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Post by Redogan on Jan 23, 2016 18:26:45 GMT -6
I would prefer there be no DLC at all. Come up with everything and include it in the game. If the dev team/IGA has more stuff, then work it into a second story and release it in Bloodstained 2.
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Post by Redogan on Jan 23, 2016 18:19:35 GMT -6
Let's see:
-Health bar/magic bar instead of numbers. -Minimap: yes (with toggle). -Real-time menu: no.
I will add: -Large text in menus. At least large enough to easily read at all times. (Xenoblade Chronicles X has tiny fonts.) -When you pull up the full map, it should unroll like a scroll. -spell/sub-weapon "currently selected" quick-select feature in one of the corners.
I like the bit about flourishes around the edges, just don't obscure too much of the screen. HP/MP bar should be visible at all times. Everything else can auto-hide.
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Post by Redogan on Jan 23, 2016 18:00:50 GMT -6
Good deal. That makes me feel a bit better. Sometimes I feel like the community has the reigns and it scares me because I'm finding that my views are not always falling in with the majority. Like I've told others before, this is the first project I backed on Kickstarter that actually got funded. It is a new animal for me to follow the development and to participate in the development to a degree.
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Post by Redogan on Jan 23, 2016 13:07:11 GMT -6
I get the impression from this update, that IGA has always been working toward character 1 (or shader 1) and the other shaders were put together to try to give something that the fans would like more. It even says that they worked the illustrated shader because the fans were asking for it. Do we want to rely on what the fans want or what IGA wants? I believe the statement about it making IGA gasp when he saw character 3 comes from the shear beauty of it and does not necessarily mean that IGA wants that in the game. He apparently has a vision for how he wants the game to look and it may or may not include the illustrated shader--even though he himself thinks it looks good. I can gasp at the beauty of a famous painting, but that doesn't mean I want my video games to look like that. IGA has NEVER said that he wants Bloodstained to look like a "painting in motion." Don't presume to know what IGA's vision for the game is until the game comes together. It is way too early for us to know where he is going with Bloodstained. I'm not presuming to know what he wants =/. I just repeated what was in the update. We can't know what he likes better because that hasn't been said. There was also that teaser of shader 3 that was released to show off their work and to tide us over until this significant update. I don't think something with a status of "I don't really prefer this, but I'll let you guys vote on it anyway" would have been featured in such a way. I think he's relatively neutral on the whole thing and will run with what we want.I didn't mean to come across as accusatory. Sorry about that. For the bold part at the end: I sure hope that is not the case. The community may come into line on some things, but will undoubtedly be divided on others. IGA needs to make the decision regardless of what the community wants. The community isn't accountable for how the game turns out, but IGA is.
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Post by Redogan on Jan 23, 2016 7:55:53 GMT -6
^this...very much, this....
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Post by Redogan on Jan 23, 2016 7:53:44 GMT -6
I actually disagree about Curse of Darkness' music. I quite enjoyed most of it, even if it was a little repetitive.
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Post by Redogan on Jan 23, 2016 7:44:50 GMT -6
This is what I was just saying in the Shoutbox. Smash on 3DS had to have a different visual style because the 3DS couldn't handle the HD look of the Wii U version. The illustrated look of character 3 would send the message that Bloodstained isn't next-gen and isn't making good use of the resources available. This would in turn hurt the sales of the game.Man, nah. It does the opposite of that. It even took IGA's breath away, and it's the main reason this update is getting so much positive press. Are you familiar with Guilty Gear Xrd? That game got so much hype, and deservedly so, because it managed to do just this, an impressive display of graphical prowess. It's no easy task to make things look like that. They had to innovate a whole new approach to lighting, and in Unreal 3 at that. I get the impression from this update, that IGA has always been working toward character 1 (or shader 1) and the other shaders were put together to try to give something that the fans would like more. It even says that they worked the illustrated shader because the fans were asking for it. Do we want to rely on what the fans want or what IGA wants? I believe the statement about it making IGA gasp when he saw character 3 comes from the shear beauty of it and does not necessarily mean that IGA wants that in the game. He apparently has a vision for how he wants the game to look and it may or may not include the illustrated shader--even though he himself thinks it looks good. I can gasp at the beauty of a famous painting, but that doesn't mean I want my video games to look like that. IGA has NEVER said that he wants Bloodstained to look like a "painting in motion." Don't presume to know what IGA's vision for the game is until the game comes together. It is way too early for us to know where he is going with Bloodstained.
