inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 27, 2019 1:04:52 GMT -6
Yeah, like I said after the Nintendo Direct video, the response from the Nintendo community on Reddit seems to have been much more positive than elsewhere, and I think the game is going to do very well there. Makes me glad I made the Switch one of the platforms I'm getting the game for(the other being PC).
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 23, 2019 16:38:01 GMT -6
I've been going back and listening to some old favorites. The Kevin Moore era of Dream Theater was one of the best discoveries of my teen years. Now Playing: Dream Theater - Space Dyed Vest
Hell, let's make it a twofer. Not Keven Moore, but this is the song that made the band one of my favorites. Now Playing (also): Dream Theater - A Change of Seasons
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 21, 2019 17:11:38 GMT -6
I'll play the game eventually, but that will require getting a PS4, which isn't that high on my priority list as a PC gamer. My thought is that the longer I wait, the cheaper the price of entry is.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 21, 2019 4:41:47 GMT -6
I don't think Bloodstained is using its procedural tools like that, at least not for the primary game mode. It would be possible to do so, of course, but there's two issues with relying on procedural generation that way. - Running texture generating algorithms at run time is inefficient when it isn't needed. It requires processing power that can potentially increase loading times between areas. Potentially worth it for a game style that benefits from varying visual details between playthroughs like the roguelike mode, but not for a set experience like the main game will be.
- The reason stated in the update about procedural tools for their existence was to take some of the burden off of the artists. But the benefits of that is diminished if that comes at the complete loss of the artists' control over how the areas look. From that standpoint, the greatest time to use such a tool is when the levels are being detailed by the art team, so they can tweak the results and bake in the appearance they want.
Think of it like an automated wallpaper generator for your house. If you could, with the flip of a button, change the way your walls look, that could be a great time saver if you're trying to renovate. But the same functionality that worked differently every time you walked into the room without your input would be far less valuable, especially if you're expecting important guests. The last thing you would want would be for your guests to show up and be faced with neon green wallpaper with pink portraits of David Hasselhoff on them.
And while the algorithm itself can be tweaked to provide results within preset parameters, any loss of control is counterproductive when you're already tweaking shading and lighting with a particular look for each area in mind. Not being able to see the final result means not knowing if the lighting is going to look right, which means not knowing what you're game actually looks like. Fine for something that is already generating content on the fly, but not ideal for what is intended to be a curated experience.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 18, 2019 17:18:03 GMT -6
I don't think the x2 takes inverted into account because it's not the same as it was in SotN. In Symphony, the inverted castle was literally another castle with an inverted layout and new enemies. In RotN, from what we've been shown, the invert is a traversal skill that lets you navigate the same castle in a new way. That adds to the ways you can interact with the castle, but it doesn't add to the room count or enemy layout.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 17, 2019 7:06:36 GMT -6
CastleDan I agree completely. The changes they've made will make the game age much more gracefully than if they had stuck with the original style they were working with. But really, it just comes down to people wanting different things from the game, so there was no way everyone was going to be happy.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 16, 2019 12:27:26 GMT -6
Well the other possibility is that he had composed some tracks early on in the development. Most if not all of the music updates were posted after Inti had left development to finish CotM(remember that when their departure was announced, they had already been gone a year), so it makes sense that his name wouldn't be tossed around in those updates. But even with that being the case, if he had a role in the music we'll be hearing in the final game, he should get credit for that work.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 14, 2019 12:52:25 GMT -6
Oh, I'm definitely familiar with umeshu. I love the tartness of it once it's cut with some water. Beer's okay here. I'm not a huge lager fan, and I usually have access to some decent Belgian beer, so I don't drink a lot of the local stuff. There is some amazing beer from Ishigaki Island, but I have to drive all the way to the airport to find any, and then it's 500 yen a bottle, so I don't drink it very often.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 14, 2019 12:34:33 GMT -6
Well, being in Japan, and in Okinawa at that, my options are usually limited(it doesn't help that good absinthe is usually pricey in the best of circumstances). I will say that I prefer traditional styles with not too much anise flavor. Unfortunately, the stuff I've found locally was absolutely terrible, thus my needing to order it. Got any favored brands?
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 14, 2019 11:59:20 GMT -6
Think I'm going to order some absinthe for this one.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 14, 2019 2:42:09 GMT -6
eru Redogan was one of the most critical community members I can remember during the early stages of development, so your attempt at snark is pretty badly misplaced.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 13, 2019 21:52:22 GMT -6
Don't have a lot of time since I have to go to work, but this is a lot better looking than what we had seen in the previous demos. The background art is a better match for the characters than before, which has consistently been my primary point of criticism in past builds. Most of all, it looks like a Castlevania game now.
