When we released the E3 demo, we even got a glitch report or a bug report and we weren’t really expecting that. So it’s been really helpful and yeah, it’s just been really new for us. Q: Would you say it’s easier to have a game crowdfunded than going the traditional route of working for a company like Konami? KI: Both are very difficult and I can’t say which one’s harder. When we were making this Kickstarter campaign, the difficult part about it is that we had to create all these materials way beforehand, before we even started the campaign. And this is something that we don’t usually do in the traditional way. But when the Kickstarter is funded we could see where the fans are, [and] what the fans want, but we always have to keep updating the fans and this is very difficult for us. But when we’re in a bigger company we don’t know what’s going to sell and we have to kind of gather information from fans that we don’t even know if they would buy the game. So for Kickstarter you know that people are backing the game and these are the people that really want the game, and in that terms it’s very easy. But to maintain the Kickstarter campaign, it’s very difficult and it’s not the same as the traditional way. So in that sense, both of them are very difficult. Q: How does it feel to be able to create a game with so much impact and so much influence that many are still craving for that same classic formula you’ve created many years ago? KI: Seeing the fans from over the years, these fans that are still wanting to play this kind of game, I’m very glad that I made this series continue. But at the same time, I also feel that I can’t let them down anymore. It’s very difficult for me to keep it up but at the same time it’s also why I continue. Q: If you had the creative freedom, would you want to make a new game with your classic formula or would you want to venture into something else? KI: Over the years, I’ve been thinking about for this decades and there’s this game that I really want to make, but I know it’s not going to sell and I know people aren’t going to like it. But I always keep imagining this game in my head and maybe if Bloodstained does very well and I receive a lot of money or funds from it. Maybe I might create it but I know it’s not going to sell. Q: Why aren’t you confident that it’s not going to sell when you have a lot of fans following you and backing you up? (Editor's note: Igarashi's translator answers for him here.) Answer: Because it’s completely different from Castlevania series. He wants to create a completely new game so it’s kind of a gamble for him. Q: Is this game of yours a more modern one or an old-school type of game? KI: Actually I’ve been thinking of this game for more than ten years so I don’t know if I would consider this very modern. But this is a game that might be loved by a certain group of people and also something that I would enjoy very much. So I don’t know if I would consider it modern, but well, it’s created in 3D in my mind.
www.thebitbag.com/bloodstained-ritual-of-the-night-2-koji-igarashi-reveals-his-plans-after-kickstarted-game/196175BITBAG INTERVIEW WHAT’S NEXT FOR IGARASHI
In the interview, Igarashi said he’s interested in making a Bloodstained sequel, but he doesn’t want to set things in stone yet. The famed Castlevania creator wants to commit to Bloodstained’s release this coming 2018. Fans may allot more time and promote the game more if they want to see a “Bloodstained Ritual of the Night 2”. “Very much, we would love to make a sequel for Bloodstained,” Igarashi told The BitBag via a translator at the E-Sports and Gaming Summit 2016 (ESGS) in the Philippines. “But at the same time, we have to focus on the current game and we have to know if it sells well. At this point we are not sure, but we would like to make one.” Igarashi also said he has an idea to create a game that’s entirely different from Castlevania. However, he is hesitant to turn his idea into a reality as he believes people will not like it and it might possibly flop. CAUSE OF DELAY
Igarashi also fully discussed the reason behind Bloodstained Ritual of The Night’s delay. Previously, Igarashi’s “Developer Update 6” confirmed that the game was not meeting his intended quality for it. He has re-affirmed that Bloodstained’s delay happened due to his interest in ensuring that the final build is as good as the E3 demo. “In the very beginning when we released the E3 demo, we wanted to keep that quality for the final game. But with the development style that we built, we thought that was impossible so we couldn’t keep that quality line from the E3 demo. It just took too long during that time so that’s why we announced that we have to delay it.” Igarashi also said they also don’t consider the change in date as a delay. “The release date on the Kickstarter page, we can’t change that during the campaign. We don’t really consider this a delay,” Igarashi said. The unexpected success of the game on Kickstarter was also the reason why they pushed back the game’s launch. “When we reached the funding goal, we didn’t expect there to be so many stretch goals. In order to complete all the stretch goals within that time and keep that quality line, we sort of had to change that to 2018 instead of 2017.