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Post by Redogan on Jan 22, 2016 21:13:28 GMT -6
I'll counter that by saying that an anime style model with semi-realistic textures and shading looks off-putting, and that trying to make it look "next gen" in that manner will only make it look cheap in the end. The styles don't match up, and all we'd end up with is a game that looks like Mirror of Fate. Bloodstained should be trying to be the next generation of Symphony of the Night, not the next generation of The Dracula X Chronicles. That means the closer it can end up to looking like an illustration, the better. Yeah, that's a good argument. That's what I'm trying to say too. The closer they try to match the look of the 2d games the better it will be. Mirror of Fate just didn't have that magic, and they shouldn't be trying to replicate THAT look. I actually think Mirror of Fate looks great--especially the HD remake on PS3. Not saying I want Bloodstained to look like Mirror of Fate, but you make it sound like Mirror of Fate is trash tier. The same goes for Dracula X Chronicles. I think it looks great. It could have looked even better if it weren't on a handheld, but meh.
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Post by Redogan on Jan 22, 2016 13:10:00 GMT -6
From what was in the update newsletter, it sounded as though the dev team is about evenly split in their opinions about these shaders. If the community's opinions hold any weight, then it seems that Character 3 is the popular choice, but perhaps we'll see a final shader that's somewhere between nos. 1 and 3 instead, or something akin to the hybridized examples posted above. Personally, I dig no. 3; it follows what I had suggested in the first survey. For those who adamantly prefer something else, one solution could be to allow players to pick between shaders in-game. Take Super Smash Bros., for example. On the Wii U, characters are rendered in a style like shader 1. On the 3DS, the characters have thicker outlines, similar to shader 3, to improve their visibility on the smaller screen, but it's possible to adjust the outline effect if you don't like it. Considering there will be a Vita release, perhaps this option could be available. Even if not, surely the dev team is considering how to keep the game's look consistent across platforms. This is what I was just saying in the Shoutbox. Smash on 3DS had to have a different visual style because the 3DS couldn't handle the HD look of the Wii U version. The illustrated look of character 3 would send the message that Bloodstained isn't next-gen and isn't making good use of the resources available. This would in turn hurt the sales of the game. Hopefully, the team will blend the shaders enough that the illustrated look will appear stunning and unique.
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Post by Redogan on Jan 22, 2016 12:34:45 GMT -6
I really like how natural the run animation is in Lament of Innocence. I know that is a 3D example, but it is a great animation. Richter's run animation in SotN is quite good as well.
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Post by Redogan on Jan 22, 2016 11:06:08 GMT -6
IGA could still choose character 1, regardless of what the community thinks. So don't count your screenshots until they hatch.
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Post by Redogan on Jan 22, 2016 10:28:30 GMT -6
Resolution has suffered, but this transition might help decide which background you like better. Warning... right clicking that video and choosing "loop" may leach hours away. This video is clearly biased toward character 3. I realize it is to show the backgrounds, but maybe showing character 1 with the different backgrounds would also be useful. Is there some other video out there that utilizes character 1 (or both) while analyzing both backgrounds?
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Post by Redogan on Jan 21, 2016 16:14:22 GMT -6
I think that when we start getting more music reveals, us fans are going to go nuts. I have a feeling that the music in Bloodstained is going to be beyond epic!
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Post by Redogan on Jan 21, 2016 15:53:24 GMT -6
True, true. I like the different ones you can find in SotN, so....
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Post by Redogan on Jan 21, 2016 15:17:59 GMT -6
I enjoy both play styles: evading and blocking. I really enjoyed LoI and CoD as they have a back flip to get out of the way. That should be included in the form of a back dash. Either a back flip or a back hand spring. I also really enjoy games that let you use your shield to stagger an enemy. They basically attack your shield and bounce off resulting in a stagger. This window allows you to counter attack. Really strong attacks can cause you to stagger instead taking away your chance for a counter attack. You have to learn what attacks you can block and which ones you need to evade.
As I think about Miriam using shields, it occurs to me that her wielding a huge heavy greatshield seems out of place. So, I think it would fit better if her shield was generated magically. It would materialize and become corporeal while in use and then disappear when you let off the block button. It could even be just one special "crystal" shield that she has at all times and you upgrade its abilities as you progress through the game. At first you are only able to block basic attacks and projectiles (appearance like a kite shield). Then you get an upgrade to block heavy attacks (physical appearance then takes on that of a greatshield). There could also be upgrades that allow magic absorption when you block magic attacks (to refill your MP a la Lament's purple attacks). Then finally you get an upgrade to add crystal spikes to the shield. This one lets you move with the shield out. You can then run into enemies to damage them while you move a la SotN shield rod (but nowhere near as damaging).
Just brainstorming....