The summer release window is a surprise, as I was expecting a fall release at earliest. Definitely looking forward to finally having this in my hands.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 12, 2019 22:02:16 GMT -6
Can we save the troll posts for their own topics? They can be quite funny when posted as an actual joke thread, but here it just feels like you're trying to crap on the community.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 9, 2019 13:19:22 GMT -6
hyugakojiro Right. The art direction took a turn as soon as IGA took control of the project. In that video, he implied that it was his first time seeing it, and that's not the direction he went in. And I'm pretty sure IGA knows how to make a Castlevania game. To be clear, I think the current art direction looks fine. It's not perfect, and I've indicated as such before, but if the latest update is an indication, it's still improving as they refine the lighting and textures. To further clarify, I'd say that both the screenshot posted in the previous page as well as the video you posted would have been worse than what we have currently, as while the lighting is pretty on point in both cases, the backgrounds themselves are basic and lackluster. I've said before that if they could take what they have now, abstract some of the textures to be more in line with the character shaders(which they've done to an extent in the update) and get the lighting to reflect the initial concept art, it would pretty much be on track. It's hard to form a full opinion on the changes made based on a couple of screenshots from a single room, but the lighting does seem to be improving, and the current update is, in my opinion, the best the game has looked since the project began. Either way, Inti had a hand in the way the game looked for the initial E3 demo(though I think they left the project shortly thereafter), so trying to blame their departure for whatever it is you don't like(unless what you don't like is the new lighting update) is a bit off the mark.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 9, 2019 8:45:55 GMT -6
hyugakojiro Inti Creates left largely because they weren't familiar with Unreal Engine 4 and weren't able to produce. Them leaving has nothing to do with the art direction of the project: that had already been decided long before they left. What you just posted wasn't a build of the game at all, but just a mock up to work on basic concepts. It was posted before the campaign itself was even finished.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 9, 2019 2:50:18 GMT -6
Pure Miriam Mostly that screenshot reminds me of the orthographic vs perspective projection thread.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Feb 8, 2019 21:02:21 GMT -6
I prepared a full size screenshot comparison so you can see all the details that changed without needing to change tabs or look at a smaller image. <Link>I would say it actually has more detail overall, but some of the more weird and distracting details(like the odd almost glowing decay on the desk) were removed. Meanwhile, the chalkboard isn't blurred anymore, some of the other background elements are more distinct, and hey! Johannes has a bed to sleep in now, so that's nice.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Jan 31, 2019 21:58:19 GMT -6
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Jan 16, 2019 8:37:24 GMT -6
browren Small correction: Steam itself isn't DRM. There are DRM-free games on the platform that, once installed, can be played even if you uninstalled Steam altogether afterward. You could zip the installation directory and create your own installer afterward if you were so inclined. What CotM uses is the optional DRM in Steamworks, which is why they did not offer the game on GOG. I'm not sure why they bothered really, as Steamworks is so easily bypassed that it might as well not exist. Either way, Inti isn't connected to 505 Games at all, and CotM is self-published by Inti, so the relevance to this situation is pretty much nil.
|
|
inherit
45
0
Apr 4, 2023 1:04:01 GMT -6
648
Scars Unseen
[TI0]
560
Jun 8, 2015 23:16:31 GMT -6
June 2015
scarsunseen
|
Post by Scars Unseen on Jan 15, 2019 18:54:02 GMT -6
yeah that's why I think it would only work well if handled within Fangamer's system like I mentioned earlier, so that the money in their existing backer database moves between the people there. Say they put up x number of tiers of alleged Mac/Linux backers for "sale" on a site. People make a mad rush in, pay them off, and the backers who listed them for sale get that money back from Fangamer. That's how I'm picturing it right now, unless I'm missing something edit: XombieMike sorry not right now, I'm still at work lol. Hopefully leaving soon tho Yeah, this is pretty much what I was thinking of. It would require the cooperation of both 505 Games and Fangamer to work, but it would be a way to make things right while trivializing the risk of people other than Linux and Mac users getting refunds. If a few people who shouldn't have slip through, it's no loss to the project itself. As for the possibility of people rejecting the idea because they want the money to come directly from RotN's funds... well if that's the case, my sympathy evaporates completely. I can support wanting to get one's money back for a game you'll no longer be able to play. But rejecting a potential offer of a refund because it doesn't hurt the developer enough? Yeah, anyone thinking that can shove right off.
|
|