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Post by Pure Miriam on Oct 18, 2016 3:33:15 GMT -6
Bloodstained: Ritual of the Night has a interesting plot, that is being kept locked for a long time. We only get some glimpses of it, from Kickstarter's official page and from IGA's interviews. So, most of the information down there is taken from those links:
(Kickstarter page) shmuplations.com/bloodstained/www.siliconera.com/2015/06/10/koji-igarashi-tells-us-all-about-bloodstaineds-leading-lady-miriam/#ksRaVH55qdEq1iAY.99THE PLOT: WHAT WE KNOW SO FAR (from Kickstarter)Miriam was picked up as an orphan by an Alchemist at a young age, she became a host for the dark Alchemists’ curse. Although the magi-crystals were fused with her body at a young age, for 10 years she lay sleeping while the curse matured to its full form. It was during this period that the demons arrived, meaning that she missed their appearance and awoke with a mild form of amnesia, not quite fully understanding what happened to her. She is a woman of few words but strong of purpose. Her youth is deceiving, making her seem confrontational and quick to judge, though in reality she is constantly evaluating her next step. The pain she felt as an orphaned child fuels her compassionate desire to protect her loved ones and friends. Gebel was the original host for the magi-crystal curse that summons demons to the planet. Gebel (JEE-bill) was the only one to survive its effects at such a high level. He destroyed the guild that created him, but in doing so realized he was no longer human and had no place on Earth. This in turn, lead him to summon the demon castle from hell to appear on the planet. It is said that his real purpose in summoning the castle was to give Miriam a place of her own, but as his Magi-crystal disease progressed, he soon forgot his own reasoning. The more he surrounded himself with hell-spawn, the quicker the magi-crystals engulfed his body. He continues to plot the downfall of man, and how to best convince (or use) Miriam to achieve his dark ambition. Johannes was a member of the defunct Alchemist guild and Gebel’s best friend. Johannes (yo-HAH-nis) was the only Alchemist who dissented with the plan to call demons to the earth to cement Alchemy as the prevalent philosophy. His rejection of the other Alchemists’ scheme is what kept him from sharing their fate. He has a vague understanding that Miriam’s awakening and the demon castle’s appearance are no mere coincidence. Zangetsu came from a small country far away in the East and he specializes in fighting demons. He makes his way to England when the demons first show up 10 years before the main story of Bloodstained begins. He uses a dual katana fighting style along with Japanese “ofuda” paper incantations to destroy his demonic foes. During his long battle to keep the demons at bay he loses his left eye and right arm. Using a special Ofuda spell he is able to animate a wooden prosthetic arm to nearly the same level of mobility as his original arm. The Ofuda that covers his missing left eye grants him the ability to see both auras of both the living and dead. He lost a great deal of friends during his 10 years of fighting, creating an absolute hatred for not only the creatures themselves but also the Alchemists that brought them to the Earth. (from shmuplations)Miriam and Gebel were to be used as hosts for the Alchemists’ sacrifical ritual, and Johannes was the person entrusted with their care. He got along with them very well. However, Johannes soon began to feel empathy for them, and he demanded that his Alchemy master stop the ritual. But in the end, it was held despite his protests. Miriam fell into a comatose state, so she couldn’t be the sacrifice, but using Gebel, the Alchemists were successful in summoning the demons. Miraculously, though, Gebel survived the ritual. By the way, it was the Enochian Tablet and Liber Loagaeth that were used for the summoning. They’re written in the Enochian language, the language that was used by Adam in the Garden of Eden when he first gave names to everything. After that, time passed, and as one would naturally expect, Gebel decided take revenge. He used his powers to summon demons and destroy the Alchemist’s Guild. He spared the life of his old friend Johannes, and he also felt he needed to protect Miriam. With their bodies infected by the magi-crystal curse, the two of them cannot return to being human, nor can they join the denizens of Hell—Gebel’s thinking, therefore, is that he should create a Hell on earth where the two of them can live: “they changed our bodies, so I should be able to change their world.” That is what motivates his actions. Johannes, too, sees Miriam more as someone he needs to protect, rather than a love interest. With his superior skills, he has found a way to halt the crystallization, and he treats Miriam and stops it from