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Post by Redogan on Jan 21, 2016 14:55:15 GMT -6
In background 1, the light source is coming from the right side of the image. In background 3, the light source is coming from the left side of the image. I wish they hadn’t done it this way, because with this particular image, at this particular angle, the lighting coming from the right looks more natural. That is to say, it makes it look more like the torches are lighting the room than like the lighting is coming from somewhere “off-screen.” You can tell this isn’t actually the case though, by how much brighter the blood fountain on the right is in background 1 than in background 3, when there aren't any torches near it. There’s a lot I like about both backgrounds, but I think I like bg3 more because the colors look more natural, the background detail comes out more, and most importantly, Miriam stands out much, much more from the background then she does on bg1. For the character shaders, I agree with a lot of what people have been saying. character 3 looks better close up and character 1 looks better from further away. Choosing between the two is far more difficult for me than choosing between the backgrounds. The things I like about each I really, really like, but are completely sacrificed in the other. Character 3 is way more of a hand-drawn animation look, which honestly I don’t like as much as the fully 3D figure look of character 1. However, the shading on character 3 is dramatically better than on character 1. All the shadows, contrast, and color changes just are so much more powerful and appealing. However, the detail on the clothing, the way the light reflects across the leather items, and the overall more realistic look of the character seems to fit with the background art so much better and just looks all round better in general. What I would really, REALLY like is a mix between the two styles for the character – something that makes better use of more powerful shadings contrasts but still manages to keep the clothing detail and 3D look. I’m not sure I can vote, because I’m not sure I can actually pick between the two different characters. They’re just both too amazing! I think overall though I'm leaning toward character 3, because even if it's too much of an animated look and leaves off the details I want so badly to be there, I feel it's much more the direction the look of the game should go and I feel I can trust them to keep tweaking the look until it's just right. This. IGA will make the final decision, and I'm cool with that. I hope he will blend the shaders and then make a few touch ups based on some of the feedback and be done. Onward to animations! I want to see the walk/run animations next. This is something that can easily be messed up and is extremely important, so I hope they give us some examples and take some feedback before they commit to anything. I feel like they have nailed everything so far, so I'm not worried.
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Post by Redogan on Jan 21, 2016 11:15:22 GMT -6
SotN is not only my favorite Castlevania game, but also my favorite game of all time. I have played through it countless times, and I will say that I always had a shield equipped in my off-hand. I actually enjoyed discovering what special effects each shield had be it generating hearts, turning enemies to stone, or just damaging enemies by running into them.
I think Bloodstained should include shields as well. I was thinking that they could take it a step further and add greatshields. Miriam could pull out the shield and slam it on the ground in front of her like a wall and as long as you hold the button, you can block attacks, magic, fire, crystals or whatever is coming your way. The trade off is that you can't move while you do this. It adds a lot of strategy to your gameplay options. Avoid the attack altogether or tank your way to victory. Not useful in every situation, but very useful for blocking magical attacks that last more than a couple of frames. A good example would be to block a demon's fire breath. If you tried to jump over it, you would just land on the fire because it lasts for a few seconds. That brings up the whole problem with evading attacks in the first place. If the attack has a large hitbox or lasts longer than the duration of your evade, then you fail the evade and still take damage. A greatshield could block that attack without taking damage. I could definitely see shields benefiting Bloodstained's combat experience.
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Post by Redogan on Jan 21, 2016 10:56:06 GMT -6
So, someone in a specific anonymous forum made this: A mix between the two shaders. IMO it's perfect, though I don't know why. Thoughts? This is actually better than character 3 IMO, but it is still missing something from character 1. Possbily the texture on the material in her outfit? Or maybe it needs just a little more shiny-ness? I don't know. But this is cool. It's nice to see that the shaders can be blended and end up with a nice result. This actually has less of that "pasted on" feel. I'm thinking my whole issue with character 3 comes from the harsh outlines.
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Post by Redogan on Jan 21, 2016 8:02:27 GMT -6
I believe this is the appropriate place to post this. IGA wanted to add on to his comment for this update. For the background shaders, these screenshots are taken from afar to show the background details. So when you play the actual game, it will be much closer to the character. It would be great to add this to the first post so that more people can see this "Sorry everyone! I forgot to mention something so important." -IGA Welcome, Mana! Thanks for the add-on. All of the new screenshots look so amazing. IGA keeps delivering amazing stuff.
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Post by Redogan on Jan 21, 2016 7:57:09 GMT -6
When i first looked upon the new update I realized why it took so long. It was definitely worth the wait. The amount of work that IGA and the team did to bring us this deserves my deepest respects. As far as the background and character blend is concerned i think when there was no background i was a fan of the shader that was prevoiusly displayed in Miriam's model....but now i am not so sure as the same shader gives of a cartoonic vibe in both the backgrounds as Redogan has previously stated. As for the background i believe bloodstained should be darker and more gothic so background 3 is to my liking . So i think i'm going to go with character 1 background 3 for a more realistic but dark/gothic feel. Yes, this. I feel I need to say it again. Shader 3 makes an excellent character look until you put it with the awesome new background. Then it just looks like something pasted on. In the Ask IGA, he even said he didn't want to head in the cel-shaded direction (which to me would include the Guilty Gear Xrd look). Also, to add a bit more about background 3.... Background 3 has some details that are just not present in background 1. Examples include reflections on the object beside the stairs (some kind of short pillar with a stone slab on top) and the moonlight shining in a window on to the big column. So, for me it is character 1 background 3. I'm sure it will turn out awesome in the end regardless of what IGA decides to go with.
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