progressing. He wants to help Gebel in the same way, but for the reasons I described above, Gebel is bent on acquiring power. Miriam is worried that her former companion will be overwhelmed and destroyed by that power, and she wants to help him. Miriam’s heart is partially crystallized, whereas Gebel is crystallized everywhere except his heart. Is all the red magi-crystal in Gebel because he was too late to stop its spread? Is it ok to have a heart that’s partially magi-crystal? (from siliconera)The Alchemists’ process of grafting magi-crystals into Miriam's flesh has turned her into a beacon that calls demons down to earth—an experimental puppet. And there are dozens more like her, abandoned children and orphans whose disappearance no one would ever notice. When the Alchemists took the children in, they formed friendships with each other—the only others dealing with the same situation. Gebel was one of Miriam’s closest friends. Johannes was an apprentice Alchemist whose disgust with his guild masters’ experiments got him thrown out of the guild. These new humans were a step forward in human development, in that they possessed powers and abilities that others do not, but the Alchemists’ plot to call demons down—to demonstrate that only Alchemists could protect humankind—turned this step forward into a colossal step backward when the Alchemists could not stop what they had begun. The magi-crystal process was never perfected, and the summoning ceremony that Miriam was forced into left her in a trance— a kind of hibernation that suspended time while the crystals took root. None of the other children survived their trance—none except for Miriam and Gebel, who survived to vow revenge on the Alchemists who had created him. A year after the demons appeared, he did—only Johannes survived. A decade after the demons, a dark castle appeared at the site of the old Alchemist’s Guild, and Miriam awoke with the certainty that Gebel was behind it—and that he must be stopped. Fortunately, Johannes never stopped developing his own skills during her slumber, and the glyphs he etches onto her skin keep the curse at bay… for now. SPECULATIONS AND FUTURE FOR THE PLOT
I guess there are a lot of information there, that a lot of people didn't know. What do you think the plot will move from there? I could have done a better starting post for this thread, but i'm on a rush now. And i wanted to start this before leaving. Anyway, let's discuss about it!
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Post by Pure Miriam on Oct 14, 2016 18:05:17 GMT -6
Galamoth yeah, i forgot that! But yeah, that doesn't work for Bloodstained, i think.
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Post by Pure Miriam on Oct 13, 2016 10:23:21 GMT -6
I'm going to give my two cents on what IGA meant by procedural generation. This isn't the same kind of procedural generation used in No Man's Sky or roguelike games but the latter that Pure Miriam mentioned - " generate backgrounds, scenarios and assets and, fix things here and there, saving it like that to fix the look." As simple as crafting a wall from a looping flat object is considered procedural. For Bloodstained, the level design and enemy placement will be strategically hand placed by the team, but the environment assets (portion of it) will be procedurally generated. Now that we're working with UE4, most of the work that were handcrafted can now be automated with similar output. Textures can be algorithmically generated with randomized shapes and sizes. This works well for Bloodstained because it's made in 3D. According to our technical artist, if we utilize this function, it will be very easy to adjust and change features for the backdrops if we ever needed to go back. I'm not familiar with the field but from what I saw as a person from an art background, something made in mere minutes would take me hours to draw if I did it all by hand. If you liked the ship stage from the E3 demo, all the environment will keep that quality bar. to be honest, the downside of this is that the illustrative features will be lessened. This is a matter of preference and there will be people who will like one over the other. Our current building style will make the environment more physical based and realistic - more modern. The previous style would be painterly, but the repetition would be inevitable with the given time frame. It could even look outdated by the time the game is released. Thank you a lot for that Mana ! I said before (i think) that i'm not against procedural generation and i really think, for the little i know, that it is a powerful tool. And you more or less explained what i thought it would be. I just made this thread for discussion purposes. I like to keep the community on heat (that sounded really bad...) while we wait for new updates to comment on.
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